User prompt
Haz más grandes los botones de back ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aún más grandes y que estén separados ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que lo jugadores jugables en el menú de skins sean más grandes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que las opciones play y skins sean más grandes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la letra que dice skins en el menú sea una imagen
User prompt
Haz que la letra que dice play en el menú sea una imagen
User prompt
Quita el cuadro café del menú
User prompt
Haz la imagen del cuadro café un poco más abajo
User prompt
Haz que el título del juego del menú sea una imagen
User prompt
Y que aparezca un cuadro café en el menú como imagen
User prompt
Haz un fondo para el menú
User prompt
Haz que el enemigo amarillo aparezcan 3 por wave
User prompt
Haz que en el wave 5 aparezca una nueva arena
User prompt
Borra el botón de video del menú
User prompt
Haz que haya un link hacia un vídeo en el menú
User prompt
Quita al enemigo que tira balas
User prompt
Haz que en el wave 4 aparezca un nuevo enemigo amarillo
User prompt
Haz que en el wave 4 aparezca un nuevo enemigo que saque balas
User prompt
Haz que el player 3 se desbloqueé después de pasar el wabe 6 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Crea la opción de skins en el menú ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Haz que el nombre del juego aparezca como jojo's battle
User prompt
Haz un menú de inicio para el juego
User prompt
Hazle una música al juego
User prompt
Has que se pueda matar más fácil a los enemigos
User prompt
Y que aparezcan más enemigos
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 40;
self.health = 40;
self.attackPower = 15;
self.speed = 1;
self.lastAttackTime = 0;
self.attackCooldown = 120; // 2 seconds at 60fps
self.attackRange = 80;
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
LK.effects.flashObject(self, 0xffffff, 100);
LK.getSound('enemyHit').play();
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
enemies.splice(enemies.indexOf(self), 1);
self.destroy();
checkWaveComplete();
};
self.update = function () {
// Move towards player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.attackRange) {
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
var newX = self.x + moveX;
var newY = self.y + moveY;
// Keep enemy in arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var arenaRadius = Math.min(1024, 1366); // Use full screen dimensions
var distFromCenter = Math.sqrt((newX - centerX) * (newX - centerX) + (newY - centerY) * (newY - centerY));
if (distFromCenter <= arenaRadius) {
self.x = newX;
self.y = newY;
}
} else {
// Attack player if in range and cooldown is over
if (LK.ticks - self.lastAttackTime >= self.attackCooldown) {
player.takeDamage(self.attackPower);
self.lastAttackTime = LK.ticks;
}
}
};
return self;
});
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('fastEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 25;
self.health = 25;
self.attackPower = 10;
self.speed = 2.5;
self.lastAttackTime = 0;
self.attackCooldown = 90; // 1.5 seconds at 60fps
self.attackRange = 60;
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
LK.effects.flashObject(self, 0xffffff, 100);
LK.getSound('enemyHit').play();
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
enemies.splice(enemies.indexOf(self), 1);
self.destroy();
checkWaveComplete();
};
self.update = function () {
// Move towards player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.attackRange) {
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
var newX = self.x + moveX;
var newY = self.y + moveY;
// Keep enemy in arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var arenaRadius = Math.min(1024, 1366); // Use full screen dimensions
var distFromCenter = Math.sqrt((newX - centerX) * (newX - centerX) + (newY - centerY) * (newY - centerY));
if (distFromCenter <= arenaRadius) {
self.x = newX;
self.y = newY;
}
} else {
// Attack player if in range and cooldown is over
if (LK.ticks - self.lastAttackTime >= self.attackCooldown) {
player.takeDamage(self.attackPower);
self.lastAttackTime = LK.ticks;
}
}
};
return self;
});
var NarrativeText = Container.expand(function () {
var self = Container.call(this);
self.textDisplay = new Text2('', {
size: 40,
fill: 0xFFFFFF
});
