User prompt
Te dije q le agas una animación al caminar al saltar y q cuando presione el botón de atacar ataque con la espada q tiene y al aserlo tenga una animación ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Y quiero q en ves de q ataque disparando ataque con la espada q tiene y que tenga una animación de caminar y de cuando ataca ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Quiero q le quites el fondo blanco a la imagen q puse para el hombre palo
User prompt
Mira quiero q cambias a los enemigos por un stickman rojo los stickmans son muñecos de palo osea una bolita la cabeza y el torso un palo largo y la manitas y los pies un palo más pequeño y aparte agregale animaciones y q ataquen al jugador con una espada ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Puedes hacer q los controles sean un poco más grandes y q dentro tenga un icono como un stickman saltando en el botón de salto y haci en el de derecha y izquierda
User prompt
Puedes hacer que la barra sea más visible
User prompt
Esta perfecto pero da saltos ilimitados quiero q arriba del personaje aya una barra q como la estamina pero q la barra este blanca cuando pueda dar un doble salto y q se ponga gris cuando ya haya dado el doble salto y para cargar el doble salto tenga q tocar el piso
User prompt
Sigue sin funcionar
User prompt
El botón de jump cuando lo presionó no hace la acción
User prompt
Quiero q me des un control diseñado para móviles
User prompt
Sigue sin aparecer nada
User prompt
No aparece nada cuando le doy a play
User prompt
Puedes seguir asiendo el código del juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Stickman Vs. Digital Warrior
Initial prompt
Quiero crear un videojuego plataformero en estilo pixel art, con estética retro pero moderna. El protagonista es un Stickman guerrero, ágil y con movimientos fluidos. El juego se centra en batallas rápidas, acción intensa y exploración de niveles llenos de enemigos, trampas y secretos. Se llama Stickman Vs., y ocurre en un universo digital futurista donde distintas dimensiones pixeladas están colapsando y los Stickman luchan por sobrevivir. Quiero que tenga: Niveles con plataformas, obstáculos y mecánicas únicas (como gravedad invertida, plataformas que desaparecen, etc.). Combate cuerpo a cuerpo y a distancia (puñetazos, espadas, rayos láser). Jefes épicos con ataques especiales. Estilo visual pixelado pero detallado, como si fuera un juego del futuro hecho en 16 bits. Puede ser para un jugador o con modo VS local.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = 0;
self.velocityY = 0;
self.health = 50;
self.speed = 2;
self.direction = 1;
self.onGround = false;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
// Simple AI movement
self.velocityX = self.speed * self.direction;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Reset ground detection
self.onGround = false;
// Reverse direction at edges
if (self.x < 50 || self.x > 1998) {
self.direction *= -1;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Damage flash effect
tween(graphics, {
tint: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(graphics, {
tint: 0xFF4444
}, {
duration: 100
});
}
});
if (self.health <= 0) {
self.destroy();
return true;
}
return false;
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Projectile = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 180; // 3 seconds at 60fps
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
// Remove if lifetime expired or off screen
if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800) {
self.destroy();
}
};
return self;
});
// Game arrays
var Stickman = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 1.0
});
