User prompt
quiero que la nave y la linea atras de la nave, inluyendo tambien las particulas de fuego pasen por delante de las piedras
User prompt
ahora otro sonido pero ahora para la energia
User prompt
quiero que cuando toques las rocas que te hacen sufrir daño, ejecute un sonido
User prompt
quiero que los objetos no puedan pasar por encima de los UI
User prompt
quiero que el texto, la barra de energia y la imagen, y la vida pasen por encima de todas las cosas
User prompt
quiero que la imagen resalte haciendose un poco pequeño y despues vuelva a su tamaño, como para que el ugador se de cuenta de lo que tiene que agarrar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
un poco mas arriba, y un poco mas grande
User prompt
quiero que en la parte de abajo de la barra de energia tenga la imagen de la energia agarrable, "solo imagen"
User prompt
Please fix the bug: 'Error: The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(obstacle, targetIndex);' Line Number: 297
User prompt
quiero que las rocas mayormente grandes tengan superioridas y pasen por encima de las que son inferiores de tamaño
User prompt
quiero que la energia que puede agarrar el jugador genere efectos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que cuando toques la energia agarrable, la energia ui aumente por completoo
User prompt
quiero que la barra de gasolina no dure tanto
User prompt
pero todas giran para el mismo lado, agrega mejor rotacion, rotacion mas diversa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que las energuias que coja el jugador tambien de ese efecto de como que esta flotando y no solo se quede quieto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que por la parte inferior de la nave salgan como chispas de fuego, como que del efecto de que realmente este diriguiendose algun lugar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ahora quiero que agreges tipo estrellas, que brillen y se vena bonitos en el fondo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que las rocas medianas, osea no las mas pequeñas, si no las que son mas pequeñas que las grandes, y que no hacen dañño, ya, quiero que esas rocas sean mas oscuras
User prompt
quiero que las rocas mas pequeñitas sean mas oscuras ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que la gasolina que agarra la nave sea mas grande, al igual que las rocas
User prompt
quiero que la gasolina sea un poco mas grande, al igual que las rocas
User prompt
quiero que dure mucho mas
User prompt
quiero que la barra de gasolina dure mas
User prompt
quiero que la barra de gasolina sea mas larga por la parte de abajo
User prompt
quiero que la barra de gasolina sea mas larga por la parte de abajo
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Asteroid = Container.expand(function () {
var self = Container.call(this);
var asteroidGraphics = self.attachAsset('asteroid', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
self.speed = 12 + Math.random() * 10;
self.rotationSpeed = (Math.random() - 0.5) * 0.1;
self.update = function () {
self.y += self.speed;
asteroidGraphics.rotation += self.rotationSpeed;
};
return self;
});
var Debris = Container.expand(function () {
var self = Container.call(this);
var debrisGraphics = self.attachAsset('debris', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Make medium debris darker
debrisGraphics.tint = 0x404040;
self.speed = 10 + Math.random() * 8;
self.horizontalSpeed = (Math.random() - 0.5) * 2;
self.update = function () {
self.y += self.speed;
self.x += self.horizontalSpeed;
};
return self;
});
var Fuel = Container.expand(function () {
var self = Container.call(this);
var fuelGraphics = self.attachAsset('fuel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
self.speed = 9 + Math.random() * 6;
// Start floating animation
self.floatDirection = 1;
self.floatSpeed = 0.02 + Math.random() * 0.02;
self.floatAmount = 15 + Math.random() * 10;
self.originalY = 0;
self.floatTimer = Math.random() * 120;
// Add diverse rotation properties
self.rotationSpeed = (Math.random() - 0.5) * 0.04; // Random speed between -0.02 and 0.02