self.textDisplay.anchor.set(0.5, 0.5);
self.addChild(self.textDisplay);
self.messages = ["Fight bravely!", "Enemies approach!", "Stay alert!", "Collect power-ups!", "Victory is near!", "Survive the wave!", "Show your strength!", "Battle continues!"];
self.currentMessage = 0;
self.messageTimer = 0;
self.messageDuration = 180; // 3 seconds at 60fps
self.showMessage = function (message) {
self.textDisplay.setText(message);
self.messageTimer = self.messageDuration;
};
self.update = function () {
if (self.messageTimer > 0) {
self.messageTimer--;
self.textDisplay.alpha = Math.min(1, self.messageTimer / 60);
}
// Show random narrative messages
if (LK.ticks % 300 === 0 && Math.random() < 0.3) {
var message = self.messages[Math.floor(Math.random() * self.messages.length)];
self.showMessage(message);
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 100;
self.health = 100;
self.attackPower = 20;
self.attackBoostTime = 0;
self.lastAttackTime = 0;
self.attackCooldown = 500; // 500ms cooldown between attacks
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
LK.effects.flashObject(self, 0xff0000, 200);
LK.getSound('hit').play();
updatePlayerHealthBar();
if (narrativeText) {
narrativeText.showMessage("You take damage!");
}
if (self.health <= 0) {
if (narrativeText) {
narrativeText.showMessage("Game Over!");
}
LK.showGameOver();
}
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
updatePlayerHealthBar();
};
self.boostAttack = function () {
self.attackBoostTime = LK.ticks + 300; // 5 second boost at 60fps
playerGraphics.tint = 0xffd700;
};
self.attack = function (enemy) {
if (LK.ticks - self.lastAttackTime < self.attackCooldown / (1000 / 60)) return false;
var damage = self.attackPower;
if (LK.ticks < self.attackBoostTime) {
damage *= 2;
}
enemy.takeDamage(damage);
self.lastAttackTime = LK.ticks;
return true;
};
self.update = function () {
if (LK.ticks >= self.attackBoostTime) {
playerGraphics.tint = 0xffffff;
}
};
return self;
});
var PowerUp = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
var assetName = type === 'health' ? 'healthPotion' : 'attackBooster';
var powerUpGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.lifeTime = 600; // 10 seconds at 60fps
self.age = 0;
self.collect = function () {
if (self.type === 'health') {
player.heal(30);
if (narrativeText) {
narrativeText.showMessage("Health restored!");
}
} else {
player.boostAttack();
if (narrativeText) {
narrativeText.showMessage("Attack boosted!");
}
}
LK.getSound('powerup').play();
powerUps.splice(powerUps.indexOf(self), 1);
self.destroy();
};
self.update = function () {
self.age++;
// Pulse effect
var pulse = Math.sin(self.age * 0.2) * 0.2 + 1;
powerUpGraphics.scaleX = pulse;
powerUpGraphics.scaleY = pulse;
// Remove if expired
if (self.age >= self.lifeTime) {
powerUps.splice(powerUps.indexOf(self), 1);
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var powerUps = [];
var currentWave = 1;
var dragNode = null;
var lastPowerUpSpawn = 0;
var narrativeText;
// UI elements
var waveText;
var playerHealthBar;
var playerHealthBarBg;
// Create arena
var arena = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Create UI
waveText = new Text2('Wave 1', {
size: 60,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
waveText.y = 100;
// Health bar background
playerHealthBarBg = LK.gui.bottomLeft.addChild(LK.getAsset('healthBarBg', {
x: 100,
y: -100
}));
// Health bar
playerHealthBar = LK.gui.bottomLeft.addChild(LK.getAsset('healthBar', {
x: 100,
y: -100
}));
// Initialize narrative system
narrativeText = new NarrativeText();
narrativeText.x = 2048 / 2;
narrativeText.y = 200;
LK.gui.center.addChild(narrativeText);
function updatePlayerHealthBar() {
var healthPercent = player.health / player.maxHealth;
playerHealthBar.scaleX = healthPercent;
}
function spawnWave(waveNumber) {
var enemyCount = Math.min(4 + waveNumber * 2, 15);
var fastEnemyCount = Math.max(0, Math.floor(waveNumber / 2) + waveNumber - 1);
for (var i = 0; i < enemyCount; i++) {
spawnEnemy();
}
for (var j = 0; j < fastEnemyCount; j++) {
spawnFastEnemy();
}
waveText.setText('Wave ' + waveNumber);
narrativeText.showMessage("Wave " + waveNumber + " begins!");
}
function spawnEnemy() {
var enemy = game.addChild(new Enemy());
// Spawn at random position on arena edge
var angle = Math.random() * Math.PI * 2;
var radius = Math.min(1000, 1300); // Spawn near fullscreen edge