// Movement properties
self.velocityX = 0;
self.velocityY = 0;
self.onGround = false;
self.speed = 8;
self.jumpPower = -18;
self.health = 100;
self.maxHealth = 100;
self.facingRight = true;
// Combat properties
self.canAttack = true;
self.attackCooldown = 0;
self.lastAttackTime = 0;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Apply friction
self.velocityX *= 0.85;
// Reset ground detection
self.onGround = false;
// Update attack cooldown
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Keep player in bounds
if (self.x < 30) self.x = 30;
if (self.x > 2018) self.x = 2018;
};
self.moveLeft = function () {
self.velocityX = -self.speed;
self.facingRight = false;
graphics.scaleX = -1;
};
self.moveRight = function () {
self.velocityX = self.speed;
self.facingRight = true;
graphics.scaleX = 1;
};
self.jump = function () {
if (self.onGround) {
self.velocityY = self.jumpPower;
self.onGround = false;
LK.getSound('jump').play();
}
};
self.attack = function () {
if (self.attackCooldown <= 0) {
self.attackCooldown = 30;
LK.getSound('attack').play();
// Flash attack animation
tween(graphics, {
tint: 0xFFFF00
}, {
duration: 100,
onFinish: function onFinish() {
tween(graphics, {
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
// Create projectile
var projectile = new Projectile();
projectile.x = self.x + (self.facingRight ? 40 : -40);
projectile.y = self.y - 40;
projectile.velocityX = self.facingRight ? 12 : -12;
projectiles.push(projectile);
game.addChild(projectile);
}
};
self.takeDamage = function (damage) {
self.health -= damage;
LK.getSound('hit').play();
// Damage flash effect
tween(graphics, {
tint: 0xFF0000
}, {
duration: 150,
onFinish: function onFinish() {
tween(graphics, {
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
if (self.health <= 0) {
LK.showGameOver();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122 // Dark digital blue background
});
/****
* Game Code
****/
// Game arrays
// Initialize assets for Stickman Vs. Digital Warrior
var platforms = [];
var enemies = [];
var projectiles = [];
// Create ground
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 1.0,
x: 1024,
y: 2732
}));
// Create platforms
var platformData = [{
x: 300,
y: 2500
}, {
x: 600,
y: 2300
}, {
x: 1000,
y: 2400
}, {
x: 1400,
y: 2200
}, {
x: 1700,
y: 2500
}];
for (var i = 0; i < platformData.length; i++) {
var platform = new Platform();
platform.x = platformData[i].x;
platform.y = platformData[i].y;
platforms.push(platform);
game.addChild(platform);
}
// Create player
var player = new Stickman();
player.x = 200;
player.y = 2600;
game.addChild(player);
// Create enemies
var enemyData = [{
x: 700,
y: 2250
}, {
x: 1200,
y: 2350
}, {
x: 1500,
y: 2150
}];
for (var i = 0; i < enemyData.length; i++) {
var enemy = new Enemy();
enemy.x = enemyData[i].x;
enemy.y = enemyData[i].y;
enemies.push(enemy);
game.addChild(enemy);
}
// UI Elements
var healthText = new Text2('Health: 100', {
size: 40,
fill: 0x00FF00
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = 120; // Avoid top-left menu area
var scoreText = new Text2('Score: 0', {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Input handling
var leftPressed = false;
var rightPressed = false;
game.down = function (x, y, obj) {
// Determine input based on screen position
if (x < 1024) {
leftPressed = true;
} else {
rightPressed = true;
}
// Attack on tap in upper area
if (y < 1366) {
player.attack();
}
// Jump on tap in lower area
if (y > 1800) {
player.jump();
}
};
game.up = function (x, y, obj) {
leftPressed = false;
rightPressed = false;
};
// Collision detection function
function checkCollisions(obj, platforms) {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (obj.intersects(platform)) {