self.rotationDirection = Math.random() > 0.5 ? 1 : -1; // Random direction
self.update = function () {
self.y += self.speed;
// Add floating effect
self.floatTimer += self.floatSpeed;
var floatOffset = Math.sin(self.floatTimer) * self.floatAmount;
fuelGraphics.y = floatOffset;
// Add diverse rotation
fuelGraphics.rotation += self.rotationSpeed * self.rotationDirection;
};
return self;
});
var Spaceship = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('spaceship', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
self.speed = 0;
self.maxSpeed = 8;
self.acceleration = 0.3;
self.friction = 0.85;
self.targetX = 1024; // Default center position
self.update = function () {
// Smoothly move towards target position
var deltaX = self.targetX - self.x;
self.x += deltaX * 0.2; // Smooth interpolation factor
// Keep ship within bounds
if (self.x < 40) {
self.x = 40;
}
if (self.x > 2008) {
self.x = 2008;
}
};
self.moveLeft = function () {
self.speed = Math.max(self.speed - self.acceleration, -self.maxSpeed);
};
self.moveRight = function () {
self.speed = Math.min(self.speed + self.acceleration, self.maxSpeed);
};
self.setTargetX = function (x) {
self.targetX = x;
};
return self;
});
var Spark = Container.expand(function () {
var self = Container.call(this);
var sparkGraphics = self.attachAsset('debris', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.1 + Math.random() * 0.2,
scaleY: 0.3 + Math.random() * 0.4
});
// Make sparks fire colors - orange to red
var fireColors = [0xff6600, 0xff4400, 0xff2200, 0xff8800, 0xffaa00];
sparkGraphics.tint = fireColors[Math.floor(Math.random() * fireColors.length)];
self.speed = 8 + Math.random() * 6;
self.horizontalSpeed = (Math.random() - 0.5) * 4;
self.life = 30 + Math.random() * 20;
self.maxLife = self.life;
self.update = function () {
self.y += self.speed;
self.x += self.horizontalSpeed;
self.life--;
// Fade out over time
self.alpha = self.life / self.maxLife;
// Scale down over time
var scale = self.life / self.maxLife * 0.3;
sparkGraphics.scaleX = scale;
sparkGraphics.scaleY = scale;
};
return self;
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('debris', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2 + Math.random() * 0.3,
scaleY: 0.2 + Math.random() * 0.3
});
// Make stars white and bright
starGraphics.tint = 0xffffff;
self.speed = 3 + Math.random() * 4;
self.twinkleTimer = Math.random() * 120;
self.maxAlpha = 0.8 + Math.random() * 0.2;
self.alpha = self.maxAlpha;
self.update = function () {
self.y += self.speed;
// Twinkling effect
self.twinkleTimer += 1;
var twinkle = Math.sin(self.twinkleTimer * 0.05) * 0.3 + 0.7;
self.alpha = self.maxAlpha * twinkle;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
var spaceship = new Spaceship();
var obstacles = [];
var stars = [];
var sparks = [];
var scrollSpeed = 6;
var spawnTimer = 0;
var spawnRate = 120; // frames between spawns
var gameSpeed = 1;
var altitude = 0;
var lastTouchX = null;
var isDragging = false;
var maxHealth = 100;
var currentHealth = 100;
var healthBarBg;
var healthBarFill;
var maxFuel = 100;
var currentFuel = 100;
var fuelBarBg;
var fuelBarFill;
var fuelConsumptionRate = 0.15; // Fuel consumed per frame
var fuelPickups = [];
// Create horizontal bar behind spaceship
var spaceshipBar = LK.getAsset('spaceshipBar', {
anchorX: 0.5,
anchorY: 0.5
});
spaceshipBar.x = 1024;
spaceshipBar.y = 2400;
spaceshipBar.alpha = 0.5; // Make bar even more transparent
game.addChild(spaceshipBar);
// Position spaceship
spaceship.x = 1024;
spaceship.y = 2400;
game.addChild(spaceship);
// Create score display
var scoreText = new Text2('Altitude: 0m', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create altitude display
var altitudeText = new Text2('Score: 0', {
size: 50,
fill: 0xFFFFFF
});
altitudeText.anchor.set(0.5, 0);
altitudeText.y = 80;
LK.gui.top.addChild(altitudeText);
// Create health bar background
healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.0
});
healthBarBg.x = 1024;
healthBarBg.y = 200;
game.addChild(healthBarBg);
// Create health bar fill
healthBarFill = LK.getAsset('healthBarFill', {
anchorX: 0.5,
anchorY: 0.0
});
healthBarFill.x = 1024;
healthBarFill.y = 202;