var centerX = 2048 / 2;
var centerY = 2732 / 2;
enemy.x = centerX + Math.cos(angle) * radius;
enemy.y = centerY + Math.sin(angle) * radius;
enemies.push(enemy);
}
function spawnFastEnemy() {
var enemy = game.addChild(new FastEnemy());
// Spawn at random position on arena edge
var angle = Math.random() * Math.PI * 2;
var radius = Math.min(1000, 1300); // Spawn near fullscreen edge
var centerX = 2048 / 2;
var centerY = 2732 / 2;
enemy.x = centerX + Math.cos(angle) * radius;
enemy.y = centerY + Math.sin(angle) * radius;
enemies.push(enemy);
}
function spawnPowerUp() {
var type = Math.random() < 0.6 ? 'health' : 'attack';
var powerUp = game.addChild(new PowerUp(type));
// Spawn at random position in arena
var angle = Math.random() * Math.PI * 2;
var radius = Math.random() * Math.min(1000, 1300); // Use fullscreen dimensions
var centerX = 2048 / 2;
var centerY = 2732 / 2;
powerUp.x = centerX + Math.cos(angle) * radius;
powerUp.y = centerY + Math.sin(angle) * radius;
powerUps.push(powerUp);
}
function checkWaveComplete() {
if (enemies.length === 0) {
currentWave++;
LK.setScore(currentWave - 1);
// Small delay before next wave
LK.setTimeout(function () {
spawnWave(currentWave);
}, 2000);
}
}
function isInArena(x, y) {
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var distance = Math.sqrt((x - centerX) * (x - centerX) + (y - centerY) * (y - centerY));
return distance <= Math.min(1024, 1366); // Use fullscreen dimensions
}
// Touch controls
game.down = function (x, y, obj) {
if (isInArena(x, y)) {
dragNode = player;
player.x = x;
player.y = y;
}
};
game.move = function (x, y, obj) {
if (dragNode && isInArena(x, y)) {
dragNode.x = x;
dragNode.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
// Update narrative system
narrativeText.update();
// Check player attacks on enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var distance = Math.sqrt((player.x - enemy.x) * (player.x - enemy.x) + (player.y - enemy.y) * (player.y - enemy.y));
if (distance < 70) {
player.attack(enemy);
}
}
// Check power-up collection
for (var j = powerUps.length - 1; j >= 0; j--) {
var powerUp = powerUps[j];
var distance = Math.sqrt((player.x - powerUp.x) * (player.x - powerUp.x) + (player.y - powerUp.y) * (player.y - powerUp.y));
if (distance < 50) {
powerUp.collect();
}
}
// Spawn power-ups occasionally
if (LK.ticks - lastPowerUpSpawn > 300 && Math.random() < 0.02) {
if (powerUps.length < 3) {
spawnPowerUp();
lastPowerUpSpawn = LK.ticks;
}
}
};
// Start first wave
spawnWave(currentWave); /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 40;
self.health = 40;
self.attackPower = 15;
self.speed = 1;
self.lastAttackTime = 0;
self.attackCooldown = 120; // 2 seconds at 60fps
self.attackRange = 80;
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
LK.effects.flashObject(self, 0xffffff, 100);
LK.getSound('enemyHit').play();
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
enemies.splice(enemies.indexOf(self), 1);
self.destroy();
checkWaveComplete();
};
self.update = function () {
// Move towards player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.attackRange) {
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
var newX = self.x + moveX;
var newY = self.y + moveY;
// Keep enemy in arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var arenaRadius = Math.min(1024, 1366); // Use full screen dimensions
var distFromCenter = Math.sqrt((newX - centerX) * (newX - centerX) + (newY - centerY) * (newY - centerY));
if (distFromCenter <= arenaRadius) {
self.x = newX;
self.y = newY;
}
} else {
// Attack player if in range and cooldown is over
if (LK.ticks - self.lastAttackTime >= self.attackCooldown) {
player.takeDamage(self.attackPower);
self.lastAttackTime = LK.ticks;
}
}
};
return self;
});
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('fastEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 25;
self.health = 25;
self.attackPower = 10;
self.speed = 2.5;
self.lastAttackTime = 0;
self.attackCooldown = 90; // 1.5 seconds at 60fps
self.attackRange = 60;
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
LK.effects.flashObject(self, 0xffffff, 100);
LK.getSound('enemyHit').play();
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
enemies.splice(enemies.indexOf(self), 1);
self.destroy();
checkWaveComplete();
};
self.update = function () {