// Landing on top of platform
if (obj.velocityY > 0 && obj.y - 40 < platform.y) {
obj.y = platform.y - 40;
obj.velocityY = 0;
obj.onGround = true;
}
}
}
// Ground collision
if (obj.y > 2632) {
obj.y = 2632;
obj.velocityY = 0;
obj.onGround = true;
}
}
game.update = function () {
// Handle input
if (leftPressed) {
player.moveLeft();
}
if (rightPressed) {
player.moveRight();
}
// Check collisions for player
checkCollisions(player, platforms);
// Check collisions for enemies
for (var i = 0; i < enemies.length; i++) {
checkCollisions(enemies[i], platforms);
}
// Update projectiles and check enemy hits
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
// Check if projectile hits enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (projectile.intersects(enemy)) {
if (enemy.takeDamage(25)) {
// Enemy destroyed
enemies.splice(j, 1);
LK.setScore(LK.getScore() + 100);
scoreText.setText('Score: ' + LK.getScore());
}
// Remove projectile
projectile.destroy();
projectiles.splice(i, 1);
break;
}
}
// Remove destroyed projectiles
if (projectile.parent === null) {
projectiles.splice(i, 1);
}
}
// Check player-enemy collisions
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (player.intersects(enemy)) {
// Simple knockback and damage
var dx = player.x - enemy.x;
player.velocityX += dx > 0 ? 5 : -5;
player.takeDamage(1);
// Update health display
healthText.setText('Health: ' + Math.max(0, player.health));
healthText.tint = player.health < 30 ? 0xFF0000 : 0x00FF00;
}
}
// Win condition - defeat all enemies
if (enemies.length === 0) {
LK.showYouWin();
}
// Camera follow player (simple)
var targetY = Math.max(0, Math.min(1366, player.y - 1366));
game.y += (targetY - game.y) * 0.1;
}; ===================================================================
--- original.js
+++ change.js
@@ -5,91 +5,8 @@
/****
* Classes
****/
-var Boss = Container.expand(function () {
- var self = Container.call(this);
- var graphics = self.attachAsset('boss', {
- anchorX: 0.5,
- anchorY: 1.0
- });
- self.health = 500;
- self.maxHealth = 500;
- self.phase = 1;
- self.attackTimer = 0;
- self.moveTimer = 0;
- self.direction = 1;
- self.update = function () {
- self.attackTimer++;
- self.moveTimer++;
- // Movement pattern
- if (self.moveTimer > 60) {
- if (Math.random() > 0.7) {
- self.direction *= -1;
- }
- self.moveTimer = 0;
- }
- self.x += self.direction * 2;
- // Keep boss on screen
- if (self.x < 200) {
- self.x = 200;
- self.direction = 1;
- }
- if (self.x > 1848) {
- self.x = 1848;
- self.direction = -1;
- }
- // Attack patterns based on phase
- if (self.phase === 1 && self.attackTimer > 90) {
- self.basicAttack();
- self.attackTimer = 0;
- } else if (self.phase === 2 && self.attackTimer > 60) {
- self.rapidFire();
- self.attackTimer = 0;
- }
- // Phase transition
- if (self.health < self.maxHealth * 0.5 && self.phase === 1) {
- self.phase = 2;
- LK.effects.flashObject(self, 0xff0000, 1000);
- }
- // Flip graphics
- graphics.scaleX = self.direction;
- };
- self.basicAttack = function () {
- for (var i = 0; i < 3; i++) {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y - 100;
- var angle = (i - 1) * 0.5;
- bullet.velocityX = Math.sin(angle) * 10;
- bullet.velocityY = Math.cos(angle) * 10;
- enemyBullets.push(bullet);
- game.addChild(bullet);
- }
- };
- self.rapidFire = function () {
- for (var i = 0; i < 5; i++) {
- var bullet = new EnemyBullet();
- bullet.x = self.x + (i - 2) * 50;
- bullet.y = self.y - 100;
- bullet.velocityX = 0;
- bullet.velocityY = 12;
- enemyBullets.push(bullet);
- game.addChild(bullet);
- }
- };
- self.takeDamage = function (damage) {
- self.health -= damage;