game.addChild(healthBarFill);
// Create fuel bar background
fuelBarBg = LK.getAsset('fuelBarBg', {
anchorX: 0.5,
anchorY: 0.0
});
fuelBarBg.x = 150;
fuelBarBg.y = 300;
game.addChild(fuelBarBg);
// Create fuel bar fill
fuelBarFill = LK.getAsset('fuelBarFill', {
anchorX: 0.5,
anchorY: 0.0
});
fuelBarFill.x = 150;
fuelBarFill.y = 302;
game.addChild(fuelBarFill);
// Create fuel icon below fuel bar
var fuelIcon = LK.getAsset('fuel', {
anchorX: 0.5,
anchorY: 0.0,
scaleX: 2.5,
scaleY: 2.5
});
fuelIcon.x = 150;
fuelIcon.y = 1850; // Position below the fuel bar
game.addChild(fuelIcon);
// Start pulsing animation for fuel icon
function startFuelIconPulse() {
tween(fuelIcon, {
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(fuelIcon, {
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: startFuelIconPulse
});
}
});
}
startFuelIconPulse();
function createObstacle() {
var obstacle;
if (Math.random() < 0.7) {
obstacle = new Asteroid();
} else {
obstacle = new Debris();
}
obstacle.x = Math.random() * (2048 - 100) + 50;
obstacle.y = -50;
obstacles.push(obstacle);
game.addChild(obstacle);
// Z-index management: larger objects (asteroids) should render above smaller objects (debris)
// Find the correct index to insert this obstacle
var targetIndex = game.getChildIndex(obstacle); // Start with current index
var maxIndex = game.children.length - 1;
// Only reorder if we have other obstacles to compare with
if (obstacle instanceof Asteroid) {
// Asteroids should be above debris - find the highest debris index
for (var j = 0; j < game.children.length; j++) {
var child = game.children[j];
if (child instanceof Debris) {
targetIndex = Math.min(j + 1, maxIndex);
}
}
} else if (obstacle instanceof Debris) {
// Debris should be below asteroids - find the lowest asteroid index
for (var j = 0; j < game.children.length; j++) {
var child = game.children[j];
if (child instanceof Asteroid) {
targetIndex = Math.max(j - 1, 0);
break; // Insert before first asteroid
}
}
}
// Ensure targetIndex is within valid bounds
targetIndex = Math.max(0, Math.min(targetIndex, maxIndex));
game.setChildIndex(obstacle, targetIndex);
}
function handleTouch(x, y) {
// Directly set spaceship target to cursor position
spaceship.setTargetX(x);
}
game.down = function (x, y, obj) {
isDragging = true;
lastTouchX = x;
handleTouch(x, y);
};
game.move = function (x, y, obj) {
// Always follow cursor, not just when dragging
handleTouch(x, y);
};
game.up = function (x, y, obj) {
isDragging = false;
lastTouchX = null;
};
game.update = function () {
// Update altitude and score
altitude += scrollSpeed;
LK.setScore(Math.floor(altitude / 10));
// Update displays
scoreText.setText('Altitude: ' + Math.floor(altitude) + 'm');
altitudeText.setText('Score: ' + LK.getScore());
// Increase difficulty over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
gameSpeed += 0.1;
scrollSpeed = Math.min(scrollSpeed + 0.3, 10);
spawnRate = Math.max(spawnRate - 5, 30);
}
// Spawn obstacles
spawnTimer++;
if (spawnTimer >= spawnRate) {
createObstacle();
spawnTimer = 0;
}
// Consume fuel constantly
currentFuel -= fuelConsumptionRate;
if (currentFuel < 0) currentFuel = 0;
// Update fuel bar
var fuelPercent = currentFuel / maxFuel;
fuelBarFill.scaleY = fuelPercent;
fuelBarFill.y = 302 + 1596 * (1 - fuelPercent);
// Fuel bar maintains original blue color - no color changes
// Lose health when out of fuel
if (currentFuel <= 0) {
currentHealth -= 1;
// Update health bar
var healthPercent = currentHealth / maxHealth;
healthBarFill.scaleX = healthPercent;
healthBarFill.x = 1024 - 148 + 296 * healthPercent * 0.5;
// Check if health is depleted
if (currentHealth <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Spawn fuel pickups occasionally
if (LK.ticks % 300 === 0) {
// Every 5 seconds
var fuelPickup = new Fuel();
fuelPickup.x = Math.random() * (2048 - 100) + 50;
fuelPickup.y = -50;
fuelPickups.push(fuelPickup);
game.addChild(fuelPickup);
}
// Update fuel pickups and check collisions
for (var f = fuelPickups.length - 1; f >= 0; f--) {
var fuelPickup = fuelPickups[f];
// Track last position for cleanup
