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que el boton play este mucho mas abajo y el defender title tambien
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que a los enemigos chicos que tienen uno de vida al morir y hacer la animacion de morir que no se le puede pegar mas porque esta transicionando a la muerte
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y que los poderes cuando lo sueltan los enemigos igual tengan una animacion brillante ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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un poco mas arriba
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quiero que el disparo salga desde un poco mas a la izquierda y mas arriba pero un poquito nomas
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y que cuando pierdas salga tu puntaje y la oleada que llegaste
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derrepente alguno barcos queda intargeteable ante mi daño de bala corrije eso porfavor
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que los basquitos tengan una animacion como de un pequeño saltito cuando mueren ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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y que los barcos pequeños la primera oleadas de 100 puntos asi mismo los medianos y los grandes en las respectivas oleadas que van apareciendo para que no se haga tan largo al principio luego lo vas equilibrando en base a cuando vayan saliendo
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que los poderes solo duren 3 segudos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que la primera oleada salgan los enemigos pequeños luego los medianos y luego .los grandes
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que la primera cancion se detenga y luego suene la otra porque cuando inicia el juego despues de apretar play suena a la vez
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que la musica del menu sea diferente de hecho las marque cual es cual la del juego corrije eso
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un poco mas
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el defender title ponelo mas abajito
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que cada boton del inicio tenga una animacion como de palpitar y que el score no salga hasta que empieze el juego y escaped tampoco ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que haya un limite de cuantos barcos se me pueden escapar que sean maximo 10 y salga ahi para verlo y que cada oleada se resetea a 0 si se escapan 10 pierdo como tambien si me dejan si vida y que cada oleada mi vida maxima aumente dos y que la info de los poderes de todos los poderes salga en el centro no a la derecha y que no se acumule
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quiero que hay una musica para el inicio y para cuando empieza el juego
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el mensaje de que poder esta funcionando este en el centro
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que cada mil puntos los enemigos salen mas y mar rapido y salen un mensaje de segunda oleada y sucesiva mente tercera etc, cada mil puntos
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que el boton play este un poco mas abajo
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elimina eso que esta debajo del boton play que dice tap anywere porque esta demas
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elimina el subtitulo y el defendertitle dejalo un poco mas abajo
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creame un asset para la palabra ocean otro para defender y otro para el subtitulo que tiene y tambien para play esas 4 por separado asi le puede crear imagenes para cuando estamos en la pantalla de incio y que el cañon y la vida del cañon aparezcan despues de apretar play
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y que sea mas grande la descripcion de cuando esta el poder activo con una letra blanca y mas visible