- LK.effects.flashObject(self, 0xffffff, 100);
- if (self.health <= 0) {
- LK.setScore(LK.getScore() + 1000);
- LK.showYouWin();
- return true;
- }
- return false;
- };
- return self;
-});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
@@ -98,183 +15,177 @@
self.velocityX = 0;
self.velocityY = 0;
self.health = 50;
self.speed = 2;
- self.shootTimer = 0;
self.direction = 1;
- self.grounded = false;
+ self.onGround = false;
self.update = function () {
// Apply gravity
- self.velocityY += 0.8;
- // AI movement
+ if (!self.onGround) {
+ self.velocityY += 0.8;
+ }
+ // Simple AI movement
self.velocityX = self.speed * self.direction;
- // Update position
+ // Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
- // Shooting behavior
- self.shootTimer++;
- if (self.shootTimer > 120) {
- // Shoot every 2 seconds
- self.shoot();
- self.shootTimer = 0;
+ // Reset ground detection
+ self.onGround = false;
+ // Reverse direction at edges
+ if (self.x < 50 || self.x > 1998) {
+ self.direction *= -1;
}
- // Flip graphics based on direction
- graphics.scaleX = self.direction;
};
- self.shoot = function () {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y - 40;
- // Aim towards player
- var dx = player.x - self.x;
- var dy = player.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- bullet.velocityX = dx / distance * 8;
- bullet.velocityY = dy / distance * 8;
- enemyBullets.push(bullet);
- game.addChild(bullet);
- };
self.takeDamage = function (damage) {
self.health -= damage;
- LK.effects.flashObject(self, 0xffffff, 100);
+ // Damage flash effect
+ tween(graphics, {
+ tint: 0xFF0000
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(graphics, {
+ tint: 0xFF4444
+ }, {
+ duration: 100
+ });
+ }
+ });
if (self.health <= 0) {
- LK.setScore(LK.getScore() + 100);
- return true; // Enemy is dead
+ self.destroy();
+ return true;
}
return false;
};
return self;
});
-var EnemyBullet = Container.expand(function () {
- var self = Container.call(this);
- var graphics = self.attachAsset('enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.velocityX = 0;
- self.velocityY = 0;
- self.lifetime = 300; // 5 seconds
- self.update = function () {
- self.x += self.velocityX;
- self.y += self.velocityY;
- self.lifetime--;
- };
- return self;
-});
var Platform = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
-var PlayerBullet = Container.expand(function () {
+var Projectile = Container.expand(function () {
var self = Container.call(this);
- var graphics = self.attachAsset('bullet', {
+ var graphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
- self.lifetime = 180; // 3 seconds
+ self.lifetime = 180; // 3 seconds at 60fps
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
- };
- return self;
-});
-var PowerUp = Container.expand(function () {
- var self = Container.call(this);
- var graphics = self.attachAsset('powerup', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.type = 'health'; // health, speed, damage
- self.bobTimer = 0;
- self.startY = 0;
- self.update = function () {
- self.bobTimer += 0.1;
- self.y = self.startY + Math.sin(self.bobTimer) * 10;
- graphics.rotation += 0.05;
- };
- self.collect = function () {
- if (self.type === 'health') {
- player.health = Math.min(player.health + 50, player.maxHealth);
+ // Remove if lifetime expired or off screen
+ if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800) {
+ self.destroy();
}
- LK.getSound('powerup').play();
- LK.setScore(LK.getScore() + 50);
- return true; // PowerUp is collected
};
return self;
});
+// Game arrays
var Stickman = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 1.0
});
+ // Movement properties
self.velocityX = 0;
self.velocityY = 0;
