User prompt
Okey quiero que arregles que el texto de arriba de los diálogos se ponga por encima de la barra de ansiedad y credibilidad
User prompt
Así está bien
User prompt
Puedes quitar el cuadro de texto que sale aveces? no me gusta eso
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Bueno arreglalo jajaj
User prompt
Vuelve a intentar
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'parent')' in or related to this line: 'if (!ansiedadBarBg.parent) {' Line Number: 317
User prompt
bien quiero que los ataques sean un poco más rápidos. Te voy a tratar de comunicar toda la idea de una vez. Quiero que el juego tenga 5 niveles y quiero que sea un estilo narrativo que salgan dialogos de texto antes de empezar el nivel en parte superior de la pantalla, que vaya contanto la historia de un tutor que va avanzando en sus tutorias donde a medida que avanza con los niveles sea más dificiles de esquivar los ataques ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Perfecto, te decia que quiero que los ataques tengan unos bordes bien definidos, en este caso no lo tienen aún, tambien quiero haya palabras que vengan hacia el jugador pero en color verde y que suban la barra de credibilidad
User prompt
Try again
User prompt
You are UPIT’s AI assistant. I have an existing prototype for a 2D “Undertale‐style” tutor training game in JavaScript using the LK framework. Please refactor and adapt the code to focus exclusively on: 1. **Core Classes** - Keep only the `Heart`, `TextAttack`, and `TechniqueMenu` classes. - Remove all other attack/enemy classes (`CyanAreaAttack`, `LaserAttack`, `Enemy`) and their assets. 2. **Define Constants** - Extract all “magic numbers” into descriptive constants at the top of the file, for example: ```js const ATTACK_INTERVAL = 90; const LEVEL_DIFF = 5; const MENU_INTERVAL = 600; const ANSIEDAD_RATE = 180; const ANSIEDAD_PASSIVE = 2; const MAX_LEVEL = 10; const WIN_CRED = 60; const SCORE_RATE = 60; const SCORE_PER_LEVEL = 50; const LEVEL_CRED_BOOST = 5; const GAME_LEFT = 300; const GAME_RIGHT = 1748; const GAME_TOP = 200; const GAME_BOTTOM = 2732; const GAME_WIDTH = GAME_RIGHT - GAME_LEFT; ``` 3. **UI Initialization** - Retain the UI setup for `ansiedad`, `credibilidad`, level text, and implement `initializeUI()` and `updateBars()` functions as before. 4. **Keyboard Controls** - Add `window.addEventListener('keydown', ...)` and `keyup` handlers for `ArrowLeft` and `ArrowRight` to control the heart movement, in addition to touch input. 5. **Simplify Game Update Loop** - Replace the current multi-attack logic with only `TextAttack` spawning and collision detection: - Spawn a `TextAttack` every `ATTACK_INTERVAL - level * LEVEL_DIFF` ticks. - Move and destroy off-screen attacks. - Detect `heart.intersects(atk)` to call `heart.takeDamage()`. - Show the `TechniqueMenu` every `MENU_INTERVAL` ticks. - Increase `ansiedad` passively every `ANSIEDAD_RATE` ticks by `ANSIEDAD_PASSIVE`. - Update score every `SCORE_RATE` ticks; increment `level` when score ≥ `level * SCORE_PER_LEVEL`, then boost `credibilidad` by `LEVEL_CRED_BOOST`. - Check for game over when `ansiedad >= 100` and win when `level >= MAX_LEVEL && credibilidad >= WIN_CRED`. 6. **Modularize (Optional)** - If possible, separate stats management and attack spawning into `StatsManager` and `AttackSpawner` modules. Provide the complete refactored JavaScript code snippet using the LK framework, with comments explaining each change. All in‐game text and UI labels should remain in Spanish.``` ::contentReference[oaicite:0]{index=0}
Remix started
Copy Undertale