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Cannon = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('cannon', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.targetY = 0; self.lastFireTime = 0; self.fireDelay = 300; self.health = 10; self.maxHealth = 10; self.isShielded = false; self.shieldTimer = 0; self.aimAt = function (x, y) { self.targetX = x; self.targetY = y; var dx = x - self.x; var dy = y - self.y; var angle = Math.atan2(dy, dx); self.graphics.rotation = angle; }; self.canFire = function () { var currentFireDelay = rapidFire ? self.fireDelay / 3 : self.fireDelay; return LK.ticks * 16.67 - self.lastFireTime >= currentFireDelay; }; self.fire = function () { if (!self.canFire()) return null; self.lastFireTime = LK.ticks * 16.67; var cannonballs = []; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); if (tripleShot) { // Fire three cannonballs with slight angle differences for (var i = 0; i < 3; i++) { var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y; var angleOffset = (i - 1) * 0.2; // -0.2, 0, 0.2 radians var adjustedAngle = baseAngle + angleOffset; cannonball.velocityX = Math.cos(adjustedAngle) * cannonball.speed; cannonball.velocityY = Math.sin(adjustedAngle) * cannonball.speed; cannonballs.push(cannonball); } } else { // Fire single cannonball var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y; cannonball.velocityX = dx / distance * cannonball.speed; cannonball.velocityY = dy / distance * cannonball.speed; cannonballs.push(cannonball); } LK.getSound('shoot').play(); return cannonballs; }; self.takeDamage = function (damage) { if (self.isShielded) { damage = Math.floor(damage / 2); // Shield reduces damage by half } self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(self.graphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(self.graphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) self.health = self.maxHealth; // Flash green when healing tween(self.graphics, { tint: 0x00ff00 }, { duration: 200, onFinish: function onFinish() { tween(self.graphics, { tint: 0xffffff }, { duration: 200 }); } }); }; self.activateShield = function () { self.isShielded = true; self.shieldTimer = 900; // 15 seconds at 60fps self.graphics.tint = 0x88ccff; // Blue tint for shield }; return self; }); var Cannonball = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('cannonball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 16; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; 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.speed = 8; self.damage = 1; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var HealthKit = Container.expand(function () { var self = Container.call(this); self.speed = 2; self.healAmount = 2; var graphics = self.attachAsset('healthKit', { anchorX: 0.5, anchorY: 0.5 }); // Add a cross symbol var crossV = LK.getAsset('healthKit', { width: 20, height: 60, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var crossH = LK.getAsset('healthKit', { width: 60, height: 20, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.addChild(crossV); self.addChild(crossH); self.update = function () { self.x += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.powerType = 'tripleShot'; self.speed = 2; self.graphics = null; self.init = function (type) { self.powerType = type; if (type === 'tripleShot') { self.graphics = self.attachAsset('tripleShotPowerUp', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'rapidFire') { self.graphics = self.attachAsset('rapidFirePowerUp', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { self.x += self.speed; }; return self; }); var ShieldPowerUp = Container.expand(function () { var self = Container.call(this); self.speed = 2; var graphics = self.attachAsset('shieldPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); self.shipType = 'small'; self.speed = 2; self.points = 10; self.graphics = null; self.healthBar = null; self.healthBarBg = null; self.init = function (type) { self.shipType = type; if (type === 'small') { self.graphics = self.attachAsset('smallShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; // Small ships: 100 points in waves 1-2, then scale with wave if (currentWave <= 2) { self.points = 100; } else { self.points = 10 + (currentWave - 2) * 5; // Gradual increase after wave 2 } self.health = 1; self.maxHealth = 1; } else if (type === 'medium') { self.graphics = self.attachAsset('mediumShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Medium ships: 100 points when first appearing (waves 3-4), then scale if (currentWave <= 4) { self.points = 100; } else { self.points = 25 + (currentWave - 4) * 10; // Gradual increase after wave 4 } self.health = 3; self.maxHealth = 3; } else if (type === 'large') { self.graphics = self.attachAsset('largeShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; // Large ships: 100 points when first appearing (waves 5-6), then scale