if (fuelPickup.lastY === undefined) fuelPickup.lastY = fuelPickup.y;
// Remove fuel pickups that are off screen
if (fuelPickup.lastY < 2800 && fuelPickup.y >= 2800) {
fuelPickup.destroy();
fuelPickups.splice(f, 1);
continue;
}
// Check collision with spaceship
if (fuelPickup.intersects(spaceship)) {
// Completely refill fuel
currentFuel = maxFuel;
LK.getSound('fuel_pickup').play();
fuelPickup.destroy();
fuelPickups.splice(f, 1);
continue;
}
fuelPickup.lastY = fuelPickup.y;
}
// Update obstacles and check collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Track last position for cleanup
if (obstacle.lastY === undefined) obstacle.lastY = obstacle.y;
// Remove obstacles that are off screen
if (obstacle.lastY < 2800 && obstacle.y >= 2800) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
// Check collision with spaceship
if (obstacle.intersects(spaceship)) {
// Only deal damage if it's an asteroid (not small debris or stars)
if (obstacle instanceof Asteroid) {
// Reduce health instead of immediate game over
currentHealth -= 20;
// Update health bar
var healthPercent = currentHealth / maxHealth;
healthBarFill.scaleX = healthPercent;
healthBarFill.x = 1024 - 148 + 296 * healthPercent * 0.5;
// Flash screen red briefly
LK.effects.flashScreen(0xff0000, 300);
LK.getSound('explosion').play();
// Check if health is depleted
if (currentHealth <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
// Remove only asteroids that hit us
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
}
obstacle.lastY = obstacle.y;
}
// Spawn beautiful twinkling stars
if (LK.ticks % 15 === 0) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = -10;
stars.push(star);
game.addChild(star);
// Move star behind spaceship bar
game.setChildIndex(star, 0);
}
// Update stars and remove off-screen ones
for (var s = stars.length - 1; s >= 0; s--) {
var star = stars[s];
// Track last position for cleanup
if (star.lastY === undefined) star.lastY = star.y;
// Remove stars that are off screen
if (star.lastY < 2800 && star.y >= 2800) {
star.destroy();
stars.splice(s, 1);
continue;
}
star.lastY = star.y;
}
// Spawn fire sparks from spaceship thrusters
if (LK.ticks % 3 === 0) {
// Create 2-3 sparks every few frames
var sparkCount = 2 + Math.floor(Math.random() * 2);
for (var sp = 0; sp < sparkCount; sp++) {
var spark = new Spark();
// Position sparks at bottom of spaceship with some spread
spark.x = spaceship.x + (Math.random() - 0.5) * 60;
spark.y = spaceship.y + 60; // Bottom of spaceship
sparks.push(spark);
game.addChild(spark);
}
}
// Move spaceship elements to front every frame to stay above obstacles
game.setChildIndex(spaceshipBar, game.children.length - 1);
game.setChildIndex(spaceship, game.children.length - 1);
// Move all sparks to front to stay above obstacles
for (var sp = 0; sp < sparks.length; sp++) {
var spark = sparks[sp];
if (spark.parent === game) {
game.setChildIndex(spark, game.children.length - 1);
}
}
// Update sparks and remove dead ones
for (var k = sparks.length - 1; k >= 0; k--) {
var spark = sparks[k];
// Remove sparks that are dead or off screen
if (spark.life <= 0 || spark.y > 2800) {
spark.destroy();
sparks.splice(k, 1);
continue;
}
}
};
// Start background music
LK.playMusic('space_music'); ===================================================================
--- original.js
+++ change.js
@@ -478,12 +478,20 @@
spark.x = spaceship.x + (Math.random() - 0.5) * 60;
spark.y = spaceship.y + 60; // Bottom of spaceship
sparks.push(spark);
game.addChild(spark);
- // Move sparks behind spaceship bar
- game.setChildIndex(spark, 0);
}
}
+ // Move spaceship elements to front every frame to stay above obstacles
+ game.setChildIndex(spaceshipBar, game.children.length - 1);
+ game.setChildIndex(spaceship, game.children.length - 1);
+ // Move all sparks to front to stay above obstacles
+ for (var sp = 0; sp < sparks.length; sp++) {
+ var spark = sparks[sp];
+ if (spark.parent === game) {
+ game.setChildIndex(spark, game.children.length - 1);
+ }
+ }
// Update sparks and remove dead ones
for (var k = sparks.length - 1; k >= 0; k--) {
var spark = sparks[k];
// Remove sparks that are dead or off screen