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var GreenTextAttack = Container.expand(function () {
var self = Container.call(this);
// Create random positive text
var positiveTexts = ['CALMA', 'PAZ', 'FUERZA', 'ESPERANZA', 'CONFIANZA'];
var randomText = positiveTexts[Math.floor(Math.random() * positiveTexts.length)];
var textGraphics = self.addChild(new Text2(randomText, {
size: getTextSize(true, level),
fill: 0x00ff00,
stroke: 0x000000,
strokeThickness: 3
}));
textGraphics.anchor.set(0.5, 0.5);
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Heart = Container.expand(function () {
var self = Container.call(this);
var heartGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
// Movement properties
self.speed = HEART_SPEED;
self.isMovingLeft = false;
self.isMovingRight = false;
// Health
self.health = 100;
self.update = function () {
// Keyboard movement
if (self.isMovingLeft) {
self.x -= self.speed;
}
if (self.isMovingRight) {
self.x += self.speed;
}
// Boundary checking
if (self.x < GAME_LEFT + HEART_MARGIN) {
self.x = GAME_LEFT + HEART_MARGIN;
}
if (self.x > GAME_RIGHT - HEART_MARGIN) {
self.x = GAME_RIGHT - HEART_MARGIN;
}
};
self.takeDamage = function (amount) {
if (amount === undefined) amount = 10;
self.health = Math.max(0, self.health - amount);
// Flash red effect
tween(heartGraphics, {
tint: 0xff0000
}, {
duration: 200,
onFinish: function onFinish() {
tween(heartGraphics, {
tint: 0xffffff
}, {
duration: 200
});
}
});
if (self.health <= 0) {
LK.showGameOver();
}
};
return self;
});
var TechniqueMenu = Container.expand(function () {
var self = Container.call(this);
// Background
var bg = self.addChild(LK.getAsset('playButton', {
anchorX: 0.5,
anchorY: 0.5
}));
bg.width = 600;
bg.height = 400;
bg.tint = 0x333333;
// Title
var title = self.addChild(new Text2('Técnica de Relajación', {
size: 32,
fill: 0xffffff
}));
title.anchor.set(0.5, 0.5);
title.y = -120;
// Techniques
var techniques = ['Respiración Profunda', 'Mindfulness', 'Relajación Muscular'];
var selectedTechnique = techniques[Math.floor(Math.random() * techniques.length)];
var techniqueText = self.addChild(new Text2(selectedTechnique, {
size: 28,
fill: 0x00ff00
}));
techniqueText.anchor.set(0.5, 0.5);
techniqueText.y = -50;
// Instructions
var instruction = self.addChild(new Text2('Toca para aplicar', {
size: 24,
fill: 0xcccccc
}));
instruction.anchor.set(0.5, 0.5);
instruction.y = 20;
self.duration = 0;
self.maxDuration = 3000; // 3 seconds
self.update = function () {
self.duration += 16.67;
if (self.duration >= self.maxDuration) {
self.destroy();
}
};
self.down = function () {
// Apply technique - boost credibilidad
credibilidad = Math.min(100, credibilidad + 15);
updateBars();
self.destroy();
};
return self;
});
var TextAttack = Container.expand(function () {
var self = Container.call(this);
// Create random attack text
var attackTexts = ['ESTRÉS', 'MIEDO', 'PÁNICO', 'DUDAS', 'CRÍTICAS'];
var randomText = attackTexts[Math.floor(Math.random() * attackTexts.length)];
var textGraphics = self.addChild(new Text2(randomText, {
size: getTextSize(false, level),
fill: 0xff0000,
stroke: 0x000000,
strokeThickness: 3
}));
textGraphics.anchor.set(0.5, 0.5);
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game Constants
// UI Elements
// Game Elements
// Sounds
var ATTACK_INTERVAL = 90;
var LEVEL_DIFF = 5;
var ANSIEDAD_RATE = 180;
var ANSIEDAD_PASSIVE = 2;
var MAX_LEVEL = 10;
var WIN_CRED = 60;
var SCORE_RATE = 60;
var SCORE_PER_LEVEL = 50;
var LEVEL_CRED_BOOST = 5;
var GAME_LEFT = 300;
var GAME_RIGHT = 1748;
var GAME_TOP = 200;
var GAME_BOTTOM = 2732;
var GAME_WIDTH = GAME_RIGHT - GAME_LEFT;
