User prompt
Hay un error: los choiceButton se pueden tocar demasiado pronto, incluso mientras están apareciendo. ¿Puedes hacer que los botones solo se activen después de que haya terminado la animación de entrada? La idea es evitar toques accidentales mientras se están deslizando o desvaneciendo. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Implementar una animación de aparición con deslizamiento lateral (Slide In Left / Right) para los choiceButton utilizados en las escenas de decisión del juego. Tipo de animación de entrada: Cada botón debe aparecer deslizándose desde un lado de la pantalla hacia su posición final, de forma secuencial (uno tras otro, no todos a la vez). Específicamente: Alternar entre entrada desde la izquierda y la derecha por botón (por ejemplo: el primero desde la izquierda, el segundo desde la derecha, etc.). Acompañar el movimiento con una transición de opacidad (opacity: 0 → 1). Opcionalmente puede usarse un ligero scale(0.95 → 1.0) para enfatizar el peso visual. Usar una curva de easing suave como ease-out o easeOutCubic. Aplicar un retraso progresivo (stagger delay) entre cada botón, por ejemplo: Botón 1: delay 0s Botón 2: delay 0.1s Botón 3: delay 0.2s Restricción de interacción: Ninguno de los botones debe ser interactivo hasta que la animación de entrada haya terminado completamente. Esto significa que deben estar desactivados (interactable = false, disabled = true, o similar) desde el inicio, y activarse (true) únicamente cuando la animación final del último botón haya concluido. Esto asegura una experiencia visual ordenada y previene clics accidentales. > Animación de salida (desaparición): Aplicar una animación de deslizamiento lateral inverso con desvanecimiento (Slide Out + Fade). Esta animación debe: Mover los botones fuera de pantalla o fuera del contenedor horizontalmente (por ejemplo, el mismo lado desde el que aparecieron, pero en dirección opuesta). Disminuir la opacidad (opacity: 1 → 0) Tener una duración similar a la entrada (300–400 ms), y una curva de salida limpia (ease-in o easeInCubic). Puede usarse en orden simultáneo o inverso al de aparición. Contexto de uso: Esta animación se aplica cuando se presentan opciones de diálogo o acción al jugador. La salida se activa al cerrar el menú de elecciones o después de seleccionar una opción. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Implementar una animación de aparición en cascada secuencial para los choiceButton utilizados en las escenas de decisión del juego. Tipo de animación de entrada: Cada botón debe aparecer uno tras otro, con un pequeño retraso progresivo (por ejemplo, 0.1 segundos entre cada uno), utilizando una combinación de: opacity (0 → 1) translateY (ligero desplazamiento desde abajo, por ejemplo +20px → 0) Easing suave, como ease-out o easeOutCubic Opcionalmente puede incluir un sutil scale(0.95 → 1) para dar una sensación de peso o presencia. Restricción de interacción: Los botones no deben ser interactuables hasta que haya finalizado por completo la animación del último botón. Esto evita que el jugador pueda hacer clic en una opción antes de que todas hayan sido presentadas visualmente. Se puede desactivar la interacción (interactable = false) al inicio y activarla (interactable = true) solo tras el último botón terminar su animación. > Animación de salida (desaparición): Aplicar una animación de disolución suave con caída (Fade & Drop) para la desaparición de los botones. Esta animación debe: Reducir la opacidad gradualmente (1 → 0) Mover ligeramente el botón hacia abajo (translateY(0 → +15px)) Tener una duración coherente con la entrada (ej. 300 ms) Puede iniciarse de manera simultánea para todos los botones o con un orden inverso al de la aparición, si se desea un efecto más detallado. Contexto de uso: Esta animación se aplicará cada vez que se presenten elecciones al jugador durante una conversación o evento interactivo. La animación de salida se aplicará al cerrar la ventana de decisiones o al seleccionar una opción. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hay un problema que ocurre cuando se cambia una línea de diálogo y se vuelve a aplicar el mismo fondo que ya estaba en pantalla. A pesar de que no hay un cambio real, el motor ejecuta una animación o filtro. Esto no debería pasar. Escenas donde ocurre el error: Cuando Yui dice: "Intenta quitármelo... y sufrirás las graves consecuencias." y luego: "Si yo no puedo tenerlo..." Fondo: "threatofYui" → "threatofYui" Cuando dice: "Satoshi, te conocí cuando éramos niños..." y luego: "Jugábamos a las carreras, a las escondidas... Y a los novios..." Fondo: "theLoveOfChildren" → "theLoveOfChildren" Cuando dice: "Pero jamás pensé... que lo olvidarías." y luego: "El amor de la infancia... no siempre se desvanece. A veces... se pudre." Fondo: "cryingInTheLocker" → "cryingInTheLocker" Solución: si el fondo nuevo es el mismo que el anterior, no aplicar ninguna animación de transición ni filtro. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Implementa una condición que evite las animaciones de transición cuando el nuevo fondo sea exactamente el mismo que el fondo actual. Específicamente, desactiva la animación cuando se intente cambiar de: threatofYui a threatofYui theLoveOfChildren a theLoveOfChildren cryingInTheLocker a cryingInTheLocker Esto evitará animaciones redundantes que no aportan ningún cambio visual real al juego. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Evita que se reproduzca cualquier animación de transición cuando el fondo actual sea reemplazado por el mismo fondo. En particular, asegúrate de que no haya animación al cambiar de: "threatofYui" a "threatofYui" "theLoveOfChildren" a "theLoveOfChildren" "cryingInTheLocker" a "cryingInTheLocker" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El fondo "AikoKiss" es cambiado por "AikoPoseOjou" con una animación fade in y fade out que sigue la siguiente norma: las imágenes deben estar lo suficientemente próximas como para generar una transición fluida, similar a la superposición de videos en Sony Vegas, donde ambos clips se mezclan visualmente durante el cambio. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cuando el fondo "AikoKiss" es cambiado por "AikoPoseOjou" no hay animación, corrige eso. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Solicitamos que el fondo blanco actual del juego se sustituya por un negro puro (#000000), para favorecer una experiencia visual más cómoda y estéticamente uniforme.
User prompt
Este ajuste para choiceButton debe aplicarse tanto en el fondo de la "habitación" como en todos aquellos fondos de escena que actúen como su reemplazo y conserven las mismas dimensiones, a fin de mantener una disposición visual coherente. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Esta indicación también aplica a todos los demás fondos de escena que comparten las mismas dimensiones que "habitación" (2048x2048 píxeles). ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El botón choiceButton debe estar contenido dentro del área de 2048x2048 px que representa el fondo de escena (como el fondo de "habitación"). Asegúrate de colocarlo centrado para evitar que se superponga con otros elementos como dialogBoxWallpaper. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El botón choiceButton debe integrarse dentro del marco visual de 2048x2048 píxeles que representa el fondo de la escena (por ejemplo, "habitación"). Su posición debe estar centrada para asegurar una disposición armónica y evitar conflictos visuales con otros elementos como dialogBoxWallpaper. Esta modificación no debe alterar el espaciado ni la distribución actual entre los distintos choiceButton. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El botón choiceButton debe integrarse dentro del marco visual de 2048x2048 píxeles que representa el fondo de la escena (por ejemplo, "habitación"). Su posición debe estar centrada para asegurar una disposición armónica y evitar conflictos visuales con otros elementos como dialogBoxWallpaper. Esta modificación no debe alterar el espaciado ni la distribución actual entre los distintos choiceButton. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El botón choiceButton debe integrarse dentro del marco visual de 2048x2048 px que representa el fondo de la escena (ej.: "habitación"). Debe estar alineado al centro para garantizar una disposición armónica y evitar conflictos con otros recursos como dialogBoxWallpaper. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Solicito que el componente choiceButton se posicione dentro del área delimitada por 2048x2048 píxeles, correspondiente al fondo de las escenas del juego (por ejemplo, la escena de "habitación"). La intención es que el botón se ubique centrado en la pantalla, evitando colisiones visuales o superposiciones con otros elementos de la interfaz, como dialogBoxWallpaper. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Añade un pequeño margen o espacio vertical entre cada choiceButton para mejorar la legibilidad y evitar que se vean amontonados.
User prompt
Añade un pequeño margen o espacio vertical entre cada choiceButton para mejorar la legibilidad y evitar que se vean amontonados.
User prompt
Prefiero en el medio ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El choiceButton debe aparecer centrado y alineado dentro de los fondos que estén en la misma ubicación de "habitación" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El choiceButton debe aparecer centrado visualmente dentro de los fondos que estén en la misma ubicación de "habitación" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Por favor, asegúrate de que el choiceButton esté perfectamente centrado con respecto al fondo de la escena "habitación".