// Move towards player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.attackRange) {
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
var newX = self.x + moveX;
var newY = self.y + moveY;
// Keep enemy in arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var arenaRadius = Math.min(1024, 1366); // Use full screen dimensions
var distFromCenter = Math.sqrt((newX - centerX) * (newX - centerX) + (newY - centerY) * (newY - centerY));
if (distFromCenter <= arenaRadius) {
self.x = newX;
self.y = newY;
}
} else {
// Attack player if in range and cooldown is over
if (LK.ticks - self.lastAttackTime >= self.attackCooldown) {
player.takeDamage(self.attackPower);
self.lastAttackTime = LK.ticks;
}
}
};
return self;
});
var NarrativeText = Container.expand(function () {
var self = Container.call(this);
self.textDisplay = new Text2('', {
size: 40,
fill: 0xFFFFFF
});
self.textDisplay.anchor.set(0.5, 0.5);
self.addChild(self.textDisplay);
self.messages = ["Fight bravely!", "Enemies approach!", "Stay alert!", "Collect power-ups!", "Victory is near!", "Survive the wave!", "Show your strength!", "Battle continues!"];
self.currentMessage = 0;
self.messageTimer = 0;
self.messageDuration = 180; // 3 seconds at 60fps
self.showMessage = function (message) {
self.textDisplay.setText(message);
self.messageTimer = self.messageDuration;
};
self.update = function () {
if (self.messageTimer > 0) {
self.messageTimer--;
self.textDisplay.alpha = Math.min(1, self.messageTimer / 60);
}
// Show random narrative messages
if (LK.ticks % 300 === 0 && Math.random() < 0.3) {
var message = self.messages[Math.floor(Math.random() * self.messages.length)];
self.showMessage(message);
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 100;
self.health = 100;
self.attackPower = 20;
self.attackBoostTime = 0;
self.lastAttackTime = 0;
self.attackCooldown = 500; // 500ms cooldown between attacks
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
LK.effects.flashObject(self, 0xff0000, 200);
LK.getSound('hit').play();
updatePlayerHealthBar();
if (narrativeText) {
narrativeText.showMessage("You take damage!");
}
if (self.health <= 0) {
if (narrativeText) {
narrativeText.showMessage("Game Over!");
}
LK.showGameOver();
}
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
updatePlayerHealthBar();
};
self.boostAttack = function () {
self.attackBoostTime = LK.ticks + 300; // 5 second boost at 60fps
playerGraphics.tint = 0xffd700;
};
self.attack = function (enemy) {
if (LK.ticks - self.lastAttackTime < self.attackCooldown / (1000 / 60)) return false;
var damage = self.attackPower;
if (LK.ticks < self.attackBoostTime) {
damage *= 2;
}
enemy.takeDamage(damage);
self.lastAttackTime = LK.ticks;
return true;
};
self.update = function () {
if (LK.ticks >= self.attackBoostTime) {
playerGraphics.tint = 0xffffff;
}
};
return self;
});
var PowerUp = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
var assetName = type === 'health' ? 'healthPotion' : 'attackBooster';
var powerUpGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.lifeTime = 600; // 10 seconds at 60fps
self.age = 0;
self.collect = function () {
if (self.type === 'health') {
player.heal(30);
if (narrativeText) {
narrativeText.showMessage("Health restored!");
}
} else {
player.boostAttack();
if (narrativeText) {
narrativeText.showMessage("Attack boosted!");
}
}
LK.getSound('powerup').play();
powerUps.splice(powerUps.indexOf(self), 1);
self.destroy();
};
self.update = function () {
self.age++;
// Pulse effect
var pulse = Math.sin(self.age * 0.2) * 0.2 + 1;
powerUpGraphics.scaleX = pulse;
powerUpGraphics.scaleY = pulse;
// Remove if expired
if (self.age >= self.lifeTime) {
powerUps.splice(powerUps.indexOf(self), 1);
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var powerUps = [];
var currentWave = 1;
var dragNode = null;
var lastPowerUpSpawn = 0;
var narrativeText;
// UI elements
var waveText;
var playerHealthBar;
var playerHealthBarBg;
// Create arena
var arena = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Create UI
waveText = new Text2('Wave 1', {
size: 60,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
waveText.y = 100;
// Health bar background
playerHealthBarBg = LK.gui.bottomLeft.addChild(LK.getAsset('healthBarBg', {
x: 100,
y: -100
}));
// Health bar
playerHealthBar = LK.gui.bottomLeft.addChild(LK.getAsset('healthBar', {
x: 100,
y: -100
}));
// Initialize narrative system
