User prompt
que se vea la imagen "start" al principio en la pantalla antes de iniciar el juego y que cuando comience este desaparezca
User prompt
que el juego empiece luego de dar click en la pantalla
User prompt
que el juego empiece luego de dar click a la imagen llamada "start"
User prompt
quiero que el juego empiece luego de darle click a la imagen llamada "start" que esta en los assets. quiero que esta imagen este en el centro de la pantalla.
User prompt
quiero que lso enemigos basicos todos se muevan al mismo tiempo para el mismo lado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ahora quiero que los enemigos basicos tengan un moviemiento de izquierda un poco mas rapido y fluido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero ahora reducir un poco mas los sonidos aleatorios que se generan al impactar enemigos con los disparos del jugador
User prompt
quiero corregir que a la hora de que los disparos impacten un enemigo los sonidos aleatorios bonusmusic, bonusmusic2 ,bonusmusic3 ,bonusmusic4 ,bonusmusic5 no se repitan hasta que este termine ya que suena muy feo cuando el mismo sonido se activa varias veces sin antes terminar el primero que se activo
User prompt
quiero que el jugador al disparar, la probabilidad de activar el sonido "rhythmBonus" sea de 1 entre 20
User prompt
reducir bastante la probabilidad de que se active un sonido al impactar a un enemigo
User prompt
quiero corregir que a la hora de que los disparos impacten un enemigo los sonidos aleatorios bonusmusic, bonusmusic2 ,bonusmusic3 ,bonusmusic4 ,bonusmusic5 no se repitan hasta que este termine ya que suena muy feo cuando el mismo sonido se activa varias veces sin antes terminarse el primero que se actiivo
User prompt
ahora quiero que cada vez que un disparo del jugador impacte en un enemigo se active aleatoriamente cualquiera de estos sonidos llamados "bonusmusic,bonusmusic2,bonusmusic3,bonusmusic4,bonusmusic5" que se encuentran dentro de los assets
User prompt
quiero que si el jugador pierde una vida, se anula el powerup obtenido anteriormente
User prompt
baja considerablemente la probabilidad de droop de los enemigo esta muy alta
User prompt
ahora quiero que a la hora de aniquilar un enemigo exista la probabilidad de que este dropee un item de la lista de assets la cuales son: "powerup1" que aumenta la cantidad de diparos que haces por click y tus balas cambian a como se ve en el assets "powebullet1" y tiene una probabilidad de 10 en 100 de que el enemigo lo dropee. ahora el "powerup2" hace que el disparo elimine a enemigos sin eliminar la bala esta seguirá su trayecto y eliminara enemigo que toque y tus balas se veran como el asset llamado "powerbullet2"y tiene una probabilidad de 5 en 100 de que el enemigo lo dropee. y por ultimo "lifeup" que te permite restaurar una vida perdida y su imagen es la del asset "lifeup". y por ultimo quiero que los drops de los enemigos caigan lentamente. quiero que si ya tiene un powerup y obtienes otro, el anterior se cancela ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ahora cada que aumenta el nivel de oleada quiero que el super boss reduzca el tiempo de intervalo de sus disparos se reduzca en -1
User prompt
podrias sincronizar mejor el mause con el personaje a usar que sea mas suave y se mueva junto con el movimiento del mause ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
podrias hacer que los super boss disparen aleatroriamente cada 3 a 8 segundos
User prompt
cambiar la imagen del super boss actual por el nuevo assets la imagen que llama superboss
User prompt
ahora quiero que aparezca un super jefe al final de acabar con cada oleada este puede aguantar 100 disparos
User prompt
ahora cada que aumenta el nivel de oleada quiero que el tiempo de intervalo de disparos de los enemigos se reduzca en -1
User prompt
podrias mejorar el moviemiento del jugador con el mause
User prompt
cambiar el intervalo de tiempo aleatorio entre 1 hasta 6 segundos 6 a 10
User prompt
ahora que no todos los enemigos ataquen a la vez si no que ataquen en un intervalo de tiempo aleatorio entre 1 hasta 6 segundos
User prompt
reducir aun mas los disparos de los enemigos