// Heart movement constants
var HEART_SPEED = 8;
var HEART_MARGIN = 60;
// Text size scaling function
function getTextSize(isGreen, currentLevel) {
var baseSize = 20;
var sizeMultiplier = 10;
var scale;
if (isGreen) {
// Green words: size 5 at level 1, size 1 at level 5
scale = 6 - currentLevel;
} else {
// Red words: size 1 at level 1, size 5 at level 5
scale = currentLevel;
}
// Ensure scale is between 1 and 5
scale = Math.max(1, Math.min(5, scale));
return baseSize + scale * sizeMultiplier;
}
// Game state management
var gameState = 'menu'; // 'menu', 'dialogue', or 'playing'
var menuContainer = game.addChild(new Container());
// Game variables
var level = 1;
var maxLevel = 5;
var dialogueContainer = LK.gui.center.addChild(new Container());
dialogueContainer.visible = false;
// Level narratives
var levelNarratives = ["Nivel 1: Bienvenido a tu primera sesión de tutoría. Los pensamientos negativos comenzarán lentamente.", "Nivel 2: Bien hecho. Ahora los ataques serán más frecuentes. Mantén la calma y usa las técnicas.", "Nivel 3: Excelente progreso. Los pensamientos llegan más rápido, pero ya tienes más experiencia.", "Nivel 4: Casi terminas tu entrenamiento. Los ataques son intensos, confía en tu preparación.", "Nivel 5: Nivel final. Domina completamente las técnicas contra los ataques más desafiantes."];
var score = 0;
var ansiedad = 0;
var credibilidad = 50;
// UI Elements
var ansiedadBarBg = null,
ansiedadBar = null,
credibilidadBarBg = null,
credibilidadBar = null;
var levelText = null,
scoreText = null;
// Initialize UI
function initializeUI() {
// Ansiedad bar
ansiedadBarBg = LK.gui.topLeft.addChild(LK.getAsset('ansiedadBarBg', {
anchorX: 0,
anchorY: 0
}));
ansiedadBarBg.x = 120;
ansiedadBarBg.y = 50;
ansiedadBar = LK.gui.topLeft.addChild(LK.getAsset('ansiedadBar', {
anchorX: 0,
anchorY: 0
}));
ansiedadBar.x = 120;
ansiedadBar.y = 50;
// Credibilidad bar
credibilidadBarBg = LK.gui.topLeft.addChild(LK.getAsset('credibilidadBarBg', {
anchorX: 0,
anchorY: 0
}));
credibilidadBarBg.x = 120;
credibilidadBarBg.y = 90;
credibilidadBar = LK.gui.topLeft.addChild(LK.getAsset('credibilidadBar', {
anchorX: 0,
anchorY: 0
}));
credibilidadBar.x = 120;
credibilidadBar.y = 90;
// Text labels
var ansiedadLabel = LK.gui.topLeft.addChild(new Text2('Ansiedad', {
size: 20,
fill: 0xffffff
}));
ansiedadLabel.x = 10;
ansiedadLabel.y = 60;
var credibilidadLabel = LK.gui.topLeft.addChild(new Text2('Credibilidad', {
size: 20,
fill: 0xffffff
}));
credibilidadLabel.x = 10;
credibilidadLabel.y = 100;
// Level and score
levelText = LK.gui.topRight.addChild(new Text2('Nivel: 1', {
size: 24,
fill: 0xffffff
}));
levelText.anchor.set(1, 0);
levelText.x = -20;
levelText.y = 50;
scoreText = LK.gui.topRight.addChild(new Text2('Puntos: 0', {
size: 24,
fill: 0xffffff
}));
scoreText.anchor.set(1, 0);
scoreText.x = -20;
scoreText.y = 80;
}
function updateBars() {
// Update bar widths based on values
ansiedadBar.width = ansiedad / 100 * 300;
credibilidadBar.width = credibilidad / 100 * 300;
// Update text
levelText.setText('Nivel: ' + level);
scoreText.setText('Puntos: ' + score);
}
function showDialogue(text) {
gameState = 'dialogue';
dialogueContainer.visible = true;
// Clear previous dialogue
dialogueContainer.removeChildren();
// Dialogue background
var dialogueBg = dialogueContainer.addChild(LK.getAsset('playButton', {
anchorX: 0.5,
anchorY: 0
}));
dialogueBg.width = 1800;
dialogueBg.height = 200;
dialogueBg.tint = 0x333333;
dialogueBg.x = 2048 / 2;
dialogueBg.y = 180;
// Dialogue text
var dialogueText = dialogueContainer.addChild(new Text2(text, {
size: 28,
fill: 0xffffff
}));