if (currentWave <= 6) { self.points = 100; } else { self.points = 50 + (currentWave - 6) * 15; // Gradual increase after wave 6 } self.health = 5; self.maxHealth = 5; } // Create health bar background - wider for better visibility var healthBarWidth = Math.max(120, self.graphics.width * 1.2); self.healthBarBg = LK.getAsset('healthBarBg', { width: healthBarWidth, height: 12, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = -self.graphics.height / 2 - 20; self.addChild(self.healthBarBg); // Create health bar foreground - wider for better visibility self.healthBar = LK.getAsset('healthBar', { width: healthBarWidth - 4, height: 8, color: 0x00FF00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBar.y = -self.graphics.height / 2 - 20; self.addChild(self.healthBar); // Show health bar for all ships now - no hiding for small ships // Set shooting properties based on ship type self.lastShotTime = 0; if (type === 'small') { self.shotDelay = 180; // 3 seconds } else if (type === 'medium') { self.shotDelay = 150; // 2.5 seconds } else if (type === 'large') { self.shotDelay = 120; // 2 seconds } }; self.updateHealthBar = function () { if (self.healthBar && self.maxHealth > 1) { var healthPercent = self.health / self.maxHealth; self.healthBar.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFFFF00; // Yellow } else { self.healthBar.tint = 0xFF0000; // Red } } }; self.update = function () { self.x += self.speed; }; self.canShoot = function () { return LK.ticks - self.lastShotTime >= self.shotDelay; }; self.shootAtCannon = function (cannonX, cannonY) { if (!self.canShoot()) return null; self.lastShotTime = LK.ticks; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var dx = cannonX - self.x; var dy = cannonY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; return bullet; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ var oceanBackground = LK.getAsset('oceanBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(oceanBackground); // Start menu variables var gameStarted = false; var startMenu = new Container(); game.addChild(startMenu); // Ocean title image var oceanTitleImage = startMenu.attachAsset('oceanTitle', { anchorX: 0.5, anchorY: 0.5 }); oceanTitleImage.x = 1024; oceanTitleImage.y = 750; // Defender title image var defenderTitleImage = startMenu.attachAsset('defenderTitle', { anchorX: 0.5, anchorY: 0.5 }); defenderTitleImage.x = 1024; defenderTitleImage.y = 1200; // Play button image var playButtonImage = startMenu.attachAsset('playButtonImage', { anchorX: 0.5, anchorY: 0.5 }); playButtonImage.x = 1024; playButtonImage.y = 1650; // Add pulsating animation to ocean title function pulseOceanTitle() { tween(oceanTitleImage, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(oceanTitleImage, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulseOceanTitle }); } }); } pulseOceanTitle(); // Add pulsating animation to defender title function pulseDefenderTitle() { tween(defenderTitleImage, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(defenderTitleImage, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1200, easing: tween.easeInOut, onFinish: pulseDefenderTitle }); } }); } pulseDefenderTitle(); // Add pulsating animation to play button function pulsePlayButton() { tween(playButtonImage, { scaleX: 1.15, scaleY: 1.15 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(playButtonImage, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: pulsePlayButton }); } }); } pulsePlayButton(); // Start playing the menu music LK.playMusic('menuMusic'); var cannon = game.addChild(new Cannon()); cannon.x = 1024; cannon.y = 2600; cannon.visible = false; var ships = []; var cannonballs = []; var shipSpawnTimer = 0; var shipSpawnDelay = 120; var difficultyTimer = 0; var shipsEscaped = 0; var maxEscapedShips = 10; // Escaped ships counter UI var escapedShipsTxt = new Text2('Escaped: 0/10', { size: 50, fill: 0xFFFFFF }); escapedShipsTxt.anchor.set(0.5, 0); escapedShipsTxt.y = 60; escapedShipsTxt.visible = false; LK.gui.top.addChild(escapedShipsTxt); var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; LK.gui.top.addChild(scoreTxt); var powerUps = []; var tripleShot = false; var tripleShotTimer = 0; var rapidFire = false; var rapidFireTimer = 0; var powerUpDuration = 180; // 3 seconds at 60fps // Power-up timer UI var powerUpTimerTxt = new Text2('', { size: 70, fill: 0xFFFFFF }); powerUpTimerTxt.anchor.set(0.5, 0.5); powerUpTimerTxt.x = 0; powerUpTimerTxt.y = 