+ self.onGround = false;
self.speed = 8;
- self.jumpPower = -20;
+ self.jumpPower = -18;
self.health = 100;
self.maxHealth = 100;
- self.grounded = false;
- self.canShoot = true;
- self.shootCooldown = 0;
- self.facing = 1; // 1 = right, -1 = left
+ self.facingRight = true;
+ // Combat properties
+ self.canAttack = true;
+ self.attackCooldown = 0;
+ self.lastAttackTime = 0;
self.update = function () {
// Apply gravity
- self.velocityY += 0.8;
- // Update position
+ if (!self.onGround) {
+ self.velocityY += 0.8;
+ }
+ // Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Apply friction
self.velocityX *= 0.85;
- // Update shoot cooldown
- if (self.shootCooldown > 0) {
- self.shootCooldown--;
+ // Reset ground detection
+ self.onGround = false;
+ // Update attack cooldown
+ if (self.attackCooldown > 0) {
+ self.attackCooldown--;
}
- if (self.shootCooldown <= 0) {
- self.canShoot = true;
- }
- // Flip graphics based on facing direction
- graphics.scaleX = self.facing;
+ // Keep player in bounds
+ if (self.x < 30) self.x = 30;
+ if (self.x > 2018) self.x = 2018;
};
- self.jump = function () {
- if (self.grounded) {
- self.velocityY = self.jumpPower;
- self.grounded = false;
- LK.getSound('jump').play();
- }
- };
self.moveLeft = function () {
self.velocityX = -self.speed;
- self.facing = -1;
+ self.facingRight = false;
+ graphics.scaleX = -1;
};
self.moveRight = function () {
self.velocityX = self.speed;
- self.facing = 1;
+ self.facingRight = true;
+ graphics.scaleX = 1;
};
- self.shoot = function () {
- if (self.canShoot) {
- var bullet = new PlayerBullet();
- bullet.x = self.x + self.facing * 40;
- bullet.y = self.y - 60;
- bullet.velocityX = self.facing * 15;
- playerBullets.push(bullet);
- game.addChild(bullet);
- self.canShoot = false;
- self.shootCooldown = 15;
- LK.getSound('shoot').play();
+ self.jump = function () {
+ if (self.onGround) {
+ self.velocityY = self.jumpPower;
+ self.onGround = false;
+ LK.getSound('jump').play();
}
};
+ self.attack = function () {
+ if (self.attackCooldown <= 0) {
+ self.attackCooldown = 30;
+ LK.getSound('attack').play();
+ // Flash attack animation
+ tween(graphics, {
+ tint: 0xFFFF00
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(graphics, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 100
+ });
+ }
+ });
+ // Create projectile
+ var projectile = new Projectile();
+ projectile.x = self.x + (self.facingRight ? 40 : -40);
+ projectile.y = self.y - 40;
+ projectile.velocityX = self.facingRight ? 12 : -12;
+ projectiles.push(projectile);
+ game.addChild(projectile);
+ }
+ };
self.takeDamage = function (damage) {
self.health -= damage;
- LK.effects.flashObject(self, 0xff0000, 200);
LK.getSound('hit').play();
+ // Damage flash effect
+ tween(graphics, {
+ tint: 0xFF0000
+ }, {
+ duration: 150,
+ onFinish: function onFinish() {
+ tween(graphics, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 150
+ });
+ }
+ });
if (self.health <= 0) {
LK.showGameOver();
}
};
@@ -284,318 +195,185 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x111122
+ backgroundColor: 0x001122 // Dark digital blue background
});
/****
* Game Code
****/
-// Game variables
-var player;
+// Game arrays
+// Initialize assets for Stickman Vs. Digital Warrior
var platforms = [];
var enemies = [];
-var boss = null;
-var playerBullets = [];
-var enemyBullets = [];
-var powerUps = [];
-var camera = {
- x: 0,
- y: 0
-};
-var level = 1;
-var bossSpawned = false;
-var leftPressed = false;
-var rightPressed = false;
-var jumpPressed = false;
-var shootPressed = false;
+var projectiles = [];
+// Create ground
+var ground = game.addChild(LK.getAsset('ground', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ x: 1024,