dialogueText.anchor.set(0.5, 0.5);
dialogueText.x = 2048 / 2;
dialogueText.y = 280;
// Continue button
var continueBtn = dialogueContainer.addChild(LK.getAsset('playButton', {
anchorX: 0.5,
anchorY: 0.5
}));
continueBtn.width = 300;
continueBtn.height = 80;
continueBtn.tint = 0x00aa00;
continueBtn.x = 2048 / 2;
continueBtn.y = 410;
var continueText = dialogueContainer.addChild(new Text2('Continuar', {
size: 32,
fill: 0xffffff
}));
continueText.anchor.set(0.5, 0.5);
continueText.x = continueBtn.x;
continueText.y = continueBtn.y;
continueBtn.down = function () {
dialogueContainer.visible = false;
gameState = 'playing';
// Initialize and show UI if not already done
if (!ansiedadBarBg || ansiedadBarBg && !ansiedadBarBg.parent) {
initializeUI();
}
updateBars();
heart.visible = true;
};
}
// Create menu elements
var logo = menuContainer.addChild(LK.getAsset('gameLogo', {
anchorX: 0.5,
anchorY: 0.5
}));
logo.x = 2048 / 2;
logo.y = 2732 / 2 - 250;
// Create play button
var playButton = menuContainer.addChild(LK.getAsset('playButton', {
anchorX: 0.5,
anchorY: 0.5
}));
playButton.x = 2048 / 2;
playButton.y = 2732 / 2 + 100;
// Play button text
var playText = menuContainer.addChild(new Text2('JUGAR', {
size: 70,
fill: 0xFFFFFF
}));
playText.anchor.set(0.5, 0.5);
playText.x = playButton.x;
playText.y = playButton.y;
// Play button interaction
playButton.down = function (x, y, obj) {
// Flash button on press
tween(playButton, {
tint: 0xffffff
}, {
duration: 100,
onFinish: function onFinish() {
tween(playButton, {
tint: 0xffffff
}, {
duration: 100
});
}
});
};
playButton.up = function (x, y, obj) {
// Show level dialogue first
menuContainer.visible = false;
showDialogue(levelNarratives[level - 1]);
};
// Create the heart character
var heart = game.addChild(new Heart());
heart.x = 2048 / 2;
heart.y = GAME_BOTTOM - 100;
heart.visible = false;
// Keyboard controls - using LK event system instead of window
LK.on('keydown', function (event) {
if (gameState !== 'playing') return;
if (event.key === 'ArrowLeft') {
heart.isMovingLeft = true;
}
if (event.key === 'ArrowRight') {
heart.isMovingRight = true;
}
});
LK.on('keyup', function (event) {
if (gameState !== 'playing') return;
if (event.key === 'ArrowLeft') {
heart.isMovingLeft = false;
}
if (event.key === 'ArrowRight') {
heart.isMovingRight = false;
}
});
// Touch controls for mobile
game.move = function (x, y, obj) {
if (gameState === 'playing') {
// Move heart towards touch position
if (x < heart.x) {
heart.isMovingLeft = true;
heart.isMovingRight = false;
} else if (x > heart.x) {
heart.isMovingRight = true;
heart.isMovingLeft = false;
}
}
};
game.up = function (x, y, obj) {
if (gameState === 'playing') {
heart.isMovingLeft = false;
heart.isMovingRight = false;
}
};
// Game arrays and timers
var textAttacks = [];
var greenTextAttacks = [];
var attackTimer = 0;
var greenAttackTimer = 0;
var ansiedadTimer = 0;
var scoreTimer = 0;
// Main game update loop
game.update = function () {
// Only update game logic when playing
if (gameState !== 'playing') return;
// Spawn TextAttack
attackTimer++;
var spawnInterval = ATTACK_INTERVAL - level * LEVEL_DIFF;
if (attackTimer >= spawnInterval) {
var textAttack = new TextAttack();
textAttack.x = GAME_LEFT + Math.random() * GAME_WIDTH;
textAttack.y = GAME_TOP;
textAttacks.push(textAttack);
game.addChild(textAttack);
attackTimer = 0;
}
// Spawn GreenTextAttack (less frequent)
greenAttackTimer++;
var greenSpawnInterval = (ATTACK_INTERVAL - level * LEVEL_DIFF) * 2;
if (greenAttackTimer >= greenSpawnInterval) {
var greenTextAttack = new GreenTextAttack();
greenTextAttack.x = GAME_LEFT + Math.random() * GAME_WIDTH;