100; LK.gui.center.addChild(powerUpTimerTxt); var activePowerUpType = ''; var activePowerUpTimer = 0; var isShooting = false; var shootingTimer = 0; // Wave system var currentWave = 1; var lastWaveScore = 0; var waveMessage = null; var waveMessageTimer = 0; // Cannon health system var enemyBullets = []; var healthKits = []; var shieldPowerUps = []; // Cannon health UI - positioned next to cannon var cannonHealthBarBg = LK.getAsset('cannonHealthBarBg', { width: 400, height: 20, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); cannonHealthBarBg.x = cannon.x; cannonHealthBarBg.y = cannon.y - 150; cannonHealthBarBg.visible = false; game.addChild(cannonHealthBarBg); var cannonHealthBar = LK.getAsset('cannonHealthBar', { width: 396, height: 16, color: 0x00ff00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); cannonHealthBar.x = cannon.x; cannonHealthBar.y = cannon.y - 150; cannonHealthBar.visible = false; game.addChild(cannonHealthBar); var healthText = new Text2('Health: 10/10', { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.x = cannon.x; healthText.y = cannon.y - 100; healthText.visible = false; game.addChild(healthText); // Wave message text var waveMessageTxt = new Text2('', { size: 100, fill: 0xFFFF00 }); waveMessageTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(waveMessageTxt); waveMessageTxt.visible = false; function spawnShip() { var ship = new Ship(); var shipType; // Wave-based enemy spawning if (currentWave <= 2) { // Waves 1-2: Only small ships shipType = 'small'; } else if (currentWave <= 4) { // Waves 3-4: Small and medium ships var types = ['small', 'small', 'medium']; shipType = types[Math.floor(Math.random() * types.length)]; } else if (currentWave <= 6) { // Waves 5-6: Medium and some large ships var types = ['small', 'medium', 'medium', 'large']; shipType = types[Math.floor(Math.random() * types.length)]; } else { // Wave 7+: All ship types with more large ships var types = ['small', 'medium', 'large', 'large']; shipType = types[Math.floor(Math.random() * types.length)]; } ship.init(shipType); ship.x = -150; ship.y = 1000 + Math.random() * 1200; // Apply wave-based speed multiplier var speedMultiplier = 1 + (currentWave - 1) * 0.3; ship.speed = ship.speed * speedMultiplier; // Set zIndex based on ship type for proper layering if (ship.shipType === 'large') { ship.zIndex = 3; } else if (ship.shipType === 'medium') { ship.zIndex = 2; } else { ship.zIndex = 1; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); ships.push(ship); game.addChild(ship); } function updateDifficulty() { difficultyTimer++; if (difficultyTimer % 1800 === 0) { shipSpawnDelay = Math.max(60, shipSpawnDelay - 10); } } function checkWaveTransition() { var currentScore = LK.getScore(); var newWave = Math.floor(currentScore / 1000) + 1; if (newWave > currentWave) { currentWave = newWave; lastWaveScore = Math.floor(currentScore / 1000) * 1000; // Reset escaped ships counter for new wave shipsEscaped = 0; escapedShipsTxt.setText('Escaped: 0/10'); // Increase max health by 2 each wave cannon.maxHealth += 2; cannon.health = cannon.maxHealth; // Restore to full health // Show wave message if (currentWave === 2) { waveMessageTxt.setText('Segunda Oleada'); } else if (currentWave === 3) { waveMessageTxt.setText('Tercera Oleada'); } else if (currentWave === 4) { waveMessageTxt.setText('Cuarta Oleada'); } else if (currentWave === 5) { waveMessageTxt.setText('Quinta Oleada'); } else { waveMessageTxt.setText('Oleada ' + currentWave); } waveMessageTxt.visible = true; waveMessageTimer = 180; // Show for 3 seconds // Increase difficulty shipSpawnDelay = Math.max(30, 120 - (currentWave - 1) * 15); // Increase ship speeds for (var i = 0; i < ships.length; i++) { var ship = ships[i]; var speedMultiplier = 1 + (currentWave - 1) * 0.3; ship.speed = ship.speed * speedMultiplier; } } } // Touch/click handlers game.down = function (x, y, obj) { if (!gameStarted) return; cannon.aimAt(x, y); isShooting = true; shootingTimer = 0; // Fire immediately on first click var newCannonballs = cannon.fire(); if (newCannonballs) { for (var c = 0; c < newCannonballs.length; c++) { cannonballs.push(newCannonballs[c]); game.addChild(newCannonballs[c]); } } }; game.up = function (x, y, obj) { if (!gameStarted) return; isShooting = false; }; // Play button event handler playButtonImage.