+ y: 2732
+}));
+// Create platforms
+var platformData = [{
+ x: 300,
+ y: 2500
+}, {
+ x: 600,
+ y: 2300
+}, {
+ x: 1000,
+ y: 2400
+}, {
+ x: 1400,
+ y: 2200
+}, {
+ x: 1700,
+ y: 2500
+}];
+for (var i = 0; i < platformData.length; i++) {
+ var platform = new Platform();
+ platform.x = platformData[i].x;
+ platform.y = platformData[i].y;
+ platforms.push(platform);
+ game.addChild(platform);
+}
+// Create player
+var player = new Stickman();
+player.x = 200;
+player.y = 2600;
+game.addChild(player);
+// Create enemies
+var enemyData = [{
+ x: 700,
+ y: 2250
+}, {
+ x: 1200,
+ y: 2350
+}, {
+ x: 1500,
+ y: 2150
+}];
+for (var i = 0; i < enemyData.length; i++) {
+ var enemy = new Enemy();
+ enemy.x = enemyData[i].x;
+ enemy.y = enemyData[i].y;
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
// UI Elements
-var healthBar = new Text2('Health: 100', {
- size: 60,
- fill: 0xFF0000
+var healthText = new Text2('Health: 100', {
+ size: 40,
+ fill: 0x00FF00
});
-healthBar.anchor.set(0, 0);
-LK.gui.topLeft.addChild(healthBar);
+healthText.anchor.set(0, 0);
+LK.gui.topLeft.addChild(healthText);
+healthText.x = 120; // Avoid top-left menu area
var scoreText = new Text2('Score: 0', {
- size: 60,
+ size: 40,
fill: 0xFFFFFF
});
-scoreText.anchor.set(1, 0);
-LK.gui.topRight.addChild(scoreText);
-var levelText = new Text2('Level: 1', {
- size: 60,
- fill: 0x00FF00
-});
-levelText.anchor.set(0.5, 0);
-LK.gui.top.addChild(levelText);
-// Create player
-player = new Stickman();
-player.x = 1024;
-player.y = 2000;
-game.addChild(player);
-// Create initial platforms
-function createLevel() {
- // Clear existing platforms and enemies
- for (var i = platforms.length - 1; i >= 0; i--) {
- platforms[i].destroy();
- platforms.splice(i, 1);
- }
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].destroy();
- enemies.splice(i, 1);
- }
- // Ground platforms
- for (var i = 0; i < 6; i++) {
- var platform = new Platform();
- platform.x = i * 350 + 200;
- platform.y = 2400;
- platforms.push(platform);
- game.addChild(platform);
- }
- // Mid-level platforms
- for (var i = 0; i < 4; i++) {
- var platform = new Platform();
- platform.x = i * 500 + 300;
- platform.y = 1800;
- platforms.push(platform);
- game.addChild(platform);
- }
- // Upper platforms
- for (var i = 0; i < 3; i++) {
- var platform = new Platform();
- platform.x = i * 600 + 400;
- platform.y = 1200;
- platforms.push(platform);
- game.addChild(platform);
- }
- // Create enemies
- for (var i = 0; i < 3 + level; i++) {
- var enemy = new Enemy();
- enemy.x = 400 + i * 400;
- enemy.y = 1750;
- enemies.push(enemy);
- game.addChild(enemy);
- }
- // Create power-ups
- for (var i = 0; i < 2; i++) {
- var powerUp = new PowerUp();
- powerUp.x = 600 + i * 800;
- powerUp.y = 1150;
- powerUp.startY = powerUp.y;
- powerUps.push(powerUp);
- game.addChild(powerUp);
- }
- // Spawn boss at higher levels
- if (level >= 3 && !bossSpawned) {
- boss = new Boss();
- boss.x = 1024;
- boss.y = 800;
- game.addChild(boss);
- bossSpawned = true;
- }
-}
-createLevel();
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
// Input handling
+var leftPressed = false;
+var rightPressed = false;
game.down = function (x, y, obj) {
+ // Determine input based on screen position
if (x < 1024) {
- if (y > 1366) {
- jumpPressed = true;
- } else {
- leftPressed = true;
- }
+ leftPressed = true;
} else {
- if (y > 1366) {
- shootPressed = true;
- } else {
- rightPressed = true;
- }
+ rightPressed = true;
}
+ // Attack on tap in upper area
+ if (y < 1366) {
+ player.attack();
+ }
+ // Jump on tap in lower area
+ if (y > 1800) {
+ player.jump();
+ }
};
game.up = function (x, y, obj) {
leftPressed = false;