User prompt
El choiceButtom sigue sin estar centrado, yo quiero que parezca que está dentro de los fondos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El choiceButton debe centrarse solo con base en los fondos del juego (como "habitación", "calle", "escuela", etc.), no en los cuadros de diálogo ni otros elementos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Me refiero a que esté dentro de esos fondos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('characterSprite', { anchorX: 0.5, anchorY: 1, x: 280, y: 2732 - 700 }); var sprite2 = self.attachAsset('characterSprite2', { anchorX: 0.5, anchorY: 1, x: 280, y: 2732 - 700 }); sprite2.visible = false; var sprite3 = self.attachAsset('characterSprite3', { anchorX: 0.5, anchorY: 1, x: 280, y: 2732 - 700 }); sprite3.visible = false; self.show = function (isDecisionMoment, isMotivated) { sprite.tint = 0xffffff; // Always use white/no tint if (isMotivated) { sprite.visible = false; sprite2.visible = false; sprite3.visible = true; } else if (isDecisionMoment) { sprite.visible = false; sprite2.visible = true; sprite3.visible = false; } else { sprite.visible = true; sprite2.visible = false; sprite3.visible = false; } self.visible = true; }; self.hide = function () { self.visible = false; }; return self; }); var ChoiceSystem = Container.expand(function () { var self = Container.call(this); var choices = []; self.showChoices = function (choiceOptions) { self.clearChoices(); // Check if this is the first scene with crossroads choices if (currentScene === 0 && choiceOptions.length === 2 && choiceOptions[0].text === 'Contarle todo a mamá' && choiceOptions[1].text === 'Mantenerlo en secreto') { // Play crossroads song for this specific choice moment LK.stopMusic(); LK.playMusic('theCrossroadsSong'); } // Check if this is the school scene with three route choices if (currentScene === 2 && choiceOptions.length === 3 && choiceOptions[0].text === 'Acercarme a Aiko' && choiceOptions[1].text === 'Hablar con Yui' && choiceOptions[2].text === 'Seguir a Hikari') { // Play crossroads song for this specific choice moment LK.stopMusic(); LK.playMusic('theCrossroadsSong'); } // Check if this is Aiko route tutoring choice moment if (currentScene === 3 && choiceOptions.length === 2 && choiceOptions[0].text === 'Pedirle que sea mi tutora' && choiceOptions[1].text === 'Sugerir estudiar juntos como amigos') { // Play crossroads song for this specific choice moment LK.stopMusic(); LK.playMusic('theCrossroadsSong'); } // Update character sprite for decision moment if Satoshi is visible if (selectedRoute && character.visible) { character.show(true); } for (var i = 0; i < choiceOptions.length; i++) { var choice = choiceOptions[i]; // Choice button wallpaper - positioned and centered with choiceButton var choiceButtonWallpaper = self.attachAsset('choiceButtonWallpaper', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1200 + i * 400 }); var choiceBtn = self.attachAsset('choiceButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1200 + i * 400 }); var choiceText = new Text2(choice.text, { size: 85, fill: 0x000000, wordWrap: true, wordWrapWidth: 750 }); choiceText.anchor.set(0.5, 0.5); choiceText.x = choiceBtn.x; choiceText.y = choiceBtn.y; self.addChild(choiceText); choiceBtn.choiceData = choice; choiceBtn.down = function () { game.makeChoice(this.choiceData); }; choices.push({ btn: choiceBtn, text: choiceText, wallpaper: choiceButtonWallpaper }); } self.visible = true; }; self.clearChoices = function () { for (var i = 0; i < choices.length; i++) { choices[i].btn.destroy(); choices[i].text.destroy(); if (choices[i].wallpaper) { choices[i].wallpaper.destroy(); } } choices = []; self.visible = false; }; return self; }); var DialogSystem = Container.expand(function () { var self = Container.call(this); // Dialog box var dialogBox = self.attachAsset('dialogBox', { anchorX: 0.5, anchorY: 1, x: 1024, y: 2732 - 200 }); // Variables for text acceleration var isDialogPressed = false; var normalTypewriterDelay = 50; var fastTypewriterDelay = 10; // Name box wallpaper - positioned and centered with nameBox var nameBoxWallpaper = self.attachAsset('nameBoxWallpaper', { anchorX: 0.5, anchorY: 0.5, x: 250, // Centered with nameBox x position (50) + nameBox width/2 (200) y: 2732 - 590 // Centered with nameBox y position }); // Name box var nameBox = self.attachAsset('nameBox', { anchorX: 0, anchorY: 1, x: 50, y: 2732 - 550 }); // Texts var nameText = new Text2('', { size: 80, fill: 0x000000 }); nameText.anchor.set(0.5, 0.5); nameText.x = nameBox.x + 200; nameText.y = nameBox.y - 40; self.addChild(nameText); var dialogText = new Text2('', { size: 90, fill: 0x000000, wordWrap: true, wordWrapWidth: 1400 }); dialogText.anchor.set(0, 0); dialogText.x = dialogBox.x - 900; dialogText.y = dialogBox.y - 280; self.addChild(dialogText); // Next button var nextBtn = self.attachAsset('nextButton', { anchorX: 0.5, anchorY: 0.5, x: 1750, y: 2732 - 350 }); var nextText = new Text2('', { size: 85, fill: 0x000000 }); nextText.anchor.set(0.5, 0.5); nextText.x = nextBtn.x; nextText.y = nextBtn.y; self.addChild(nextText); self.showDialog = function (speaker, text) { nameText.setText(speaker); // Clear previous text and hide next button during typing dialogText.setText(''); nextBtn.visible = false; nextText.visible = false; nextBtn.alpha = 0; nextText.alpha = 0; nextBtn.interactive = false; // Show nameBoxWallpaper and nameBox together nameBoxWallpaper.visible = true; nameBox.visible = true; self.visible = true; // Reset acceleration state isDialogPressed = false; // Typewriter effect variables var currentCharIndex = 0; var typewriterDelay = normalTypewriterDelay; // Function to add next character function addNextCharacter() { if (currentCharIndex < text.length) { dialogText.setText(text.substring(0, currentCharIndex + 1)); currentCharIndex++; // Use current delay based on press state typewriterDelay = isDialogPressed ? fastTypewriterDelay : normalTypewriterDelay; // Schedule next character LK.setTimeout(addNextCharacter, typewriterDelay); } else { // Typing complete - show next button unless GAME OVER if (speaker === 'GAME OVER') { nextBtn.visible = false; nextText.visible = false; } else { nextBtn.visible = true; nextText.visible = true; // Entry animation: scale from 0.0x to 1.0x nextBtn.scaleX = 0; nextBtn.scaleY = 0; nextText.scaleX = 0; nextText.scaleY = 0; tween(nextBtn, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { nextBtn.interactive = true; // Start bounce animation after entry self.startBounceAnimation(); } }); tween(nextText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300, easing: tween.easeOut }); } } } // Start typewriter effect addNextCharacter(); }; self.hide = function () { // Hide nameBoxWallpaper and nameBox together nameBoxWallpaper.visible = false; nameBox.visible = false; self.visible = false; }; // Dialog box press handlers for text acceleration dialogBox.down = function () { isDialogPressed = true; }; dialogBox.up = function () { isDialogPressed = false; }; nextBtn.down = function () { // Stop bounce animation when pressed self.stopBounceAnimation(); // Disable button interaction immediately nextBtn.interactive = false; // Exit animation: scale from 1.0x to 0.0x tween(nextBtn, { scaleX: 0, scaleY: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { nextBtn.visible = false; // Execute original button logic after animation if (game.currentChoices.length > 0) { game.showChoices(); } else { game.nextDialog(); } } }); tween(nextText, { scaleX: 0, scaleY: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { nextText.visible = false; } }); }; // Bounce animation for next button var bounceTimer = null; var originalNextBtnX = 1750; self.startBounceAnimation = function () { // Clear any existing bounce timer if (bounceTimer) { LK.clearInterval(bounceTimer); } // Start bounce animation every 4 seconds bounceTimer = LK.setInterval(function () { if (!nextBtn.visible || !nextBtn.interactive) return; // First bounce: +8 px tween(nextBtn, { x: originalNextBtnX + 8 }, { duration: 75, easing: tween.easeInOut, onFinish: function onFinish() { // Return to original position tween(nextBtn, { x: originalNextBtnX }, { duration: 75, easing: tween.easeInOut, onFinish: function onFinish() { // Second bounce: +16 px tween(nextBtn, { x: originalNextBtnX + 16 }, { duration: 75, easing: tween.easeInOut, onFinish: function onFinish() { // Return to original position tween(nextBtn, { x: originalNextBtnX }, { duration: 75, easing: tween.easeInOut }); } }); } }); } }); }, 4000); }; self.stopBounceAnimation = function () { if (bounceTimer) { LK.clearInterval(bounceTimer); bounceTimer = null; } }; return self; }); var MathEvaluation = Container.expand(function () { var self = Container.call(this); var currentInputIndex = 0; var answers = ['', '', '', '']; var problems = [{ question: '8 + 5 = ', answer: '13' }, { question: '12 - 4 = ', answer: '8' }, { question: '3 × 6 = ', answer: '18' }, { question: '16 ÷ 4 = ', answer: '4' }]; var inputFields = []; var questionTexts = []; // Background var mathBackground = self.attachAsset('mathEvaluationBackground', { x: 0, y: 0 }); // Grid lines for notebook effect for (var i = 0; i < 50; i++) { var gridLine = self.attachAsset('gridLine', { x: 0, y: i * 50, scaleX: 40 }); } // Aiko character var aikoSprite = self.attachAsset('aikoEvaluation', { anchorX: 0.5, anchorY: 1, x: 1700, y: 1200, scaleX: 0.8, scaleY: 0.8 }); // Title var titleText = new Text2('Evaluación Matemática', { size: 120, fill: 0x000000 }); titleText.anchor.set(0.5, 0); titleText.x = 1024; titleText.y = 200; self.addChild(titleText); // Create problems and input fields for (var i = 0; i < problems.length; i++) { var questionText = new Text2(i + 1 + '. ' + problems[i].question, { size: 100, fill: 0x000000 }); questionText.anchor.set(0, 0.5); questionText.x = 300; questionText.y = 500 + i * 200; self.addChild(questionText); questionTexts.push(questionText); var inputField = self.attachAsset('mathEvaluationInput', { anchorX: 0.5, anchorY: 0.5, x: 900, y: 500 + i * 200 }); var inputText = new Text2('', { size: 80, fill: 0x000000 }); inputText.anchor.set(0.5, 0.5); inputText.x = inputField.x; inputText.y = inputField.y; self.addChild(inputText); inputField.inputText = inputText; inputField.problemIndex = i; inputField.down = function () { currentInputIndex = this.problemIndex; }; inputFields.push({ field: inputField, text: inputText }); } // Number buttons var numberButtons = []; for (var i = 0; i <= 9; i++) { var numBtn = self.attachAsset('mathEvaluationButton', { anchorX: 0.5, anchorY: 0.5, x: 200 + i % 5 * 120, y: 1600 + Math.floor(i / 5) * 100 }); var numText = new Text2(i.toString(), { size: 60, fill: 0xffffff }); numText.anchor.set(0.5, 0.5); numText.x = numBtn.x; numText.y = numBtn.y; self.addChild(numText); numBtn.number = i; numBtn.down = function () { if (answers[currentInputIndex].length < 3) { answers[currentInputIndex] += this.number.toString(); inputFields[currentInputIndex].text.setText(answers[currentInputIndex]); } }; numberButtons.push(numBtn); } // Clear button var clearBtn = self.attachAsset('mathEvaluationButton', { anchorX: 0.5, anchorY: 0.5, x: 800, y: 1600 }); var clearText = new Text2('Borrar', { size: 50, fill: 0xffffff }); clearText.anchor.set(0.5, 0.5); clearText.x = clearBtn.x; clearText.y = clearBtn.y; self.addChild(clearText); clearBtn.down = function () { answers[currentInputIndex] = ''; inputFields[currentInputIndex].text.setText(''); }; // Submit button var submitBtn = self.attachAsset('mathEvaluationButton', { anchorX: 0.5, anchorY: 0.5, x: 1000, y: 1600, scaleX: 1.5 }); var submitText = new Text2('Listo', { size: 60, fill: 0xffffff }); submitText.anchor.set(0.5, 0.5); submitText.x = submitBtn.x; submitText.y = submitBtn.y; self.addChild(submitText); submitBtn.down = function () { var allCorrect = true; for (var i = 0; i < problems.length; i++) { if (answers[i] !== problems[i].answer) { allCorrect = false; break; } } if (allCorrect) { game.startRomanticScene(); } else { // Handle incorrect answers - show failure scene game.startMathEvaluationFailure(); } }; return self; }); var RomanticScene = Container.expand(function () { var self = Container.call(this); var currentRomanticDialog = 0; var romanticDialogs = [{ speaker: 'Aiko', text: '...¿Todas correctas? Hmm... No está mal, para alguien como vos.' }, { speaker: 'Aiko', text: 'Vamos.', action: 'transition' }, { speaker: 'Aiko', text: '¿Sabés algo? No esperaba sentirme así después de enseñarle a alguien como vos.' }, { speaker: 'Aiko', text: 'Pero... hay algo que me gusta de tu esfuerzo. ...Y de tus ojos tontos también.' }, { speaker: 'Aiko', text: 'Eso fue por aprobar mi prueba.', action: 'kiss' }]; // Classroom at sunset background var sunsetBackground = self.attachAsset('aulaAtardecer', { x: 0, y: 0 }); // Aiko character - hidden by default since this is not math evaluation var aikoSprite = self.attachAsset('aikoEvaluation', { anchorX: 0.5, anchorY: 1, x: 1400, y: 2200, visible: false }); self.showRomanticDialog = function () { if (currentRomanticDialog >= romanticDialogs.length) { self.showFinalChoices(); return; } var dialog = romanticDialogs[currentRomanticDialog]; dialogSystem.showDialog(dialog.speaker, dialog.text); // Play aikoAudioLine5 when Aiko says the specific dialog about all correct answers if (dialog.speaker === 'Aiko' && dialog.text === '...¿Todas correctas? Hmm... No está mal, para alguien como vos.') { LK.getSound('aikoAudioLine5').play(); } // Play aikoAudioLine6 when Aiko says "Vamos." if (dialog.speaker === 'Aiko' && dialog.text === 'Vamos.') { LK.getSound('audioAikoLine6').play(); } // Play aikoAudioLine7 when Aiko says the specific dialog about unexpected feelings if (dialog.speaker === 'Aiko' && dialog.text === '¿Sabés algo? No esperaba sentirme así después de enseñarle a alguien como vos.') { LK.getSound('aikoAudioLine7').play(); } // Play aikoAudioLine8 when Aiko says dialog about effort and silly eyes if (dialog.speaker === 'Aiko' && dialog.text === 'Pero... hay algo que me gusta de tu esfuerzo. ...Y de tus ojos tontos también.') { LK.getSound('aikoAudioLine8').play(); } // Play kiss sound effect followed by aikoAudioLine9 when Aiko says kiss dialog if (dialog.speaker === 'Aiko' && dialog.text === 'Eso fue por aprobar mi prueba.') { var kissSound = LK.getSound('Kissonthecheek'); kissSound.play(); // Wait for kiss sound to finish completely before playing voice LK.setTimeout(function () { LK.getSound('aikoAudioLine9').play(); }, 3000); // Further increased timing to create clear separation between sounds } if (dialog.action === 'transition') { // Create cleaning room background with fade transition var cleaningBackground = self.attachAsset('cuartoLimpiezaBackground', { x: 0, y: 0, alpha: 0 }); // Send background to back self.setChildIndex(cleaningBackground, 0); // Fade out sunset background and fade in cleaning background simultaneously tween(sunsetBackground, { alpha: 0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { sunsetBackground.destroy(); } }); tween(cleaningBackground, { alpha: 1 }, { duration: 800, easing: tween.easeInOut }); // Keep aikoEvaluation hidden during romantic scene self.setChildIndex(aikoSprite, self.children.length - 1); // Ensure dialog system and choice system are visible and in front if (dialogSystem) { game.setChildIndex(dialogSystem, game.children.length - 1); dialogSystem.visible = true; } if (choiceSystem) { game.setChildIndex(choiceSystem, game.children.length - 1); choiceSystem.visible = true; } currentRomanticDialog++; } else if (dialog.text === '¿Sabés algo? No esperaba sentirme así después de enseñarle a alguien como vos.') { // Change background to school corridor for this specific dialog with fade transition var corridorBackground = self.attachAsset('schoolcorridor', { x: 0, y: 0, alpha: 0 }); // Send background to back self.setChildIndex(corridorBackground, 0); // Fade out current background and fade in corridor background if (self.children.length > 1) { var oldBackground = self.children[1]; // Get the previous background (index 1 since corridor is now at 0) if (oldBackground && oldBackground.destroy) { tween(oldBackground, { alpha: 0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { oldBackground.destroy(); } }); } } tween(corridorBackground, { alpha: 1 }, { duration: 800, easing: tween.easeInOut }); // Keep aikoEvaluation hidden during romantic scene self.setChildIndex(aikoSprite, self.children.length - 1); // Ensure dialog system and choice system are visible and in front if (dialogSystem) { game.setChildIndex(dialogSystem, game.children.length - 1); dialogSystem.visible = true; } if (choiceSystem) { game.setChildIndex(choiceSystem, game.children.length - 1); choiceSystem.visible = true; } currentRomanticDialog++; } else if (dialog.text === 'Eso fue por aprobar mi prueba.') { // Change background to AikoKiss for this specific dialog with fade transition // Store reference to current background before creating new one var oldBackground = null; if (self.children.length > 0) { oldBackground = self.children[0]; } var kissBackground = self.attachAsset('AikoKiss', { x: 0, y: 0, alpha: 0 }); // Send background to back self.setChildIndex(kissBackground, 0); // Fade out current background and fade in kiss background if (oldBackground && oldBackground.destroy) { tween(oldBackground, { alpha: 0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { oldBackground.destroy(); } }); } tween(kissBackground, { alpha: 1 }, { duration: 800, easing: tween.easeInOut }); // Show kiss effect LK.effects.flashScreen(0xff69b4, 500); var kissText = new Text2('Satoshi ha sido besado por primera vez.', { size: 80, fill: 0xff1493 }); kissText.anchor.set(0.5, 0.5); kissText.x = 1024; kissText.y = 1366; self.addChild(kissText); currentRomanticDialog++; } else if (dialog.action === 'kiss') { // Show kiss effect LK.effects.flashScreen(0xff69b4, 500); var kissText = new Text2('Satoshi ha sido besado por primera vez.', { size: 80, fill: 0xff1493 }); kissText.anchor.set(0.5, 0.5); kissText.x = 1024; kissText.y = 1366; self.addChild(kissText); currentRomanticDialog++; } else { currentRomanticDialog++; } }; self.showFinalChoices = function () { dialogSystem.hide(); // Play crossroads music for the final romantic choice moment LK.stopMusic(); LK.playMusic('theCrossroadsSong'); var finalChoices = [{ text: 'Aiko... quiero más que un beso.', type: 'romantic' }, { text: 'No... no puedo hacer esto contigo.', type: 'reject' }]; choiceSystem.showChoices(finalChoices); }; return self; }); var TitleScreen = Container.expand(function () { var self = Container.call(this); // Background var spaceBackground = self.attachAsset('titleSpaceBackground', { x: 0, y: 0 }); // Stars array for twinkling effect var stars = []; for (var i = 0; i < 50; i++) { var star = self.attachAsset('titleStar', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732 }); stars.push(star); } // Hyperstar setup var hyperStar = self.attachAsset('titleHyperStar', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732, alpha: 0 }); // Logo setup (starts tiny) var logo = self.attachAsset('titleScreenLogo', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 800, scaleX: 0.1, scaleY: 0.1 }); // Start button (starts off screen) var startButton = self.attachAsset('titleStartButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: -500 }); // Earth for transition var earth = self.attachAsset('titleEarth', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2000, scaleX: 0.3, scaleY: 0.3 }); // Cat setup var catSprites = ['titleCatFloat', 'titleCatJump', 'titleCatMeow', 'titleCatPlay', 'titleCatSleep', 'titleCatEat']; var currentCatSprite = 0; var catTouchCount = 0; var catAngry = false; var catRemoved = false; var cat = self.attachAsset('titleCatFloat', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 1200, scaleX: 1.5, scaleY: 1.5 }); var catVelocityX = 1; var catVelocityY = 0.5; // Cat spaceship (hidden initially) var catSpaceship = self.attachAsset('titleCatSpaceship', { anchorX: 0.5, anchorY: 0.5, x: -300, y: cat.y, scaleX: 1.2, scaleY: 1.2, visible: false }); // Timers var starTwinkleTimer = 0; var hyperStarTimer = 0; var catAnimationTimer = 0; var hyperStarActive = false; // Initialize animations self.initAnimations = function () { // Logo grow animation tween(logo, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.elasticOut }); // Start button bounce in tween(startButton, { y: 1800 }, { duration: 1500, easing: tween.bounceOut }); }; self.update = function () { if (catRemoved) return; // Star twinkling starTwinkleTimer++; if (starTwinkleTimer % 60 === 0) { var randomStar = stars[Math.floor(Math.random() * stars.length)]; tween(randomStar, { alpha: 