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; startMenu.visible = false; cannon.visible = true; cannonHealthBarBg.visible = true; cannonHealthBar.visible = true; healthText.visible = true; scoreTxt.visible = true; escapedShipsTxt.visible = true; // Stop button animations tween.stop(oceanTitleImage); tween.stop(defenderTitleImage); tween.stop(playButtonImage); // Stop menu music first, then switch to game music LK.stopMusic(); LK.playMusic('calmSeaMelody'); } }; game.update = function () { if (!gameStarted) return; // Handle continuous shooting if (isShooting) { shootingTimer++; var currentFireDelay = rapidFire ? cannon.fireDelay / 3 : cannon.fireDelay; var fireDelayInTicks = currentFireDelay / 16.67; // Convert ms to ticks if (shootingTimer >= fireDelayInTicks) { var newCannonballs = cannon.fire(); if (newCannonballs) { for (var c = 0; c < newCannonballs.length; c++) { cannonballs.push(newCannonballs[c]); game.addChild(newCannonballs[c]); } } shootingTimer = 0; } } updateDifficulty(); checkWaveTransition(); // Update wave message timer if (waveMessageTimer > 0) { waveMessageTimer--; if (waveMessageTimer <= 0) { waveMessageTxt.visible = false; } } shipSpawnTimer++; if (shipSpawnTimer >= shipSpawnDelay) { spawnShip(); shipSpawnTimer = 0; } for (var i = ships.length - 1; i >= 0; i--) { var ship = ships[i]; if (ship.lastX === undefined) ship.lastX = ship.x; if (ship.lastX <= 2048 && ship.x > 2048) { shipsEscaped++; escapedShipsTxt.setText('Escaped: ' + shipsEscaped + '/10'); LK.getSound('shipEscape').play(); ship.destroy(); ships.splice(i, 1); // Check if too many ships escaped if (shipsEscaped >= maxEscapedShips) { LK.showGameOver(); return; } continue; } // Ships shoot at cannon if (ship.x > 200 && ship.x < 1800) { // Only shoot when in range var newBullet = ship.shootAtCannon(cannon.x, cannon.y); if (newBullet) { enemyBullets.push(newBullet); game.addChild(newBullet); } } ship.lastX = ship.x; } for (var j = cannonballs.length - 1; j >= 0; j--) { var cannonball = cannonballs[j]; if (cannonball.lastX === undefined) cannonball.lastX = cannonball.x; if (cannonball.lastY === undefined) cannonball.lastY = cannonball.y; if (cannonball.lastX >= 0 && cannonball.x < 0 || cannonball.lastX <= 2048 && cannonball.x > 2048 || cannonball.lastY >= 0 && cannonball.y < 0 || cannonball.lastY <= 2732 && cannonball.y > 2732) { cannonball.destroy(); cannonballs.splice(j, 1); continue; } for (var k = ships.length - 1; k >= 0; k--) { var ship = ships[k]; if (cannonball.intersects(ship)) { ship.health--; ship.updateHealthBar(); LK.effects.flashObject(ship, 0xff0000, 200); LK.getSound('hit').play(); cannonball.destroy(); cannonballs.splice(j, 1); if (ship.health <= 0) { LK.setScore(LK.getScore() + ship.points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('shipDestroyed').play(); // Add small jump death animation var originalY = ship.y; tween(ship, { y: originalY - 30, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(ship, { y: originalY + 10, scaleX: 0.8, scaleY: 0.8 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { // Random chance to spawn different power-ups (40% total chance) var spawnChance = Math.random(); if (spawnChance < 0.15) { // 15% chance for weapon power-ups var powerUp = new PowerUp(); var powerTypes = ['tripleShot', 'rapidFire']; var randomPowerType = powerTypes[Math.floor(Math.random() * powerTypes.length)]; powerUp.init(randomPowerType); powerUp.x = ship.x; powerUp.y = ship.y; powerUps.push(powerUp); game.addChild(powerUp); } else if (spawnChance < 0.25) { // 10% chance for health kit var healthKit = new HealthKit(); healthKit.x = ship.x; healthKit.y = ship.y; healthKits.push(healthKit); game.addChild(healthKit); } else if (spawnChance < 0.35) { // 10% chance for shield var shieldPowerUp = new ShieldPowerUp(); shieldPowerUp.x = ship.x; shieldPowerUp.y = ship.y; shieldPowerUps.push(shieldPowerUp); game.addChild(shieldPowerUp); } ship.destroy(); ships.splice(k, 1); } }); } }); } break; } } if (cannonballs[j]) { cannonball.lastX = cannonball.x; cannonball.lastY = cannonball.y; } } // Update power-ups for (var p = powerUps.length - 1; p >= 0; p--) { var powerUp = powerUps[p]; if (powerUp.lastX === undefined) powerUp.lastX = powerUp.x; // Remove power-up if it goes off screen if (powerUp.lastX <= 2048 && powerUp.x > 2048) { powerUp.destroy(); powerUps.splice(p, 1); continue; } // Check collision with cannonballs for collection for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(powerUp)) { // Collect power-up LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 300); // Clear any existing