rightPressed = false;
- jumpPressed = false;
- shootPressed = false;
};
-// Collision detection
-function checkCollisions() {
- // Player vs platforms
- player.grounded = false;
+// Collision detection function
+function checkCollisions(obj, platforms) {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
- if (player.intersects(platform) && player.velocityY > 0) {
- if (player.y - 120 < platform.y - 20) {
- player.y = platform.y - 20;
- player.velocityY = 0;
- player.grounded = true;
+ if (obj.intersects(platform)) {
+ // Landing on top of platform
+ if (obj.velocityY > 0 && obj.y - 40 < platform.y) {
+ obj.y = platform.y - 40;
+ obj.velocityY = 0;
+ obj.onGround = true;
}
}
}
- // Enemy vs platforms
- for (var e = 0; e < enemies.length; e++) {
- var enemy = enemies[e];
- enemy.grounded = false;
- for (var p = 0; p < platforms.length; p++) {
- var platform = platforms[p];
- if (enemy.intersects(platform) && enemy.velocityY > 0) {
- if (enemy.y - 80 < platform.y - 20) {
- enemy.y = platform.y - 20;
- enemy.velocityY = 0;
- enemy.grounded = true;
- }
- }
- }
- // Enemy AI: change direction at platform edges
- if (enemy.grounded) {
- var onPlatform = false;
- for (var p = 0; p < platforms.length; p++) {
- var platform = platforms[p];
- if (Math.abs(enemy.x - platform.x) < 200 && Math.abs(enemy.y - platform.y) < 50) {
- onPlatform = true;
- // Check if enemy is near platform edge
- if (enemy.direction === 1 && enemy.x > platform.x + 180) {
- enemy.direction = -1;
- } else if (enemy.direction === -1 && enemy.x < platform.x - 180) {
- enemy.direction = 1;
- }
- break;
- }
- }
- }
+ // Ground collision
+ if (obj.y > 2632) {
+ obj.y = 2632;
+ obj.velocityY = 0;
+ obj.onGround = true;
}
- // Player bullets vs enemies
- for (var b = playerBullets.length - 1; b >= 0; b--) {
- var bullet = playerBullets[b];
- for (var e = enemies.length - 1; e >= 0; e--) {
- var enemy = enemies[e];
- if (bullet.intersects(enemy)) {
- if (enemy.takeDamage(25)) {
- enemy.destroy();
- enemies.splice(e, 1);
- }
- bullet.destroy();
- playerBullets.splice(b, 1);
- break;
- }
- }
- // Player bullets vs boss
- if (boss && bullet.intersects(boss)) {
- if (boss.takeDamage(10)) {
- boss.destroy();
- boss = null;
- // Progress to next level
- level++;
- bossSpawned = false;
- createLevel();
- }
- bullet.destroy();
- playerBullets.splice(b, 1);
- }
- }
- // Enemy bullets vs player
- for (var b = enemyBullets.length - 1; b >= 0; b--) {
- var bullet = enemyBullets[b];
- if (bullet.intersects(player)) {
- player.takeDamage(10);
- bullet.destroy();
- enemyBullets.splice(b, 1);
- }
- }
- // Player vs enemies (melee)
- for (var e = 0; e < enemies.length; e++) {
- var enemy = enemies[e];
- if (player.intersects(enemy)) {
- player.takeDamage(5);
- }
- }
- // Player vs boss
- if (boss && player.intersects(boss)) {
- player.takeDamage(15);
- }
- // Player vs power-ups
- for (var p = powerUps.length - 1; p >= 0; p--) {
- var powerUp = powerUps[p];
- if (player.intersects(powerUp)) {
- if (powerUp.collect()) {
- powerUp.destroy();
- powerUps.splice(p, 1);
- }
- }
- }
}
-// Camera system
-function updateCamera() {
- camera.x = player.x - 1024;
- camera.y = player.y - 1366;
- // Clamp camera
- camera.x = Math.max(0, Math.min(camera.x, 1024));
- camera.y = Math.max(-1000, Math.min(camera.y, 1000));
- game.x = -camera.x;
- game.y = -camera.y;
-}
-// Clean up bullets
-function cleanupBullets() {
- // Player bullets
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- var bullet = playerBullets[i];
- if (bullet.lifetime <= 0 || bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) {
- bullet.destroy();
- playerBullets.splice(i, 1);
- }
- }
- // Enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- var bullet = enemyBullets[i];
- if (bullet.lifetime <= 0 || bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) {
- bullet.destroy();
- enemyBullets.splice(i, 1);
- }
- }
-}
-// Update UI
-function updateUI() {
- healthBar.setText('Health: ' + player.health);
- scoreText.setText('Score: ' + LK.getScore());
- levelText.setText('Level: ' + level);
-}
-// Main game loop
game.update = function () {
// Handle input
if (leftPressed) {
player.moveLeft();
}
if (rightPressed) {
player.moveRight();
}
- if (jumpPressed && player.grounded) {
- player.jump();
- jumpPressed = false; // Prevent continuous jumping
+ // Check collisions for player
+ checkCollisions(player, platforms);
+ // Check collisions for enemies
+ for (var i = 0; i < enemies.length; i++) {
+ checkCollisions(enemies[i], platforms);
}
- if (shootPressed) {
- player.shoot();
+ // Update projectiles and check enemy hits
+ for (var i = projectiles.length - 1; i >= 0; i--) {
+ var projectile = projectiles[i];
+ // Check if projectile hits enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (projectile.intersects(enemy)) {
+ if (enemy.takeDamage(25)) {
+ // Enemy destroyed
+ enemies.splice(j, 1);
+ LK.setScore(LK.getScore() + 100);
+ scoreText.setText('Score: ' + LK.getScore());
+ }
+ // Remove projectile
+ projectile.destroy();
+ projectiles.splice(i, 1);
+ break;
+ }
+ }
+ // Remove destroyed projectiles
+ if (projectile.parent === null) {
+ projectiles.splice(i, 1);
+ }
}
- // Keep player on screen bounds
- if (player.x < 50) player.x = 50;
- if (player.x > 1998) player.x = 1998;
- if (player.y > 2800) {
- player.takeDamage(20); // Fall damage
- player.x = 1024;
- player.y = 2000;
- player.velocityY = 0;
+ // Check player-enemy collisions
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ if (player.intersects(enemy)) {
+ // Simple knockback and damage
+ var dx = player.x - enemy.x;
+ player.velocityX += dx > 0 ? 5 : -5;
+ player.takeDamage(1);
+ // Update health display
+ healthText.setText('Health: ' + Math.max(0, player.health));
+ healthText.tint = player.health < 30 ? 0xFF0000 : 0x00FF00;
+ }
}
- // Check collisions
- checkCollisions();
- // Update camera
- updateCamera();
- // Clean up bullets
- cleanupBullets();
- // Update UI
- updateUI();
- // Level progression
- if (enemies.length === 0 && !boss && level < 3) {
- level++;
- createLevel();
+ // Win condition - defeat all enemies
+ if (enemies.length === 0) {
+ LK.showYouWin();
}
-};
-// Play background music
-LK.playMusic('bgmusic');
\ No newline at end of file
+ // Camera follow player (simple)
+ var targetY = Math.max(0, Math.min(1366, player.y - 1366));
+ game.y += (targetY - game.y) * 0.1;
+};
\ No newline at end of file
Crea un personaje estilo pixel art, un guerrero simple y fácil de animar. No debe tener manos ni piernas visibles, solo un cuerpo principal con forma redonda u ovalada. El diseño debe sugerir que es un guerrero usando colores llamativos, ojos brillantes o una armadura pixelada pegada al cuerpo. Puede tener una espada flotando al lado o en la espalda como decoración. Debe verse como un personaje de videojuego, pero sin partes que necesiten animación compleja.. In-Game asset. 2d. High contrast. No shadows
Diseña una espada estilo pixel art, sencilla pero llamativa. Debe ser fácil de animar o colocar junto a un personaje. El mango debe ser corto y simple, y la hoja puede ser recta o con un brillo digital. Usa colores llamativos como azul neón, rojo fuego o plateado con detalles pixelados. El diseño debe parecer futurista o mágico, como si fuera un arma especial de un guerrero digital.. In-Game asset. 2d. High contrast. No shadows