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Drop = Container.expand(function (dropType) { var self = Container.call(this); self.dropType = dropType; var dropGraphics = self.attachAsset(dropType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { self.y += self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.shootTimer = 0; var waveReduction = (currentWave - 1) * 60; // Reduce by 1 second (60 frames) per wave var minInterval = Math.max(60, 360 - waveReduction); // Minimum 1 second interval var maxInterval = Math.max(120, 600 - waveReduction); // Minimum 2 second max interval self.shootInterval = minInterval + Math.random() * (maxInterval - minInterval); // Dynamic interval based on wave level self.moveSpeed = 2; self.note = 0; // Musical note value self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shoot(); self.shootTimer = 0; var waveReduction = (currentWave - 1) * 60; // Reduce by 1 second (60 frames) per wave var minInterval = Math.max(60, 360 - waveReduction); // Minimum 1 second interval var maxInterval = Math.max(120, 600 - waveReduction); // Minimum 2 second max interval self.shootInterval = minInterval + Math.random() * (maxInterval - minInterval); // Dynamic interval based on wave level } // Add subtle horizontal sway movement for more fluid feel if (LK.ticks % 180 === 0) { var sideMovement = (Math.random() - 0.5) * 60; var targetX = Math.max(50, Math.min(1998, self.x + sideMovement)); tween(self, { x: targetX }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut }); } }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 20; enemyBullets.push(bullet); game.addChild(bullet); }; self.takeDamage = function (damage) { self.health -= damage * rhythmMultiplier; if (self.health <= 0) { // Drop system - chance to drop items var dropChance = Math.random() * 100; if (dropChance < 2) { // 2% chance for powerup1 var drop = new Drop('powerup1'); drop.x = self.x; drop.y = self.y; drops.push(drop); game.addChild(drop); } else if (dropChance < 3) { // 1% chance for powerup2 var drop = new Drop('powerup2'); drop.x = self.x; drop.y = self.y; drops.push(drop); game.addChild(drop); } else if (dropChance < 4) { // 1% chance for lifeup var drop = new Drop('lifeup'); drop.x = self.x; drop.y = self.y; drops.push(drop); game.addChild(drop); } self.destroy(); return true; } return false; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { self.y += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.speed = 8; self.lives = 3; self.canShoot = true; self.shootCooldown = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; if (self.shootCooldown <= 0) { self.canShoot = true; } } // Keep player within screen bounds if (self.x < 60) self.x = 60; if (self.x > 2048 - 60) self.x = 2048 - 60; }; self.shoot = function () { if (!self.canShoot) return false; self.canShoot = false; self.shootCooldown = 15; // Determine number of bullets based on powerup var bulletCount = 1; if (currentPowerup === 'powerup1') { bulletCount = 3; } // Create bullets for (var i = 0; i < bulletCount; i++) { var bullet = new PlayerBullet(currentPowerup); if (bulletCount === 1) { bullet.x = self.x; } else { bullet.x = self.x + (i - 1) * 30; // Spread bullets } bullet.y = self.y - 40; playerBullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); // 1 in 20 chance to play rhythmBonus sound if (Math.random() < 0.05) { LK.getSound('rhythmBonus').play(); } // Check if shooting in rhythm var timeSinceLastBeat = LK.ticks * 16.67 % beatInterval; var rhythmWindow = beatInterval * 0.15; if (timeSinceLastBeat < rhythmWindow || timeSinceLastBeat > beatInterval - rhythmWindow) { rhythmMultiplier = Math.min(rhythmMultiplier + 0.1, 2.0); } else { rhythmMultiplier = Math.max(rhythmMultiplier - 0.05, 1.0); } return true; }; return self; }); var PlayerBullet = Container.expand(function (bulletType) { var self = Container.call(this); self.bulletType = bulletType || 'normal'; var assetName = 'playerBullet'; if (self.bulletType === 'powerup1') { assetName = 'powebullet1'; } else if (self.bulletType === 'powerup2') { assetName = 'powerbullet2'; } var bulletGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.speed = -12; self.damage = 1; self.piercing = self.bulletType === 'powerup2'; self.update = function () { self.y += self.speed; }; return self; }); var SuperBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('superboss', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3, tint: 0xff0000 }); self.health = 100; self.maxHealth = 100; self.shootTimer = 0; var waveReduction = (currentWave - 1) * 60; // Reduce by 1 second (60 frames) per wave var minInterval = Math.max(60, 180 - waveReduction); // Minimum 1 second interval var maxInterval = Math.max(120, 480 - waveReduction); // Minimum 2 second max interval self.shootInterval = minInterval + Math.random() * (maxInterval - minInterval); // Dynamic interval based on wave level self.moveSpeed = 1; self.moveDirection = 1; self.update = function () { // Boss movement - side to side self.x += self.moveSpeed * self.moveDirection; if (self.x <= 200 || self.x >= 1848) { self.moveDirection *= -1; } // Boss shooting self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shoot(); self.shootTimer = 0; var waveReduction = (currentWave - 1) * 60; // Reduce by 1 second (60 frames) per wave var minInterval = Math.max(60, 180 - waveReduction); // Minimum 1 second interval var maxInterval = Math.max(120, 480 - waveReduction); // Minimum 2 second max interval self.shootInterval = minInterval + Math.random() * (maxInterval - minInterval); // Dynamic interval based on wave level } // Update boss color based on health var healthPercent = self.health / self.maxHealth; if (healthPercent > 0.6) { bossGraphics.tint = 0xff0000; // Red } else if (healthPercent > 0.3) { bossGraphics.tint = 0xff8800; // Orange } else { bossGraphics.tint = 0xffff00; // Yellow } }; self.shoot = function () { // Shoot multiple bullets in different directions for (var i = -2; i <= 2; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 50; bullet.y = self.y + 50; bullet.speed = 3 + Math.abs(i) * 0.5; enemyBullets.push(bullet); game.addChild(bullet); } }; self.takeDamage = function (damage) { self.health -= damage * rhythmMultiplier; LK.effects.flashObject(self, 0xffffff, 100); if (self.health <= 0) { self.destroy(); return true; } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ var gameStarted = false; var startButton = game.addChild(LK.getAsset('start', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 })); startButton.x = 1024; // Center horizontally startButton.y = 1366; // Center vertically var player = game.addChild(new Player()); player.x = 1024; player.y = 2600; player.visible = false; // Hide player until game starts var playerBullets = []; var enemyBullets = []; var enemies = []; var currentWave = 1; var enemiesKilled = 0; var totalEnemiesInWave = 0; var waveStarted = false; var waveDelay = 0; var rhythmMultiplier = 1.0; var beatInterval = 500; // milliseconds var lastBeatTime = 0; var enemyFormationX = 0; var enemyFormationDirection = 1; var enemyDropDistance = 60; var shouldDropEnemies = false; var superBoss = null; var bossActive = false; var bossDefeated = false; var drops = []; var currentPowerup = null; // Sound management for bonus sounds var currentBonusSoundName = null; var currentBonusSoundTimeout = null; var bonusSounds = ['bonusmusic', 'bonusmusic2', 'bonusmusic3', 'bonusmusic4', 'bonusmusic5']; function playRandomBonusSound() { // Only play if no bonus sound is currently playing if (currentBonusSoundName === null) { var randomSoundName = bonusSounds[Math.floor(Math.random() * bonusSounds.length)]; var randomSound = LK.getSound(randomSoundName); currentBonusSoundName = randomSoundName; randomSound.play(); // Clear any existing timeout if (currentBonusSoundTimeout !== null) { LK.clearTimeout(currentBonusSoundTimeout); } // Set a longer timeout to ensure sound finishes before allowing new ones // Using 2500ms to be safe that the sound completes currentBonusSoundTimeout = LK.setTimeout(function () { currentBonusSoundName = null; currentBonusSoundTimeout = null; }, 2500); } } // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 20; scoreTxt.y = 20; LK.gui.topLeft.addChild(scoreTxt); var livesTxt = new Text2('Lives: 3', { size: 60, fill: 0xFFFFFF }); livesTxt.anchor.set(1, 0); livesTxt.x = -20; livesTxt.y = 20; LK.gui.topRight.addChild(livesTxt); var waveTxt = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); waveTxt.x = 0; waveTxt.y = 20; LK.gui.top.addChild(waveTxt); var rhythmTxt = new Text2('Rhythm: 1.0x', { size: 50, fill: 0xFFFF00 }); rhythmTxt.anchor.set(0.5, 0); rhythmTxt.x = 0; rhythmTxt.y = 100; LK.gui.top.addChild(rhythmTxt); function createWave(waveNumber) { enemies = []; enemiesKilled = 0; var rows = 3 + Math.floor(waveNumber / 3); var cols = 8 + Math.floor(waveNumber / 2); totalEnemiesInWave = rows * cols; var startX = (2048 - cols * 100) / 2; var startY = 200; for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var enemy = new Enemy(); enemy.x = startX + col * 100; enemy.y = startY + row * 80; enemy.note = (row * cols + col) % 12; // Assign musical notes enemies.push(enemy); game.addChild(enemy); } } enemyFormationX = 0; enemyFormationDirection = 1; waveStarted = true; // Increase tempo with each wave beatInterval = Math.max(300, 500 - waveNumber * 20); } function updateEnemyFormation() { if (enemies.length === 0) return; var moveDistance = 4 + Math.floor(currentWave / 2); var shouldMove = LK.ticks % Math.max(1, 20 - currentWave * 1.5) === 0; if (shouldMove) { if (shouldDropEnemies) { // Drop enemies down for (var i = 0; i < enemies.length; i++) { enemies[i].y += enemyDropDistance; } shouldDropEnemies = false; } else { // Move all enemies horizontally in synchronized formation using tween var hitEdge = false; var targetDirection = moveDistance * enemyFormationDirection; // Check if any enemy would hit the edge for (var i = 0; i < enemies.length; i++) { var newX = enemies[i].x + targetDirection; if (newX <= 50 || newX >= 1998) { hitEdge = true; break; } } // Move all enemies together with synchronized tween animation for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; tween(enemy, { x: enemy.x + targetDirection }, { duration: 300, easing: tween.easeInOut }); } if (hitEdge) { enemyFormationDirection *= -1; shouldDropEnemies = true; } } } } function checkCollisions() { // Player bullets vs enemies for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; var bulletHit = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { if (enemy.takeDamage(bullet.damage)) { enemies.splice(j, 1); enemiesKilled++; var baseScore = 100 * Math.floor(rhythmMultiplier); LK.setScore(LK.getScore() + baseScore); LK.getSound('enemyHit').play(); // Play random bonus sound effect with 15% chance if (Math.random() < 0.15) { playRandomBonusSound(); } LK.effects.flashObject(enemy, 0xffffff, 200); } if (!bullet.piercing) { bullet.destroy(); playerBullets.splice(i, 1); bulletHit = true; break; } else { bulletHit = false; // Allow piercing bullets to continue } } } // Player bullets vs super boss if (!bulletHit && superBoss && bullet.intersects(superBoss)) { if (superBoss.takeDamage(bullet.damage)) { superBoss = null; bossActive = false; bossDefeated = true; var bossScore = 5000 * Math.floor(rhythmMultiplier); LK.setScore(LK.getScore() + bossScore); LK.getSound('enemyHit').play(); // Play random bonus sound effect with 15% chance if (Math.random() < 0.15) { playRandomBonusSound(); } } if (!bullet.piercing) { bullet.destroy(); playerBullets.splice(i, 1); bulletHit = true; } } if (!bulletHit && bullet.y < -20) { bullet.destroy(); playerBullets.splice(i, 1); } } // Player vs drops for (var i = drops.length - 1; i >= 0; i--) { var drop = drops[i]; if (drop.intersects(player)) { if (drop.dropType === 'lifeup') { player.lives = Math.min(player.lives + 1, 5); } else { currentPowerup = drop.dropType; } drop.destroy(); drops.splice(i, 1); } else if (drop.y > 2732) { drop.destroy(); drops.splice(i, 1); } } // Enemy bullets vs player for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.intersects(player)) { player.lives--; currentPowerup = null; // Reset powerup when player loses a life bullet.destroy(); enemyBullets.splice(i, 1); LK.getSound('playerHit').play(); LK.effects.flashObject(player, 0xff0000, 500); if (player.lives <= 0) { LK.showGameOver(); return; } } else if (bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(i, 1); } } // Check if enemies reached player for (var i = 0; i < enemies.length; i++) { if (enemies[i].y > 2500) { LK.showGameOver(); return; } } // Check if super boss reached player if (superBoss && superBoss.y > 2500) { LK.showGameOver(); return; } } function updateUI() { scoreTxt.setText('Score: ' + LK.getScore()); livesTxt.setText('Lives: ' + player.lives); waveTxt.setText('Wave: ' + currentWave); rhythmTxt.setText('Rhythm: ' + rhythmMultiplier.toFixed(1) + 'x'); // Color rhythm multiplier text based on value if (rhythmMultiplier > 1.5) { rhythmTxt.tint = 0x00ff00; } else if (rhythmMultiplier > 1.2) { rhythmTxt.tint = 0xffff00; } else { rhythmTxt.tint = 0xffffff; } } // Touch controls var dragStartX = 0; var isDragging = false; var lastTouchTime = 0; game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; startButton.visible = false; // Hide start button player.visible = true; // Show player when game starts // Start background music LK.playMusic('bgmusic'); // Initialize first wave createWave(currentWave); return; } isDragging = true; // Stop any existing tween for immediate response tween.stop(player, { x: true }); // Quick tween to clicked position for responsive feel tween(player, { x: x }, { duration: 100, easing: tween.easeOut }); var currentTime = Date.now(); if (currentTime - lastTouchTime < 300) { // Double tap to shoot player.shoot(); } lastTouchTime = currentTime; }; game.move = function (x, y, obj) { if (!gameStarted) return; // Stop any existing tween to prevent conflicts tween.stop(player, { x: true }); // Calculate distance for dynamic duration var distance = Math.abs(x - player.x); // Dynamic duration based on distance - closer targets move faster var duration = Math.min(Math.max(distance * 0.8, 50), 200); // Use smooth easing for natural movement tween(player, { x: x }, { duration: duration, easing: tween.easeOut }); }; game.up = function (x, y, obj) { if (!gameStarted) return; isDragging = false; // Shoot on mouse up for better control player.shoot(); }; game.update = function () { if (!gameStarted) return; updateEnemyFormation(); checkCollisions(); updateUI(); // Gradually decay rhythm multiplier rhythmMultiplier = Math.max(rhythmMultiplier - 0.001, 1.0); // Check if wave is complete if (enemies.length === 0 && waveStarted && !bossActive) { waveStarted = false; bossActive = true; bossDefeated = false; // Spawn super boss superBoss = new SuperBoss(); superBoss.x = 1024; superBoss.y = 300; game.addChild(superBoss); } // Check if boss is defeated if (bossDefeated && !waveStarted) { waveDelay = 120; // 2 second delay currentWave++; bossDefeated = false; if (currentWave > 10) { LK.showYouWin(); return; } } // Start next wave after delay if (!waveStarted && waveDelay > 0) { waveDelay--; if (waveDelay <= 0) { createWave(currentWave); } } };
===================================================================
--- original.js
+++ change.js
@@ -265,8 +265,16 @@
/****
* Game Code
****/
var gameStarted = false;
+var startButton = game.addChild(LK.getAsset('start', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 4,
+ scaleY: 4
+}));
+startButton.x = 1024; // Center horizontally
+startButton.y = 1366; // Center vertically
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2600;
player.visible = false; // Hide player until game starts
@@ -533,8 +541,9 @@
var lastTouchTime = 0;
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
+ startButton.visible = false; // Hide start button
player.visible = true; // Show player when game starts
// Start background music
LK.playMusic('bgmusic');
// Initialize first wave
nave espacial extraterrestre. In-Game asset. 2d. High contrast. No shadows
un bala lazer de nergia. In-Game asset. 2d. High contrast. No shadows
monster space ship. In-Game asset. 2d. High contrast. No shadows
una espada roja con destellos. In-Game asset. 2d. High contrast. No shadows
espada azul con destellos. In-Game asset. 2d. High contrast. No shadows
un rayo lazer con destellos de fuego alrededor. In-Game asset. 2d. High contrast. No shadows
rayo láser azul con fuego azul alrededor. In-Game asset. 2d. High contrast. No shadows
una esfera blanca con destellos con alas de angel a los lados. In-Game asset. 2d. High contrast. No shadows
una imagen que diga "start" en letras grandes con una fuente alusiva a lso que se usan en video juegos de color metal brillante. In-Game asset. 2d. High contrast. No shadows