power-up to prevent accumulation tripleShot = false; rapidFire = false; activePowerUpTimer = 0; // Reset timer to prevent accumulation // Activate new power-up if (powerUp.powerType === 'tripleShot') { tripleShot = true; activePowerUpType = 'Triple Shot'; activePowerUpTimer = powerUpDuration; } else if (powerUp.powerType === 'rapidFire') { rapidFire = true; activePowerUpType = 'Rapid Fire'; activePowerUpTimer = powerUpDuration; } powerUp.destroy(); powerUps.splice(p, 1); break; } } if (powerUps[p]) { powerUp.lastX = powerUp.x; } } // Update enemy bullets for (var eb = enemyBullets.length - 1; eb >= 0; eb--) { var enemyBullet = enemyBullets[eb]; if (enemyBullet.lastY === undefined) enemyBullet.lastY = enemyBullet.y; // Remove if off screen if (enemyBullet.lastY <= 2732 && enemyBullet.y > 2732) { enemyBullet.destroy(); enemyBullets.splice(eb, 1); continue; } // Check collision with cannon if (enemyBullet.intersects(cannon)) { cannon.takeDamage(enemyBullet.damage); enemyBullet.destroy(); enemyBullets.splice(eb, 1); // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); // Check game over if (cannon.health <= 0) { LK.showGameOver(); return; } continue; } if (enemyBullets[eb]) { enemyBullet.lastY = enemyBullet.y; } } // Update health kits for (var hk = healthKits.length - 1; hk >= 0; hk--) { var healthKit = healthKits[hk]; if (healthKit.lastX === undefined) healthKit.lastX = healthKit.x; // Remove if off screen if (healthKit.lastX <= 2048 && healthKit.x > 2048) { healthKit.destroy(); healthKits.splice(hk, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(healthKit)) { cannon.heal(healthKit.healAmount); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 200); // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); healthKit.destroy(); healthKits.splice(hk, 1); break; } } if (healthKits[hk]) { healthKit.lastX = healthKit.x; } } // Update shield power-ups for (var sp = shieldPowerUps.length - 1; sp >= 0; sp--) { var shieldPowerUp = shieldPowerUps[sp]; if (shieldPowerUp.lastX === undefined) shieldPowerUp.lastX = shieldPowerUp.x; // Remove if off screen if (shieldPowerUp.lastX <= 2048 && shieldPowerUp.x > 2048) { shieldPowerUp.destroy(); shieldPowerUps.splice(sp, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(shieldPowerUp)) { cannon.activateShield(); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x0099ff, 300); shieldPowerUp.destroy(); shieldPowerUps.splice(sp, 1); break; } } if (shieldPowerUps[sp]) { shieldPowerUp.lastX = shieldPowerUp.x; } } // Update cannon shield if (cannon.isShielded && cannon.shieldTimer > 0) { cannon.shieldTimer--; if (cannon.shieldTimer <= 0) { cannon.isShielded = false; tween(cannon.graphics, { tint: 0xffffff }, { duration: 500 }); } } // Update power-up timer if (activePowerUpTimer > 0) { activePowerUpTimer--; // Update timer display var timeLeft = Math.ceil(activePowerUpTimer / 60); var timerText = activePowerUpType + ': ' + timeLeft + 's'; if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); timerText += ' | Shield: ' + shieldTimeLeft + 's'; } powerUpTimerTxt.setText(timerText); // Check if power-up expired if (activePowerUpTimer <= 0) { tripleShot = false; rapidFire = false; activePowerUpType = ''; if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); powerUpTimerTxt.setText('Shield: ' + shieldTimeLeft + 's'); } else { powerUpTimerTxt.setText(''); } } } else { // No active weapon power-up, but maybe shield if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); powerUpTimerTxt.setText('Shield: ' + shieldTimeLeft + 's'); } else { powerUpTimerTxt.setText(''); } } };
===================================================================
--- original.js
+++ change.js
@@ -734,37 +734,59 @@
if (ship.health <= 0) {
LK.setScore(LK.getScore() + ship.points);
scoreTxt.setText('Score: ' + LK.getScore());
LK.getSound('shipDestroyed').play();
- // Random chance to spawn different power-ups (40% total chance)
- var spawnChance = Math.random();
- if (spawnChance < 0.15) {
- // 15% chance for weapon power-ups
- var powerUp = new PowerUp();
- var powerTypes = ['tripleShot', 'rapidFire'];
- var randomPowerType = powerTypes[Math.floor(Math.random() * powerTypes.length)];
- powerUp.init(randomPowerType);
- powerUp.x = ship.x;
- powerUp.y = ship.y;
- powerUps.push(powerUp);
- game.addChild(powerUp);
- } else if (spawnChance < 0.25) {
- // 10% chance for health kit
- var healthKit = new HealthKit();
- healthKit.x = ship.x;
- healthKit.y = ship.y;