0.3 }, { duration: 300, onFinish: function onFinish() { tween(randomStar, { alpha: 1 }, { duration: 300 }); } }); } // Additional star twinkling for more frequent blinking if (starTwinkleTimer % 30 === 0) { var randomStar2 = stars[Math.floor(Math.random() * stars.length)]; tween(randomStar2, { alpha: 0.1 }, { duration: 200, onFinish: function onFinish() { tween(randomStar2, { alpha: 1 }, { duration: 400 }); } }); } // Continuous gentle twinkling for all stars if (starTwinkleTimer % 15 === 0) { for (var i = 0; i < stars.length; i++) { if (Math.random() < 0.3) { // 30% chance for each star var star = stars[i]; tween(star, { alpha: 0.5 + Math.random() * 0.5 }, { duration: 500 + Math.random() * 1000 }); } } } // Hyperstar movement hyperStarTimer++; if (hyperStarTimer % 900 === 0) { // Every 15 seconds if (!hyperStarActive) { hyperStarActive = true; hyperStar.x = Math.random() * 2048; hyperStar.y = Math.random() * 2732; tween(hyperStar, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { var targetX = Math.random() * 2048; var targetY = Math.random() * 2732; tween(hyperStar, { x: targetX, y: targetY }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(hyperStar, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { hyperStarActive = false; } }); } }); } }); } } // Cat floating movement if (!catAngry) { cat.x += catVelocityX; cat.y += catVelocityY; // Bounce off edges if (cat.x <= 100 || cat.x >= 1948) { catVelocityX *= -1; } if (cat.y <= 100 || cat.y >= 2632) { catVelocityY *= -1; } // Random sprite change catAnimationTimer++; if (catAnimationTimer % 180 === 0) { currentCatSprite = (currentCatSprite + 1) % catSprites.length; cat.destroy(); cat = self.attachAsset(catSprites[currentCatSprite], { anchorX: 0.5, anchorY: 0.5, x: cat.x, y: cat.y, scaleX: 1.5, scaleY: 1.5 }); // Re-add touch handler cat.down = function () { if (catRemoved) return; catTouchCount++; if (catTouchCount >= 10 && !catAngry) { self.makeCatAngry(); } }; } } }; self.makeCatAngry = function () { catAngry = true; cat.destroy(); cat = self.attachAsset('titleCatAngry', { anchorX: 0.5, anchorY: 0.5, x: cat.x, y: cat.y, scaleX: 1.5, scaleY: 1.5 }); // After 1 second, show spaceship LK.setTimeout(function () { catSpaceship.visible = true; catSpaceship.y = cat.y; // Move spaceship to cat tween(catSpaceship, { x: cat.x - 100 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Move cat and spaceship to Earth tween(cat, { x: earth.x, y: earth.y, scaleX: 0.3, scaleY: 0.3 }, { duration: 3000, easing: tween.easeInOut }); tween(catSpaceship, { x: earth.x, y: earth.y, scaleX: 0.3, scaleY: 0.3 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { cat.visible = false; catSpaceship.visible = false; catRemoved = true; } }); } }); }, 1000); }; // Start button handler startButton.down = function () { // Zoom to Earth transition tween(earth, { scaleX: 50, scaleY: 50 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { game.startMainGame(); } }); // Zoom cat and move it in random direction if not removed if (!catRemoved) { // Random direction: 0-7 (8 directions: edges and corners) var direction = Math.floor(Math.random() * 8); var targetX, targetY; // Calculate target position based on direction switch (direction) { case 0: // Left edge targetX = -300; targetY = cat.y; break; case 1: // Right edge targetX = 2348; targetY = cat.y; break; case 2: // Top edge targetX = cat.x; targetY = -300; break; case 3: // Bottom edge targetX = cat.x; targetY = 3032; break; case 4: // Top-left corner targetX = -300; targetY = -300; break; case 5: // Top-right corner targetX = 2348; targetY = -300; break; case 6: // Bottom-left corner targetX = -300; targetY = 3032; break; case 7: // Bottom-right corner targetX = 2348; targetY = 3032; break; } // Apply much faster zoom and movement to cat tween(cat, { scaleX: 100, scaleY: 100, x: targetX, y: targetY }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { cat.visible = false; } }); } }; // Cat touch handler cat.down = function () { if (catRemoved) return; catTouchCount++; if (catTouchCount >= 10 && !catAngry) { self.makeCatAngry(); } }; return self; }); var WelcomeScreen = Container.expand(function () { var self = Container.call(this); var playerName = ''; var isCapitalized = false; var keyboardMode = 'letters'; // 'letters', 'symbols1', 'symbols2' // Background var background = self.attachAsset('titleSpaceBackground', { x: 0, y: 0 }); // Welcome text var welcomeText = new Text2('¡BIENVENIDO!', { size: 140, fill: 0xffffff }); welcomeText.anchor.set(0.5, 0.5); welcomeText.x = 1024; welcomeText.y = 500; self.addChild(welcomeText); // Question text var questionText = new Text2('¿Cuál es tu nombre?', { size: 100, fill: 0xffffff }); questionText.anchor.set(0.5, 0.5); questionText.x = 1024; questionText.y = 650; self.addChild(questionText); // Name display box var nameBox = self.attachAsset('inputField', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 800 }); var nameDisplayText = new Text2('', { size: 80, fill: 0x000000 }); nameDisplayText.anchor.set(0.5, 0.5); nameDisplayText.x = nameBox.x; nameDisplayText.y = nameBox.y; self.addChild(nameDisplayText); // Keyboard container var keyboard = new Container(); self.addChild(keyboard); var keys = []; // Letter layouts var letterLayout = [['!#1', 'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P'], ['A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', 'Ñ'], ['SHIFT', 'Z', 'X', 'C', 'V', 'B', 'N', 'M', '←'], ['1', '2', '3', '4', '5', '6', '7', '8', '9', '0'], [',', 'SPACE', '.', 'ENTER']]; var symbols1Layout = [['ABC', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0'], ['@', '#', '$', '%', '&', '*', '-', '+', '(', ')'], ['!', '"', "'", ':', ';', '/', '¿', '?', '¡', '=', '←'], ['SPACE', '.', '1/2', 'ENTER']]; var symbols2Layout = [['ABC', '[', ']', '{', '}', '<', '>', '^', '_', '`', '~'], ['|', '\\', '°', '¬', '·', '•', '¶', '§', '×', '÷'], ['€', '£', '¥', '¢', '©', '®', '™', '♡', '♥', '←'], ['SPACE', ',', '2/2', 'ENTER']]; function createKeyboard() { // Clear existing keys for (var i = 0; i < keys.length; i++) { keys[i].btn.destroy(); keys[i].text.destroy(); } keys = []; var layout = keyboardMode === 'letters' ? letterLayout : keyboardMode === 'symbols1' ? symbols1Layout : symbols2Layout; var startY = 1200; var keyWidth = 160; var keyHeight = 120; var keySpacing = 10; for (var row = 0; row < layout.length; row++) { var rowKeys = layout[row]; var totalRowWidth = rowKeys.length * keyWidth + (rowKeys.length - 1) * keySpacing; var startX = (2048 - totalRowWidth) / 2; for (var col = 0; col < rowKeys.length; col++) { var keyText = rowKeys[col]; var keyBtn = keyboard.attachAsset('mathEvaluationButton', { anchorX: 0.5, anchorY: 0.5, x: startX + col * (keyWidth + keySpacing) + keyWidth / 2, y: startY + row * (keyHeight + keySpacing) }); // Adjust special key widths if (keyText === 'SPACE') { keyBtn.scaleX = 3; } else if (keyText === 'SHIFT' || keyText === 'ENTER' || keyText === 'ABC' || keyText === '!#1' || keyText.includes('/') || keyText === '←') { keyBtn.scaleX = 1.2; } var displayText = keyText; if (keyText === 'SPACE') displayText = ' '; if (keyText === '←') displayText = '←'; if (keyText === 'SHIFT') displayText = '↑'; // Show lowercase letters when not in uppercase mode (letters only) if (keyboardMode === 'letters' && keyText.length === 1 && keyText.match(/[A-ZÑ]/)) { if (!isCapitalized && playerName.length > 0) { displayText = keyText.toLowerCase(); } else { displayText = keyText; } } var keyLabel = new Text2(displayText, { size: keyText === 'SPACE' ? 40 : 45, fill: 0xffffff }); keyLabel.anchor.set(0.5, 0.5); keyLabel.x = keyBtn.x; keyLabel.y = keyBtn.y; keyboard.addChild(keyLabel); keyBtn.keyValue = keyText; keyBtn.down = function () { handleKeyPress(this.keyValue); }; keys.push({ btn: keyBtn, text: keyLabel }); } } } function handleKeyPress(key) { if (key === 'ENTER') { if (playerName.length > 0) { storage.playerName = playerName; self.startTitleScreen(); } } else if (key === '←') { if (playerName.length > 0) { playerName = playerName.substring(0, playerName.length - 1); nameDisplayText.setText(playerName); // Reset to uppercase if name becomes empty if (playerName.length === 0) { isCapitalized = false; if (keyboardMode === 'letters') { createKeyboard(); } } } } else if (key === 'SHIFT') { isCapitalized = !isCapitalized; createKeyboard(); } else if (key === 'ABC' || key === '!#1') { if (keyboardMode === 'letters') { keyboardMode = 'symbols1'; } else { keyboardMode = 'letters'; } createKeyboard(); } else if (key === '1/2') { console.log('Switching to symbols2 mode'); keyboardMode = 'symbols2'; createKeyboard(); } else if (key === '2/2') { console.log('Switching back to symbols1 mode'); keyboardMode = 'symbols1'; createKeyboard(); } else if (key === 'SPACE') { if (playerName.length < 20) { playerName += ' '; nameDisplayText.setText(playerName); } } else { // Regular character input if (playerName.length < 20) { var charToAdd = key; if (keyboardMode === 'letters' && key.length === 1 && key.match(/[A-ZÑ]/)) { if (playerName.length === 0 || isCapitalized) { charToAdd = key.toUpperCase(); // Auto-switch to lowercase after first character if (playerName.length === 0) { isCapitalized = false; LK.setTimeout(function () { createKeyboard(); }, 100); } } else { charToAdd = key.toLowerCase(); } } playerName += charToAdd; nameDisplayText.setText(playerName); } } } self.startTitleScreen = function () { // Transition to title screen self.visible = false; game.showTitleScreen(); }; // Initialize with entrance animation self.initAnimations = function () { // Start everything very large (too close to see) welcomeText.scaleX = 20; welcomeText.scaleY = 20; welcomeText.alpha = 0; questionText.scaleX = 15; questionText.scaleY = 15; questionText.alpha = 0; nameBox.scaleX = 10; nameBox.scaleY = 10; nameBox.alpha = 0; nameDisplayText.scaleX = 10; nameDisplayText.scaleY = 10; nameDisplayText.alpha = 0; keyboard.scaleX = 8; keyboard.scaleY = 8; keyboard.alpha = 0; // Animate elements into view with depth effect tween(welcomeText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 1000, easing: tween.easeOut }); LK.setTimeout(function () { tween(questionText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 800, easing: tween.easeOut }); }, 300); LK.setTimeout(function () { tween(nameBox, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 600, easing: tween.easeOut }); tween(nameDisplayText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 600, easing: tween.easeOut }); }, 600); LK.setTimeout(function () { // Position keyboard initially below screen keyboard.y = 2732 + 600; // Start below screen keyboard.scaleX = 1; keyboard.scaleY = 1; keyboard.alpha = 1; // Create keyboard before animation starts createKeyboard(); // Animate keyboard sliding up from bottom tween(keyboard, { y: 0 }, { duration: 800, easing: tween.easeOut }); }, 600); // Start at same time as inputField }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff }); /**** * Game Code ****/ // Game state // Fondos var currentScene = 0; var currentDialog = 0; var currentChoices = []; var relationshipPoints = { aiko: 0, yui: 0, hikari: 0, respect: 0, peace: 0, academic: 0 }; var selectedRoute = null; var currentBackground = null; var mathEvaluation = null; var romanticScene = null; var isInMathEvaluation = false; var isInRomanticScene = false; var gameStarted = false; // DialogBox wallpaper - renders behind all backgrounds and dialogBox var dialogBoxWallpaper = game.addChild(LK.getAsset('dialogBoxWallpaper', { x: 0, y: 2048, // Position at bottom area where dialog appears alpha: 1 })); // Send wallpaper to very back (behind all other elements) game.setChildIndex(dialogBoxWallpaper, 0); // Welcome screen (shown first) var welcomeScreen = game.addChild(new WelcomeScreen()); welcomeScreen.initAnimations(); // Title screen (initially hidden) var titleScreen = game.addChild(new TitleScreen()); titleScreen.visible = false; // Do not play title screen music during welcome screen // UI Systems (initially hidden) var dialogSystem = game.addChild(new DialogSystem()); var choiceSystem = game.addChild(new ChoiceSystem()); var character = game.addChild(new Character()); // Hide game elements initially dialogSystem.visible = false; choiceSystem.visible = false; character.visible = false; // Story data var storyScenes = [{ background: 'habitacion', dialogs: [{ speaker: 'Satoshi', text: '¡Ya es mi último año de secundaria! Necesito encontrar novia antes de graduarme.' }, { speaker: 'Satoshi', text: 'Pero primero... mejor hablo con mamá sobre mis planes.' }], choices: [{ text: 'Contarle todo a mamá', effects: { respect: 2, peace: -1 } }, { text: 'Mantenerlo en secreto', effects: { peace: 2, respect: -1 } }] }, { background: 'calle', dialogs: [{ speaker: 'Satoshi', text: 'Camino a la escuela... Hoy conoceré a las chicas que podrían cambiar mi vida.' }] }, { background: 'escuela', dialogs: [{ speaker: 'Satoshi', text: 'Aquí está la escuela. Veo tres chicas que me llaman la atención...' }, { speaker: 'Satoshi', text: 'Aiko, la delegada seria... Yui, mi amiga de la infancia... y Hikari, la misteriosa.' }], choices: [{ text: 'Acercarme a Aiko', route: 'aiko' }, { text: 'Hablar con Yui', route: 'yui' }, { text: 'Seguir a Hikari', route: 'hikari' }] }]; // Route-specific scenes var routeScenes = { aiko: [{ background: 'aula', dialogs: [{ speaker: 'Aiko', text: 'Satoshi-kun, necesitas ser más responsable con tus estudios.' }, { speaker: 'Satoshi', text: 'Tienes razón, Aiko. ¿Me ayudarías a estudiar?' }], choices: [{ text: 'Pedirle que sea mi tutora', effects: { aiko: 3 } }, { text: 'Sugerir estudiar juntos como amigos', effects: { aiko: 1 } }] }, { background: 'Aikosurprised', dialogs: [{ speaker: 'Aiko', text: '...¿Yo? ¿tu tutora?' }, { speaker: 'Aiko', text: 'Está bien. Pero no quiero distracciones. Si no cumplís, se acaba el trato.', backgroundChange: 'aula' }, { speaker: 'Satoshi', text: '¡Lo prometo! Seré el alumno más aplicado que hayas visto.' }] }, { background: 'aula', dialogs: [{ speaker: 'Aiko', text: 'Antes de seguir con estas sesiones, quiero comprobar cuánto sabés.', action: 'startMathEval', backgroundChange: 'Aikosmiling' }, { speaker: 'Aiko', text: 'Nada complicado. Empecemos.' }] }], yui: [{ background: 'patio', dialogs: [{ speaker: 'Yui', text: '¡Satoshi! Como en los viejos tiempos, ¿verdad?' }, { speaker: 'Satoshi', text: 'Sí, Yui... pero ahora te veo diferente.' }], choices: [{ text: 'Confesarle mis sentimientos', effects: { yui: 3 } }, { text: 'Mantener la amistad por ahora', effects: { yui: 1 } }] }], hikari: [{ background: 'aula2', dialogs: [{ speaker: 'Hikari', text: 'Te has dado cuenta de mí... interesante.' }, { speaker: 'Satoshi', text: 'Hay algo especial en ti, Hikari.' }], choices: [{ text: 'Preguntarle sobre su misterio', effects: { hikari: 3 } }, { text: 'Invitarla a caminar', effects: { hikari: 2 } }] }] }; function changeBackground(backgroundType) { // If there's no current background, just create the new one immediately if (!currentBackground) { currentBackground = game.addChild(LK.getAsset(backgroundType, { x: 0, y: 0 })); // Send background to back but after dialogBoxWallpaper game.setChildIndex(currentBackground, 1); return; } // Create new background with alpha 0 (invisible) var newBackground = game.addChild(LK.getAsset(backgroundType, { x: 0, y: 0, alpha: 0 })); // Send new background to back but after dialogBoxWallpaper game.setChildIndex(newBackground, 1); // Store reference to old background for destruction var oldBackground = currentBackground; currentBackground = newBackground; // Fade out old background and fade in new background simultaneously tween(oldBackground, { alpha: 0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { oldBackground.destroy(); } }); tween(newBackground, { alpha: 1 }, { duration: 800, easing: tween.easeInOut }); } function showCurrentDialog() { var scene = getCurrentScene(); if (!scene || !scene.dialogs || currentDialog >= scene.dialogs.length) { if (scene && scene.choices) { currentChoices = scene.choices; choiceSystem.showChoices(scene.choices); dialogSystem.hide(); } else { nextScene(); } return; } var dialog = scene.dialogs[currentDialog]; dialogSystem.showDialog(dialog.speaker, dialog.text); // Play aikoAudioLine1 when Aiko says the specific dialog about being responsible if (dialog.speaker === 'Aiko' && dialog.text === 'Satoshi-kun, necesitas ser más responsable con tus estudios.') { LK.getSound('aikoAudioLine1').play(); } // Play aikoAudioLine2 when Aiko says the tutoring dialog if (dialog.speaker === 'Aiko' && dialog.text === '...¿Yo? ¿tu tutora?') { LK.getSound('aikoAudioLine2').play(); } // Play aikoAudioLine3 when Aiko says the deal dialog if (dialog.speaker === 'Aiko' && dialog.text === 'Está bien. Pero no quiero distracciones. Si no cumplís, se acaba el trato.') { LK.getSound('aikoAudioLine3').play(); } // Play aikoAudioLine4 when Aiko says the evaluation dialog if (dialog.speaker === 'Aiko' && dialog.text === 'Antes de seguir con estas sesiones, quiero comprobar cuánto sabés.') { LK.getSound('aikoAudioLine4').play(); } // Play aikoAudioLine5 when Aiko says the specific dialog about all correct answers if (dialog.speaker === 'Aiko' && dialog.text === '...¿Todas correctas? Hmm... No está mal, para alguien como vos.') { LK.getSound('aikoAudioLine5').play(); } // Handle background changes within dialog if (dialog.backgroundChange) { changeBackground(dialog.backgroundChange); } // Before route selection: hide characterSprite, show full Satoshi // After route selection: show characterSprite for Satoshi, hide for others if (!selectedRoute) { // Before route selection - always hide characterSprite character.hide(); } else { // After route selection - show characterSprite for Satoshi, hide for others if (dialog.speaker === 'Satoshi') { // Check if this is the specific promise dialog in Aiko route var isMotivatedMoment = selectedRoute === 'aiko' && currentScene === 4 && currentDialog === 2 && dialog.text === '¡Lo prometo! Seré el alumno más aplicado que hayas visto.'; character.show(false, isMotivatedMoment); } else { character.hide(); } } choiceSystem.clearChoices(); } function getCurrentScene() { if (selectedRoute && routeScenes[selectedRoute]) { var routeIndex = currentScene - storyScenes.length; if (routeIndex >= 0 && routeIndex < routeScenes[selectedRoute].length) { return routeScenes[selectedRoute][routeIndex]; } } if (currentScene < storyScenes.length) { return storyScenes[currentScene]; } return null; } function nextScene() { currentScene++; currentDialog = 0; currentChoices = []; // No auto-save - game resets on refresh var scene = getCurrentScene(); if (scene) { if (scene.background) { changeBackground(scene.background); } showCurrentDialog(); } else { showEnding(); } } function showEnding() { var maxPoints = 0; var winner = null; if (selectedRoute) { maxPoints = relationshipPoints[selectedRoute]; winner = selectedRoute; } var endingText = ''; if (maxPoints >= 3) { endingText = '¡Felicidades! Has encontrado el amor verdadero con ' + (winner === 'aiko' ? 'Aiko' : winner === 'yui' ? 'Yui' : 'Hikari') + '!'; LK.showYouWin(); } else { endingText = 'Aunque no encontraste el amor esta vez, aprendiste mucho sobre ti mismo.'; dialogSystem.showDialog('Narrador', endingText); } } game.nextDialog = function () { // If we're in romantic scene, continue with romantic dialog if (isInRomanticScene && romanticScene) { romanticScene.showRomanticDialog(); return; } var scene = getCurrentScene(); var dialog = scene && scene.dialogs ? scene.dialogs[currentDialog] : null; if (dialog && dialog.action === 'startMathEval' && !isInMathEvaluation) { game.startMathEvaluation(); return; } currentDialog++; // No auto-save for dialog progress showCurrentDialog(); }; game.startMathEvaluation = function () { isInMathEvaluation = true; dialogSystem.hide(); character.hide(); if (currentBackground) { currentBackground.destroy(); } // Play evaluation song during math test LK.playMusic('evaluationSong'); mathEvaluation = game.addChild(new MathEvaluation()); }; game.startMathEvaluationFailure = function () { isInMathEvaluation = false; if (mathEvaluation) { mathEvaluation.destroy(); mathEvaluation = null; } if (currentBackground) { currentBackground.destroy(); } // Stop music when player fails evaluation LK.stopMusic(); // Change to cold, grey classroom changeBackground('aula'); character.hide(); // Show Aiko's disappointed reaction with specific dialogs var failureDialogs = [{ speaker: 'Aiko', text: '...