narrativeText = new NarrativeText();
narrativeText.x = 2048 / 2;
narrativeText.y = 200;
LK.gui.center.addChild(narrativeText);
function updatePlayerHealthBar() {
var healthPercent = player.health / player.maxHealth;
playerHealthBar.scaleX = healthPercent;
}
function spawnWave(waveNumber) {
var enemyCount = Math.min(4 + waveNumber * 2, 15);
var fastEnemyCount = Math.max(0, Math.floor(waveNumber / 2) + waveNumber - 1);
for (var i = 0; i < enemyCount; i++) {
spawnEnemy();
}
for (var j = 0; j < fastEnemyCount; j++) {
spawnFastEnemy();
}
waveText.setText('Wave ' + waveNumber);
narrativeText.showMessage("Wave " + waveNumber + " begins!");
}
function spawnEnemy() {
var enemy = game.addChild(new Enemy());
// Spawn at random position on arena edge
var angle = Math.random() * Math.PI * 2;
var radius = Math.min(1000, 1300); // Spawn near fullscreen edge
var centerX = 2048 / 2;
var centerY = 2732 / 2;
enemy.x = centerX + Math.cos(angle) * radius;
enemy.y = centerY + Math.sin(angle) * radius;
enemies.push(enemy);
}
function spawnFastEnemy() {
var enemy = game.addChild(new FastEnemy());
// Spawn at random position on arena edge
var angle = Math.random() * Math.PI * 2;
var radius = Math.min(1000, 1300); // Spawn near fullscreen edge
var centerX = 2048 / 2;
var centerY = 2732 / 2;
enemy.x = centerX + Math.cos(angle) * radius;
enemy.y = centerY + Math.sin(angle) * radius;
enemies.push(enemy);
}
function spawnPowerUp() {
var type = Math.random() < 0.6 ? 'health' : 'attack';
var powerUp = game.addChild(new PowerUp(type));
// Spawn at random position in arena
var angle = Math.random() * Math.PI * 2;
var radius = Math.random() * Math.min(1000, 1300); // Use fullscreen dimensions
var centerX = 2048 / 2;
var centerY = 2732 / 2;
powerUp.x = centerX + Math.cos(angle) * radius;
powerUp.y = centerY + Math.sin(angle) * radius;
powerUps.push(powerUp);
}
function checkWaveComplete() {
if (enemies.length === 0) {
currentWave++;
LK.setScore(currentWave - 1);
// Small delay before next wave
LK.setTimeout(function () {
spawnWave(currentWave);
}, 2000);
}
}
function isInArena(x, y) {
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var distance = Math.sqrt((x - centerX) * (x - centerX) + (y - centerY) * (y - centerY));
return distance <= Math.min(1024, 1366); // Use fullscreen dimensions
}
// Touch controls
game.down = function (x, y, obj) {
if (isInArena(x, y)) {
dragNode = player;
player.x = x;
player.y = y;
}
};
game.move = function (x, y, obj) {
if (dragNode && isInArena(x, y)) {
dragNode.x = x;
dragNode.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
// Update narrative system
narrativeText.update();
// Check player attacks on enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var distance = Math.sqrt((player.x - enemy.x) * (player.x - enemy.x) + (player.y - enemy.y) * (player.y - enemy.y));
if (distance < 70) {
player.attack(enemy);
}
}
// Check power-up collection
for (var j = powerUps.length - 1; j >= 0; j--) {
var powerUp = powerUps[j];
var distance = Math.sqrt((player.x - powerUp.x) * (player.x - powerUp.x) + (player.y - powerUp.y) * (player.y - powerUp.y));
if (distance < 50) {
powerUp.collect();
}
}
// Spawn power-ups occasionally
if (LK.ticks - lastPowerUpSpawn > 300 && Math.random() < 0.02) {
if (powerUps.length < 3) {
spawnPowerUp();
lastPowerUpSpawn = LK.ticks;
}
}
};
// Start first wave
spawnWave(currentWave);
Dio. In-Game asset. 2d. High contrast. No shadows
Star platinum jojo. In-Game asset. 2d. High contrast. No shadows
Un hombre con pelo largo color rosado con manchas negras y sin camisa con pantalón morado jojo's. In-Game asset. 2d. High contrast. No shadows
Jotaro con cuerpo y que se vea su cabeza jojo's. In-Game asset. 2d. High contrast. No shadows
Egipto Scenery. In-Game asset. 2d. High contrast. No shadows
Point. In-Game asset. 2d. High contrast. No shadows
Barra de vida jojo's. In-Game asset. 2d. High contrast. No shadows
Star platinum jotaro con cuerpo completo jojo's. In-Game asset. 2d. High contrast. No shadows
Bala. In-Game asset. 2d. High contrast. No shadows
Kars cuerpo completo jojo's. In-Game asset. 2d. High contrast. No shadows
Jolyne cuerpo completo jojo's. In-Game asset. 2d. High contrast. No shadows
Kakyoin cuerpo completo jojo's. In-Game asset. 2d. High contrast. No shadows
Un pueblo con casa y un piso café jojo's. In-Game asset. 2d. High contrast. No shadows
Hazlo grande