- healthKits.push(healthKit);
- game.addChild(healthKit);
- } else if (spawnChance < 0.35) {
- // 10% chance for shield
- var shieldPowerUp = new ShieldPowerUp();
- shieldPowerUp.x = ship.x;
- shieldPowerUp.y = ship.y;
- shieldPowerUps.push(shieldPowerUp);
- game.addChild(shieldPowerUp);
- }
- ship.destroy();
- ships.splice(k, 1);
+ // Add small jump death animation
+ var originalY = ship.y;
+ tween(ship, {
+ y: originalY - 30,
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(ship, {
+ y: originalY + 10,
+ scaleX: 0.8,
+ scaleY: 0.8
+ }, {
+ duration: 150,
+ easing: tween.bounceOut,
+ onFinish: function onFinish() {
+ // Random chance to spawn different power-ups (40% total chance)
+ var spawnChance = Math.random();
+ if (spawnChance < 0.15) {
+ // 15% chance for weapon power-ups
+ var powerUp = new PowerUp();
+ var powerTypes = ['tripleShot', 'rapidFire'];
+ var randomPowerType = powerTypes[Math.floor(Math.random() * powerTypes.length)];
+ powerUp.init(randomPowerType);
+ powerUp.x = ship.x;
+ powerUp.y = ship.y;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+ } else if (spawnChance < 0.25) {
+ // 10% chance for health kit
+ var healthKit = new HealthKit();
+ healthKit.x = ship.x;
+ healthKit.y = ship.y;
+ healthKits.push(healthKit);
+ game.addChild(healthKit);
+ } else if (spawnChance < 0.35) {
+ // 10% chance for shield
+ var shieldPowerUp = new ShieldPowerUp();
+ shieldPowerUp.x = ship.x;
+ shieldPowerUp.y = ship.y;
+ shieldPowerUps.push(shieldPowerUp);
+ game.addChild(shieldPowerUp);
+ }
+ ship.destroy();
+ ships.splice(k, 1);
+ }
+ });
+ }
+ });
}
break;
}
}
The small warship is fast and agile, designed for quick attacks and evading enemy fire. It has light armor and carries a few small cannons. Its compact size makes it harder to hit but less durable.. In-Game asset. 2d. High contrast. No shadows
The medium warship balances speed and firepower. It is equipped with multiple cannons and moderate armor. It moves steadily and can withstand more hits than smaller ships, making it a tougher target.. In-Game asset. 2d. High contrast. No shadows
boton de play pero que sea con tematica oceanica y que tenga una cocha al lado. In-Game asset. 2d. High contrast. No shadows
un barco gigante de guerra. In-Game asset. 2d. High contrast. No shadows
escudo celestial. In-Game asset. 2d. High contrast. No shadows
mas velocidad pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
mas vida pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
mas daño pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
un mar con un fondo a lo lejos. In-Game asset. 2d. High contrast. No shadows
unas letras que digan : creado por ZURI HARDAWAY. In-Game asset. 2d. High contrast. No shadows
que un pulpo este sentado en un cañon. In-Game asset. 2d. High contrast. No shadows
crea un titulo que diga oceanic defence con un pulplo detras de las letras que esta sentado en un cañon negro. In-Game asset. 2d. High contrast. No shadows
crea una imagen de un barco estallando. In-Game asset. 2d. High contrast. No shadows
un pulpo naranja viendo que barcos de guerra vienen a atacar su hogar marino. In-Game asset. 2d. High contrast. No shadows
una sola viñeta en blanco de comic de manera rectangular horizontal en el centro de la pantalla, que el back ground este adornado con un fondo marino y brazos de pulpos. In-Game asset. 2d. High contrast. No shadows, que los tentaculos no toquen la viñeta q
un pulpo naranja abriendo un cofre del tesoro donde encuentra en el fondo marino dentro de ese cofre un cañon nergro donde. In-Game asset. 2d. High contrast. No shadows
un pulpo naranja frenetico disparandole a buques de guerras encima de un cañon negro. que se vea el fondo del cielo y el mar pero que no este enojado sino calmado
bala de cañon. In-Game asset. 2d. High contrast. No shadows
bala de cañon. In-Game asset. 2d. High contrast. No shadows
ojo de pulpo. In-Game asset. 2d. High contrast. No shadows
botiquin con un pulpo rodeandolo. In-Game asset. 2d. High contrast. No shadows
una esfera con una letra r dentro y un pulpo rodeando la esfera. In-Game asset. 2d. High contrast. No shadows
una letra t dentro de una esfera y un pulpo que la rodea. In-Game asset. 2d. High contrast. No shadows
una p dentro de una esfera con un brazo de un pulpo rojo rodeandola. In-Game asset. 2d. High contrast. No shadows
guerra de pulpos con cañones, que sean de diferentes colores los pulpos de diferentes, tipo dibujo contra buques de guerra