¿En serio?' }, { speaker: 'Aiko', text: 'Pensé que podrías con algo tan simple. Pero está claro que puse expectativas demasiado altas en vos.' }, { speaker: 'Aiko', text: 'Mejor andá a pedirle ayuda a tu mamá. Quizás con dibujos entiendas.' }, { speaker: 'GAME OVER', text: '¡Por eso eres virgen!' }]; var failureDialogIndex = 0; function showFailureDialog() { if (failureDialogIndex < failureDialogs.length) { var dialog = failureDialogs[failureDialogIndex]; dialogSystem.showDialog(dialog.speaker, dialog.text); failureDialogIndex++; if (dialog.speaker === 'GAME OVER') { LK.effects.flashScreen(0xff0000, 1000); // Play game over sound effect when narrator says the virgin line LK.getSound('gameOverEffect').play(); } } } // Override nextDialog temporarily for failure sequence var originalNextDialog = game.nextDialog; game.nextDialog = function () { showFailureDialog(); if (failureDialogIndex >= failureDialogs.length) { // Restore original nextDialog game.nextDialog = originalNextDialog; } }; showFailureDialog(); }; game.startRomanticScene = function () { isInMathEvaluation = false; isInRomanticScene = true; if (mathEvaluation) { mathEvaluation.destroy(); mathEvaluation = null; } if (currentBackground) { currentBackground.destroy(); } // Stop evaluation music and play romantic song when player passes evaluation LK.stopMusic(); LK.playMusic('romanticSong'); romanticScene = game.addChild(new RomanticScene()); romanticScene.showRomanticDialog(); }; game.makeChoice = function (choice) { // Handle romantic scene choices if (isInRomanticScene && choice.type) { choiceSystem.clearChoices(); if (choice.type === 'romantic') { // Resume romantic music for positive choice LK.stopMusic(); LK.playMusic('romanticSong'); // Show positive romantic outcome if (romanticScene) { romanticScene.destroy(); } // Change background to AikoPoseOjou for this specific dialog if (currentBackground) { currentBackground.destroy(); } currentBackground = game.addChild(LK.getAsset('AikoPoseOjou', { x: 0, y: 0 })); // Send background to back but after dialogBoxWallpaper game.setChildIndex(currentBackground, 1); relationshipPoints.aiko += 2; dialogSystem.showDialog('Aiko', '¿Más...? Sos más valiente de lo que pensaba. Pero antes de seguir... prométeme que vas a seguir estudiando conmigo.'); // Play aikoAudioLine10 when Aiko says the romantic choice dialog LK.getSound('aikoAudioLine10').play(); // Override nextDialog to handle Yui's route transition var originalNextDialog = game.nextDialog; game.nextDialog = function () { // Restore original nextDialog game.nextDialog = originalNextDialog; // Start Yui's hidden route game.startYuiHiddenRoute(); }; } else if (choice.type === 'reject') { // Stop music completely for rejection to emphasize gameOverEffect LK.stopMusic(); // Show game over if (romanticScene) { romanticScene.destroy(); } LK.effects.flashScreen(0xff0000, 1000); dialogSystem.showDialog('GAME OVER', '¡Por eso eres virgen!'); // Play game over sound effect with clear musical space LK.getSound('gameOverEffect').play(); } return; } // Check if this is the first scene crossroads choice and restore music if (currentScene === 0 && (choice.text === 'Contarle todo a mamá' || choice.text === 'Mantenerlo en secreto')) { // Resume the beginning song after making the crossroads choice LK.stopMusic(); LK.playMusic('theBeginningSong'); } // Check if this is the school scene route choice and play school song if (currentScene === 2 && (choice.text === 'Acercarme a Aiko' || choice.text === 'Hablar con Yui' || choice.text === 'Seguir a Hikari')) { // Play school song after making route choice LK.stopMusic(); LK.playMusic('theSchoolSong'); } // Check if this is Aiko tutoring choice and resume school song if (currentScene === 3 && (choice.text === 'Pedirle que sea mi tutora' || choice.text === 'Sugerir estudiar juntos como amigos')) { // Resume the school song after making the tutoring choice LK.stopMusic(); LK.playMusic('theSchoolSong'); } // Reset character sprite to normal state if (selectedRoute && character.visible) { character.show(false); } if (choice.effects) { for (var key in choice.effects) { relationshipPoints[key] += choice.effects[key]; } } // Special handling for Aiko route choices if (selectedRoute === 'aiko' && currentScene === 3) { if (choice.text === 'Pedirle que sea mi tutora') { relationshipPoints.academic += 1; } else if (choice.text === 'Sugerir estudiar juntos como amigos') { // Trigger immediate game over dialogSystem.hide(); choiceSystem.clearChoices(); LK.effects.flashScreen(0xff0000, 1000); dialogSystem.showDialog('GAME OVER', '¡Por eso eres virgen!'); return; } } if (choice.route) { selectedRoute = choice.route; } choiceSystem.clearChoices(); currentChoices = []; nextScene(); }; game.showChoices = function () { if (currentChoices.length > 0) { choiceSystem.showChoices(currentChoices); dialogSystem.hide(); } }; game.showTitleScreen = function () { // Hide welcome screen welcomeScreen.visible = false; // Play title screen music without looping when showing title screen LK.playMusic('titleScreenSong', { loop: false }); // Show and initialize title screen titleScreen.visible = true; titleScreen.initAnimations(); }; game.startMainGame = function () { if (gameStarted) return; gameStarted = true; // Stop title screen music LK.stopMusic(); // Start the beginning song for Satoshi's room scene LK.playMusic('theBeginningSong'); // Hide title screen titleScreen.visible = false; // Show game elements dialogSystem.visible = true; choiceSystem.visible = true; character.visible = true; // Restart button text removed - no color changes needed // Initialize game changeBackground('habitacion'); showCurrentDialog(); }; // Don't auto-start the game - wait for title screen // Restart button in top-right corner var restartButton = LK.gui.topRight.addChild(LK.getAsset('restartButton', { anchorX: 1, anchorY: 0, x: -50, y: 20, scaleX: 0.6, scaleY: 0.6 })); // Restart button text removed - sprite is sufficient restartButton.down = function () { // Stop all music immediately for complete reset LK.stopMusic(); // Clear all saved data delete storage.currentScene; delete storage.currentDialog; delete storage.relationshipPoints; delete storage.selectedRoute; delete storage.playerName; // Reset game state variables currentScene = 0; currentDialog = 0; currentChoices = []; relationshipPoints = { aiko: 0, yui: 0, hikari: 0, respect: 0, peace: 0, academic: 0 }; selectedRoute = null; isInMathEvaluation = false; isInRomanticScene = false; gameStarted = false; // Reset the nextDialog function to original state game.nextDialog = function () { // If we're in romantic scene, continue with romantic dialog if (isInRomanticScene && romanticScene) { romanticScene.showRomanticDialog(); return; } var scene = getCurrentScene(); var dialog = scene && scene.dialogs ? scene.dialogs[currentDialog] : null; if (dialog && dialog.action === 'startMathEval' && !isInMathEvaluation) { game.startMathEvaluation(); return; } currentDialog++; // No auto-save for dialog progress showCurrentDialog(); }; // Destroy any active special scenes and all screen elements if (mathEvaluation) { mathEvaluation.destroy(); mathEvaluation = null; } if (romanticScene) { romanticScene.destroy(); romanticScene = null; } if (currentBackground) { currentBackground.destroy(); currentBackground = null; } if (currentYuiBackground) { currentYuiBackground.destroy(); currentYuiBackground = null; } // Clear all UI elements and systems choiceSystem.clearChoices(); if (choiceSystem) { choiceSystem.destroy(); choiceSystem = null; } if (character) { character.destroy(); character = null; } if (dialogSystem) { dialogSystem.destroy(); dialogSystem = null; } // Destroy and clear all screen elements if (titleScreen) { titleScreen.destroy(); titleScreen = null; } if (welcomeScreen) { welcomeScreen.destroy(); welcomeScreen = null; } // Remove all children from game to clear the screen completely while (game.children.length > 0) { var child = game.children[0]; if (child && child.destroy) { child.destroy(); } else { game.removeChild(child); } } // Recreate dialogBoxWallpaper first (always at bottom) dialogBoxWallpaper = game.addChild(LK.getAsset('dialogBoxWallpaper', { x: 0, y: 2048, alpha: 1 })); game.setChildIndex(dialogBoxWallpaper, 0); // Recreate all systems from scratch dialogSystem = game.addChild(new DialogSystem()); choiceSystem = game.addChild(new ChoiceSystem()); character = game.addChild(new Character()); titleScreen = game.addChild(new TitleScreen()); welcomeScreen = game.addChild(new WelcomeScreen()); // Hide all game elements - start fresh at title screen dialogSystem.visible = false; choiceSystem.visible = false; character.visible = false; welcomeScreen.visible = false; // Show title screen and initialize it titleScreen.visible = true; titleScreen.initAnimations(); // Play title screen music for fresh start LK.playMusic('titleScreenSong'); }; // Yui's hidden route scenes var yuiHiddenRoute = [{ background: 'schoolcorridor', dialogs: [{ speaker: 'Narrador', text: 'En un rincón del pasillo, entre casilleros, una figura permanece inmóvil. Sus labios no se mueven. Pero su mirada... lo dice todo.' }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: '¿Así que ahora sonríes así por ella...?', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: 'Intenta quitármelo... y sufrirás las graves consecuencias.', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: 'Si yo no puedo tenerlo...', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: '...nadie más lo tendrá.', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: 'Satoshi, te conocí cuando éramos niños...', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: 'Jugábamos a las carreras, a las escondidas... Y a los novios...', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Yui', text: 'Pero jamás pensé... que lo olvidarías.', isThought: true }] }, { background: 'schoolcorridor', dialogs: [{ speaker: 'Narrador', text: 'El amor de la infancia... no siempre se desvanece. A veces... se pudre.' }] }]; var currentYuiBackground = null; var yuiBackgroundFilters = [{ brightness: 1.0, contrast: 1.0, saturation: 1.0, tint: 0xffffff }, // Warm afternoon light { brightness: 0.8, contrast: 1.2, saturation: 0.9, tint: 0xf0f0f0 }, // Longer shadows { brightness: 0.7, contrast: 1.4, saturation: 0.8, tint: 0xff9999 }, // Reddish tint { brightness: 0.6, contrast: 1.1, saturation: 0.4, tint: 0xcccccc }, // Desaturated { brightness: 0.4, contrast: 1.6, saturation: 0.2, tint: 0x999999 }, // Dark and cold { brightness: 0.5, contrast: 1.3, saturation: 0.6, tint: 0xddaa88 }, // Sepia tones { brightness: 0.3, contrast: 1.8, saturation: 0.3, tint: 0x888888 }, // Unstable lighting { brightness: 0.2, contrast: 2.0, saturation: 0.1, tint: 0x666666 } // Almost black and white ]; function changeYuiBackground(backgroundType) { // If there's no current Yui background, just create the new one immediately if (!currentYuiBackground) { currentYuiBackground = game.addChild(LK.getAsset(backgroundType, { x: 0, y: 0 })); // Send background to back but after dialogBoxWallpaper game.setChildIndex(currentYuiBackground, 1); return; } // Create new background with alpha 0 (invisible) var newYuiBackground = game.addChild(LK.getAsset(backgroundType, { x: 0, y: 0, alpha: 0 })); // Send new background to back but after dialogBoxWallpaper game.setChildIndex(newYuiBackground, 1); // Store reference to old background for destruction var oldYuiBackground = currentYuiBackground; currentYuiBackground = newYuiBackground; // Fade out old background and fade in new background simultaneously tween(oldYuiBackground, { alpha: 0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { oldYuiBackground.destroy(); } }); tween(newYuiBackground, { alpha: 1 }, { duration: 800, easing: tween.easeInOut }); } game.startYuiHiddenRoute = function () { // Stop romantic music LK.stopMusic(); // Clear any existing scene if (romanticScene) { romanticScene.destroy(); romanticScene = null; } // Store reference to current background before creating new one var oldBackground = null; if (currentBackground) { oldBackground = currentBackground; currentBackground = null; } isInRomanticScene = false; character.hide(); // Create theLocker background with fade transition var newLockerBackground = game.addChild(LK.getAsset('theLocker', { x: 0, y: 0, alpha: 0 })); // Send background to back but after dialogBoxWallpaper game.setChildIndex(newLockerBackground, 1); // Update current background reference currentYuiBackground = newLockerBackground; // Fade out old background and fade in new background simultaneously if (oldBackground && oldBackground.destroy) { tween(oldBackground, { alpha: 0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { oldBackground.destroy(); } }); } tween(newLockerBackground, { alpha: 1 }, { duration: 800, easing: tween.easeInOut }); // Start Yui's route var yuiSceneIndex = 0; function showYuiScene() { if (yuiSceneIndex >= yuiHiddenRoute.length) { // End of Yui's route - show final message dialogSystem.showDialog('Narrador', 'Inicio de la ruta de Yui desbloqueado'); return; } var scene = yuiHiddenRoute[yuiSceneIndex]; var dialog = scene.dialogs[0]; dialogSystem.showDialog(dialog.speaker, dialog.text); // Play YandereSong when Narrator says the opening line for Yui's hidden route if (dialog.speaker === 'Narrador' && dialog.text === 'En un rincón del pasillo, entre casilleros, una figura permanece inmóvil. Sus labios no se mueven. Pero su mirada... lo dice todo.') { LK.playMusic('yandereSong'); } // Play yuiAudioLine1 when Yui says her first thought dialog if (dialog.speaker === 'Yui' && dialog.text === '¿Así que ahora sonríes así por ella...?') { LK.getSound('yuiAudioLine1').play(); // Change background to theLockerOfYui for this specific scene changeYuiBackground('theLockerOfYui'); } // Play yuiAudioLine2 when Yui says her threatening thought dialog if (dialog.speaker === 'Yui' && dialog.text === 'Intenta quitármelo... y sufrirás las graves consecuencias.') { LK.getSound('yuiAudioLine2').play(); // Change background to threatofYui for this specific scene changeYuiBackground('threatofYui'); } // Play yuiAudioLine3 when Yui says her fourth thought dialog if (dialog.speaker === 'Yui' && dialog.text === 'Si yo no puedo tenerlo...') { LK.getSound('yuiAudioLine3').play(); // Change background to threatofYui for this specific scene changeYuiBackground('threatofYui'); } // Play yuiAudioLine4 when Yui says her fifth thought dialog if (dialog.speaker === 'Yui' && dialog.text === '...nadie más lo tendrá.') { LK.getSound('yuiAudioLine4').play(); // Change background to crazyInTheLocker for this specific scene changeYuiBackground('crazyInTheLocker'); } // Play yuiAudioLine5 when Yui says her sixth thought dialog if (dialog.speaker === 'Yui' && dialog.text === 'Satoshi, te conocí cuando éramos niños...') { LK.getSound('yuiAudioLine5').play(); // Change background to theLoveOfChildren for this specific scene changeYuiBackground('theLoveOfChildren'); } // Play yuiAudioLine6 when Yui says her seventh thought dialog if (dialog.speaker === 'Yui' && dialog.text === 'Jugábamos a las carreras, a las escondidas... Y a los novios...') { LK.getSound('yuiAudioLine6').play(); // Change background to theLoveOfChildren for this specific scene changeYuiBackground('theLoveOfChildren'); } // Play yuiAudioLine7 when Yui says her eighth thought dialog if (dialog.speaker === 'Yui' && dialog.text === 'Pero jamás pensé... que lo olvidarías.') { LK.getSound('yuiAudioLine7').play(); // Change background to cryingInTheLocker for this specific scene changeYuiBackground('cryingInTheLocker'); } // Change background to cryingInTheLocker when Narrator says the final line about childhood love rotting if (dialog.speaker === 'Narrador' && dialog.text === 'El amor de la infancia... no siempre se desvanece. A veces... se pudre.') { changeYuiBackground('cryingInTheLocker'); } yuiSceneIndex++; } // Override nextDialog for Yui's route var originalNextDialog = game.nextDialog; game.nextDialog = function () { showYuiScene(); // Restore original nextDialog after Yui's route ends if (yuiSceneIndex >= yuiHiddenRoute.length) { game.nextDialog = originalNextDialog; } }; // Start Yui's route showYuiScene(); }; // Add game state to global for debugging game.currentChoices = currentChoices; // Admin skip button for instant stage bypass var adminSkipButton = LK.gui.topLeft.addChild(LK.getAsset('titleButton', { anchorX: 0, anchorY: 0, x: 120, // Avoid top-left 100x100 px reserved area y: 20, scaleX: 0.4, scaleY: 0.4, alpha: 0.3 // Semi-transparent to indicate admin function })); var skipText = new Text2('SKIP', { size: 60, fill: 0xffffff }); skipText.anchor.set(0.5, 0.5); skipText.x = adminSkipButton.x + adminSkipButton.width * 0.2; // Center on button skipText.y = adminSkipButton.y + adminSkipButton.height * 0.2; LK.gui.topLeft.addChild(skipText); adminSkipButton.down = function () { // Skip current stage based on game state if (!gameStarted) { // Skip title screen game.startMainGame(); } else if (isInMathEvaluation) { // Skip math evaluation with success game.startRomanticScene(); } else if (isInRomanticScene) { // Skip to Yui's hidden route game.startYuiHiddenRoute(); } else if (currentChoices.length > 0) { // Auto-select first choice to continue if (currentChoices[0]) { game.makeChoice(currentChoices[0]); } } else { // Skip current dialog/scene if (currentScene < storyScenes.length || selectedRoute && routeScenes[selectedRoute] && currentScene - storyScenes.length < routeScenes[selectedRoute].length) { // Skip to end of current scene var scene = getCurrentScene(); if (scene && scene.dialogs) { currentDialog = scene.dialogs.length - 1; } game.nextDialog(); } else { // Skip to ending showEnding(); } } };
===================================================================
--- original.js
+++ change.js
A cute 15-year-old red-haired boy with intense red eyes, wearing a traditional Japanese school uniform (gakuran). He's running down the street with a serious and confident expression. Despite his determined look, his appearance remains sweet and endearing. His gaze is focused straight ahead, with the wind gently lifting his hair and school jacket. The scene is illustrated in Pixel Art style.. In-Game asset. 2d. High contrast. No shadows
A cute 15-year-old red-haired boy with red eyes, wearing a traditional Japanese school uniform (gakuran). He has a big closed-mouth smile, shining eyes, and clenched fists held forward, as if encouraging himself. Behind him, other Japanese students can be seen. The scene is illustrated in Pixel Art style.. In-Game asset. 2d. High contrast. No shadows
A cute anime-style girl in pixel art, with an emo aesthetic and striking purple eyes. She wears a classic Japanese school uniform (sailor fuku) and is often shown with a slightly grumpy expression, reflecting a bit of a tsundere personality. She stands confidently with her hands on her hips and a slight tilt to her posture. Behind her is a typical Japanese classroom, enhancing the school-themed atmosphere.. In-Game asset. 2d. High contrast. No shadows
She’s a cute anime girl with a free-spirited and rebellious vibe. Her hair is pink, and she’s wearing a traditional Japanese school uniform (sailor fuku). She sports dark sunglasses and holds a skateboard in one hand while pointing with the other. Her face lights up with a big smile and mischievous pink eyes that match her hair. In the background, there's a Japanese classroom, and the entire artwork is done in Pixel Art style.. In-Game asset. 2d. High contrast. No shadows
Stella is a sweet and very kawaii 15-year-old anime girl with short, soft blue-gray hair (HEX: #b0b9d8) and black eyes. She wears a traditional Japanese school uniform called a sailor fuku. Stella is extremely shy—she blushes easily, avoids eye contact, and often covers herself when she feels nervous. In this Pixel Art scene, she’s gently touching the tips of her index fingers together, a classic gesture of shyness seen in anime. Behind her is the courtyard of a Japanese middle school, completing the charming school setting.. In-Game asset. 2d. High contrast. No shadows
A kawaii anime boy with intense red eyes, each containing shining stars. He raises his fist forward with determination, wearing a wide, open smile full of enthusiasm. Sparkles and glimmers float around him, symbolizing hope. The entire scene is rendered in Pixel Art style.
A kawaii anime boy with red eyes and a serious expression stands with his eyes closed, resting a hand under his chin in a thoughtful pose. He’s wearing a traditional Japanese school uniform called a gakuran. Suddenly, a lightbulb appears above his head—the classic symbol of a brilliant idea. He opens his eyes with determination, a confident smile forming on his face. It's Pixel Art.
Remove the sparkles from the background.