greenTextAttack.y = GAME_TOP;
greenTextAttacks.push(greenTextAttack);
game.addChild(greenTextAttack);
greenAttackTimer = 0;
}
// Update and check TextAttack collisions
for (var i = textAttacks.length - 1; i >= 0; i--) {
var atk = textAttacks[i];
// Check collision with heart
if (atk.intersects(heart)) {
heart.takeDamage(15);
ansiedad = Math.min(100, ansiedad + 10);
updateBars();
atk.destroy();
textAttacks.splice(i, 1);
continue;
}
// Remove off-screen attacks
if (atk.y > GAME_BOTTOM + 100) {
atk.destroy();
textAttacks.splice(i, 1);
}
}
// Update and check GreenTextAttack collisions
for (var k = greenTextAttacks.length - 1; k >= 0; k--) {
var greenAtk = greenTextAttacks[k];
// Check collision with heart
if (greenAtk.intersects(heart)) {
credibilidad = Math.min(100, credibilidad + 8);
updateBars();
greenAtk.destroy();
greenTextAttacks.splice(k, 1);
continue;
}
// Remove off-screen green attacks
if (greenAtk.y > GAME_BOTTOM + 100) {
greenAtk.destroy();
greenTextAttacks.splice(k, 1);
}
}
// Increase ansiedad passively
ansiedadTimer++;
if (ansiedadTimer >= ANSIEDAD_RATE) {
ansiedad = Math.min(100, ansiedad + ANSIEDAD_PASSIVE);
updateBars();
ansiedadTimer = 0;
}
// Update score and level
scoreTimer++;
if (scoreTimer >= SCORE_RATE) {
score++;
// Check for level up
if (score >= level * SCORE_PER_LEVEL && level < maxLevel) {
level++;
storage.currentLevel = level;
credibilidad = Math.min(100, credibilidad + LEVEL_CRED_BOOST);
// Show next level dialogue
showDialogue(levelNarratives[level - 1]);
}
updateBars();
scoreTimer = 0;
}
// Check game over
if (ansiedad >= 100) {
LK.showGameOver();
}
// Check win condition
if (level >= maxLevel && credibilidad >= WIN_CRED) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -152,12 +152,12 @@
/****
* Game Code
****/
-// Sounds
-// Game Elements
-// UI Elements
// Game Constants
+// UI Elements
+// Game Elements
+// Sounds
var ATTACK_INTERVAL = 90;
var LEVEL_DIFF = 5;
var ANSIEDAD_RATE = 180;
var ANSIEDAD_PASSIVE = 2;
@@ -195,9 +195,9 @@
var menuContainer = game.addChild(new Container());
// Game variables
var level = 1;
var maxLevel = 5;
-var dialogueContainer = game.addChild(new Container());
+var dialogueContainer = LK.gui.center.addChild(new Container());
dialogueContainer.visible = false;
// Level narratives
var levelNarratives = ["Nivel 1: Bienvenido a tu primera sesión de tutoría. Los pensamientos negativos comenzarán lentamente.", "Nivel 2: Bien hecho. Ahora los ataques serán más frecuentes. Mantén la calma y usa las técnicas.", "Nivel 3: Excelente progreso. Los pensamientos llegan más rápido, pero ya tienes más experiencia.", "Nivel 4: Casi terminas tu entrenamiento. Los ataques son intensos, confía en tu preparación.", "Nivel 5: Nivel final. Domina completamente las técnicas contra los ataques más desafiantes."];
var score = 0;
@@ -288,17 +288,17 @@
dialogueBg.width = 1800;
dialogueBg.height = 200;
dialogueBg.tint = 0x333333;
dialogueBg.x = 2048 / 2;
- dialogueBg.y = 50;
+ dialogueBg.y = 180;
// Dialogue text
var dialogueText = dialogueContainer.addChild(new Text2(text, {
size: 28,
fill: 0xffffff
}));
dialogueText.anchor.set(0.5, 0.5);
dialogueText.x = 2048 / 2;
- dialogueText.y = 150;
+ dialogueText.y = 280;
// Continue button
var continueBtn = dialogueContainer.addChild(LK.getAsset('playButton', {
anchorX: 0.5,
anchorY: 0.5
@@ -306,9 +306,9 @@
continueBtn.width = 300;
continueBtn.height = 80;
continueBtn.tint = 0x00aa00;
continueBtn.x = 2048 / 2;
- continueBtn.y = 280;
+ continueBtn.y = 410;
var continueText = dialogueContainer.addChild(new Text2('Continuar', {
size: 32,
fill: 0xffffff
}));