Pure white. 2d
A cute anime-style girl in pixel art, with an emo aesthetic, striking purple eyes, and a classic Japanese school uniform (sailor fuku), is studying with furrowed brows and a confident smile. She sits next to a shy red-haired boy with red eyes, also in pixel art style. Their desks are pushed together, and on the boy’s desk lies an open notebook, which he nervously stares at while holding a graphite pencil. The girl looks at him with a mix of sternness and confidence, convinced he won’t pass the exam. The background depicts a typical Japanese classroom.
A cute anime-style girl rendered in pixel art, with an emo aesthetic and striking purple eyes, is wearing a high school cheerleader uniform and holding pom-poms in both hands. With her arms and legs extended in a dynamic pose, she winks playfully while cheering. The background is an American football field.
A cute anime-style girl depicted in pixel art, with an emo aesthetic and striking purple eyes. She's wearing a classic Japanese school uniform (sailor fuku). She has a shy expression, with blushing cheeks and an averted gaze. Her left hand is playing with her hair, while her right hand rests on her chest. In the background, there's a typical anime-style classroom.
In pixel art style, a cute anime-style girl with an emo aesthetic, striking purple eyes, and a Japanese school uniform (sailor fuku) suddenly pulls the hand of a shy red-haired boy with red eyes, who is wearing a gakuran and sitting in front of a rectangular desk. She smiles brightly with her eyes closed as she yanks him toward her, pulling him out of his seat. The boy looks confused and nervous, flustered by the sudden physical contact. In the background, a typical Japanese classroom can be seen.
The camera focuses only on their hands. The girl, wearing a traditional Japanese sailor fuku uniform, firmly grabs the hand of the boy, who is dressed in a classic gakuran. She pulls him forward with energy and excitement. His hand follows with slight tension, expressing surprise. Nothing else is shown—just the gesture: a meaningful connection captured in the simple act of their hands intertwined. Behind them stretches a Japanese school hallway, all rendered in a charming Pixel Art style.
A cute anime-style girl with an emo aesthetic, striking purple eyes, and dressed in a traditional Japanese school uniform (sailor fuku), suddenly gives an unexpected kiss on the lips to a sweet red-haired boy with deep crimson eyes, wearing a classic gakuran school uniform. As she kisses him, her cheeks are deeply flushed, while he, also blushing, wears a look of shock and disbelief — not only was the kiss completely unprompted, but it’s also the very first time anyone has ever kissed him. Behind them stretches a Japanese school hallway, all rendered in a charming Pixel Art style.
A charming anime-style girl rendered in delightful Pixel Art, featuring an emo aesthetic, striking purple eyes, and a classic Japanese school uniform (sailor fuku). She confidently strikes the iconic “Ojou-sama pose”: Her left hand is elegantly lifted near her face, fingers gracefully splayed like a fan, perfectly framing her smug expression. Her face bears a tilted, self-assured smile, the kind that practically echoes a soft, aristocratic “Ohoho~” laugh. One eyebrow arches subtly, radiating playful confidence and a touch of superiority. Her right hand rests casually near her waist, loosely clenched into a relaxed fist — an anchor for her graceful yet dominant posture. Behind her stretches the polished hallway of a Japanese school, complete with sliding doors and sunlit windows, completing the scene with a nostalgic, everyday charm — all captured in the cozy, detailed charm of Pixel Art.
A cute gray chibi-style anime kitten, dressed in an astronaut suit and drifting through the universe, rendered in Pixel Art.
A cute gray kitten, drawn in an adorable chibi anime style and wearing an astronaut suit, floats in outer space with its little paws outstretched as if reaching out for a hug. It meows sweetly, and the entire scene is illustrated in charming Pixel Art style.
A cute chibi-style anime kitten, dressed in an astronaut suit and drifting through the universe, rendered in Pixel Art.
White star of the universe in Pixel Art style
Planet Earth of the universe in Pixel Art style
Create a title screen logo with the following text: "Corazón de Estudiante - Novela Visual" Behind the text, the Andromeda Galaxy (M31) stretches across the background, creating a dreamy, cosmic atmosphere that evokes mystery and romance.
A cute kitten, illustrated in an adorable chibi anime style and wearing an astronaut suit, is playfully tangled in a ball of yarn, floating through space with overwhelming joy. Its eyes are shut tight in pure happiness, and its movements are full of energetic delight.
Three-quarter view pixel art jetpack
Transparent, colorless glass button that says "Empezar" (Spanish for "Start"), featuring an adventure video game font and Pixel Art style.
Advertencia que dice: "Sin usar"
A realistic yellow star from the universe, in pixel art style.
Pure white
A cute, red-haired anime boy, 15 years old, with red eyes. He's in pajamas, looking sleepy, rubbing one eye with his hand. He's in his otaku-style bedroom. The scene is illustrated in Pixel Art style.
Blue button with two yellow chevrons in a row, pixel art style.
A green circular button featuring a fuchsia-colored refresh icon, designed in Pixel Art style.
Stella is a 15-year-old anime girl—sweet and incredibly kawaii—with short, soft hair in a bluish-gray tone (HEX: #b0b9d8) and deep black eyes. She wears a traditional Japanese school uniform, the classic sailor-style fuku. In her right hand, she holds a butcher knife. Her expression is serious, and her eyes, now glowing with an intense yandere red, reflect jealousy and obsession. Dark under-eye circles emphasize her unsettling gaze. She is inside a high school locker in a Japanese school. Her right hand is slightly raised, gripping the knife, while her left hand gently touches the blade with her index finger, mimicking the motion of a clock hand—adding to the eerie atmosphere. To emphasize the feeling of being inside the locker, soft light shines through the ventilation slits, casting dramatic shadows across her face. The entire scene is rendered in detailed Pixel Art style, enhancing both the cuteness and the unsettling atmosphere of the character and setting.
Yui y un niño anime, ambos de 5 o 6 años, corren por un parque soleado en una carrera infantil. Yui tiene el cabello corto, suave, azul grisáceo (HEX: #b0b9d8) y ojos negros. Lleva un vestido lavanda claro con volantes blancos y zapatillas blancas con detalles rosa pastel. Sonríe tímidamente con mejillas sonrojadas mientras corre con pasos pequeños. El niño tiene cabello pelirrojo alborotado y ojos rojos intensos. Lleva una camiseta amarilla brillante con una estrella blanca, pantalones cortos azul claro y zapatillas rojas. Corre con energía, sonriendo ampliamente, mirando a Yui con entusiasmo. La escena está en Pixel Art, con césped verde, árboles y pétalos flotando. Ambos se ven felices, reflejando un momento puro de infancia.
Yui is a cute 15-year-old anime girl with big black eyes and short, soft blue-gray hair (HEX: #b0b9d8). She wears a traditional Japanese school uniform called a sailor fuku. In this Pixel Art scene, Yui looks clearly upset—she has very noticeable dark circles under her eyes, her eyebrows are tense, and her teeth are pressed together in frustration. Her arms are relaxed and down at her sides, showing no physical aggression, just quiet tension. She’s inside a school locker, looking out through a metal grate with a serious, focused expression. The entire scene is viewed from inside the locker, with soft light coming through the vents, casting gentle shadows across her face and creating a slightly tense but family-friendly atmosphere.
Pixel art. A red-haired 15-year-old anime-style boy with red eyes and a girl with purple eyes in Japanese school uniforms, both with large, expressive eyes and oversized irises to look super kawaii, are talking cheerfully while looking into each other’s eyes and gesturing with their hands. They are standing very close to a row of school lockers. In the center locker, a pair of glowing red eyes peer through the slats. The eyes belong to a hidden yandere—obsessed, crazy, and jealous—whose face and body remain completely obscured in the darkness inside the locker. The mood is lighthearted between the boy and girl, contrasting with the eerie presence watching them from the shadows.
Stella, a 15-year-old anime girl with short, soft hair in a bluish-gray tone (HEX: #b0b9d8), and large black eyes with oversized irises (super kawaii style), glowing with intense yandere red. She wears a traditional Japanese school uniform (classic sailor fuku). She is inside a Japanese school locker, with soft light coming through the ventilation slits, casting dramatic shadows on her face. Her eyebrows are furrowed in extreme anger, but she has a wide, creepy smile, like someone completely insane. Dark under-eye circles highlight her unhinged expression. Her right hand holds a butcher knife slightly raised, while her left hand gently touches the blade with her index finger, mimicking a clock hand motion. Visual style: highly detailed Pixel Art.
Yui is a cute 15-year-old anime girl with big black eyes and short, soft blue-gray hair (HEX: #b0b9d8). She wears a traditional Japanese school uniform called a sailor fuku. In this Pixel Art scene, Yui is clearly devastated—she’s hunched over in a slouched, defeated posture, crying intensely. Many visible tears stream down her cheeks, slipping past her fingers as she covers her face with both hands. Her entire body language screams sadness; it’s raw, heavy, and impossible to ignore. She’s inside a school locker, and although she’s looking outward through the metal grate, her face is mostly hidden behind her trembling hands. The entire scene is viewed from inside the locker, with soft light coming through the vents, casting delicate shadows across her curled-up figure and highlighting the depth of her heartbreak. The atmosphere is heavy, emotional, and quietly heartbreaking—yet still family-friendly in tone.
Diseña exclusivamente un cuadro de diálogo de color blanco de 2048 x 684 píxeles y esquinas en ángulo recto, evocando la estética romántica y juvenil de una novela ligera escolar, todo en estilo pixel art. No debe incluir ninguna otra funcionalidad. Detrás hay un fondo de color verde croma.
Ilustración en Pixel Art de un Name Box blanco, característico de una novela visual romántica, con detalles en colores pastel. El cuadro no contiene texto.
Ilustración en Pixel Art de un Name Box blanco, característico de una novela visual romántica, con detalles en colores pastel. El cuadro no contiene texto.
LoveTime
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Music1
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titleScreenSong
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theBeginningSong
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theCrossroadsSong
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theSchoolSong
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romanticSong
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youWinSong
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gameOverSong
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gameOverEffect
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evaluationSong
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aikoAudioLine2
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aikoAudioLine1
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aikoAudioLine3
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aikoAudioLine4
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aikoAudioLine5
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audioAikoLine6
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aikoAudioLine7
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aikoAudioLine8
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Kissonthecheek
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aikoAudioLine9
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aikoAudioLine10
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yuiAudioLine1
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yuiAudioLine2
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yuiAudioLine3
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yuiAudioLine4
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yuiAudioLine5
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yuiAudioLine6
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yuiAudioLine7
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yandereSong
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