User prompt
Si el jugador entra en colición con los guardias estando en modo gatito, los guardias no harán nada al respecto y su colición estará desactivada asta que pase el efecto
User prompt
Si el jugador toca la luz lunar tendrá la textura de gatito por 15 segundos. Al entrar en modo gatito , todos los guardias cambiarán a estado pasivo, no seguirán al jugador asta que el jugador pierda el modo gatito ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Al colicionar con la luz lunar la textura del jugador cambiará a gatito y la luz lunar no volverá a aparecer por toda la partida ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Crea un evento al azar que pase cada 15 segundos , crea una entidad llamada luz lunar , y que se mueva al azar , y luego desaparezca a los 15 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega dos estados distintos de alerta distinto para cada guardia, un estado hará que el guardia persiga al jugador y otro que el guardia se dirija a la piedra
User prompt
Al caer una piedra, los guardias seran alertados y se moverán hacia donde cayó la última piedra
User prompt
As que aparezca solo una piedra por vez , y cuando tomes una, otra caiga del cielo en una ubicación random ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cambia la textura del jugador al ser atrapado
User prompt
Duplica la velocidad del jugador al alertar a un guardia
User prompt
Establese una velocidad límite al jugador para que no pueda teletransportarse
User prompt
Cuando los guardias entren en modo persecución, aumenten su velocidad
User prompt
Agrega cambio de eje si el jugador se mueve a la izquierda o derecha
User prompt
Agrega cambio de eje si el guardia camina para la izquierda o derecha
User prompt
Cuando el guardia entre en modo persecución que cambie la textura
User prompt
Cada vez que obtenga una piedra aumente el ligeramente el tamaño del jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Añade un estado extra a los guardias , si uno dice : don't run! , alertara a 3 guardas al azar.
User prompt
Agrega otro sonido al entrar en el rango del guardia, y que reproduzca uno de los 3 sonidos al azar : Stop! , Hey!, y Don't Run!
User prompt
Al entrar en el rango de un guardia que suene un sonido diciendo: stop! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega una textura al jugador por cada fase
User prompt
Agrega una textura por cada fase
User prompt
Ajusta la ubicación del cesped para que cubra todo
User prompt
As que la imagen del guardia sea 50 transparente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Los guardias aparecen muy cerca, alwjalos del punto de inicio
User prompt
Que los guardias aparezcan lejos del spanw
User prompt
Agrega un cesped al suelo
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Guard = Container.expand(function () { var self = Container.call(this); self.patrolSpeed = 1.5; self.alertSpeed = 4; self.detectionRadius = 250; self.isAlerted = false; self.alertState = 'none'; // 'none', 'chase_player', 'move_to_moonstone' self.chaseTimer = 0; self.chaseDuration = 180; // 3 seconds at 60fps self.patrolDirection = Math.random() * Math.PI * 2; self.patrolTimer = 0; self.lastInDetectionRange = false; var guardGraphics = self.attachAsset('guard', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.update = function () { self.patrolTimer++; // Check if player is in detection range and not hiding var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var currentInDetectionRange = distance < self.detectionRadius + player.detectionRadius && !player.isHiding; if (currentInDetectionRange) { // Check if player just entered detection range (transition from false to true) if (!self.lastInDetectionRange && currentInDetectionRange) { var guardSounds = ['stop', 'hey', 'dont_run']; var randomSound = guardSounds[Math.floor(Math.random() * guardSounds.length)]; LK.getSound(randomSound).play(); // Double player speed when alerting a guard player.speed *= 2; // If "don't run" sound is played, alert 3 random guards if (randomSound === 'dont_run') { var availableGuards = []; for (var i = 0; i < guards.length; i++) { if (guards[i] !== self && !guards[i].isAlerted) { availableGuards.push(guards[i]); } } // Alert up to 3 random guards var guardsToAlert = Math.min(3, availableGuards.length); for (var j = 0; j < guardsToAlert; j++) { var randomIndex = Math.floor(Math.random() * availableGuards.length); var guardToAlert = availableGuards[randomIndex]; guardToAlert.isAlerted = true; guardToAlert.alertState = 'move_to_moonstone'; guardToAlert.chaseTimer = 0; guardToAlert.alertSpeed = 6; // Set increased speed for alerted guards // Remove from available list to avoid double selection availableGuards.splice(randomIndex, 1); } } } if (!self.isAlerted) { // Start chasing - reset timer self.chaseTimer = 0; // Increase speed for chase mode self.alertSpeed = 6; // Increased from 4 // Change to chase texture self.removeChild(guardGraphics); guardGraphics = self.attachAsset('guard_chase', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.addChild(guardGraphics); } self.isAlerted = true; self.alertState = 'chase_player'; guardGraphics.tint = 0xFF4444; } else if (self.isAlerted) { // Continue chasing for the duration even if player is out of range self.chaseTimer++; if (self.chaseTimer >= self.chaseDuration) { self.isAlerted = false; self.alertState = 'none'; guardGraphics.tint = 0xFFFFFF; self.chaseTimer = 0; // Reset speed to normal patrol speed self.alertSpeed = 4; // Reset to original speed // Revert to normal texture self.removeChild(guardGraphics); guardGraphics = self.attachAsset('guard', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.addChild(guardGraphics); } } else { guardGraphics.tint = 0xFFFFFF; } if (self.isAlerted) { var targetX, targetY; if (self.alertState === 'chase_player') { // Chase player targetX = player.x; targetY = player.y; guardGraphics.tint = 0xFF4444; // Red tint for chasing player } else if (self.alertState === 'move_to_moonstone') { // Move towards moonstone drop position targetX = lastMoonstoneDropX; targetY = lastMoonstoneDropY; guardGraphics.tint = 0x44FF44; // Green tint for moving to moonstone } else { // Default behavior (shouldn't happen when alerted) targetX = player.x; targetY = player.y; } var angle = Math.atan2(targetY - self.y, targetX - self.x); self.x += Math.cos(angle) * self.alertSpeed; self.y += Math.sin(angle) * self.alertSpeed; } else { // Patrol behavior if (self.patrolTimer % 120 == 0) { self.patrolDirection = Math.random() * Math.PI * 2; } self.x += Math.cos(self.patrolDirection) * self.patrolSpeed; self.y += Math.sin(self.patrolDirection) * self.patrolSpeed; // Keep guards within bounds if (self.x < 100) { self.x = 100; self.patrolDirection = Math.random() * Math.PI; } if (self.x > 1948) { self.x = 1948; self.patrolDirection = Math.PI + Math.random() * Math.PI; } if (self.y < 100) { self.y = 100; self.patrolDirection = Math.PI * 0.5 + Math.random() * Math.PI; } if (self.y > 2632) { self.y = 2632; self.patrolDirection = Math.PI * 1.5 + Math.random() * Math.PI; } } // Update guard flip based on movement direction if (self.isAlerted) { // In chase mode, flip based on direction to player if (dx > 0) { guardGraphics.scaleX = Math.abs(guardGraphics.scaleX); // Face right } else { guardGraphics.scaleX = -Math.abs(guardGraphics.scaleX); // Face left } } else { // In patrol mode, flip based on patrol direction var movementX = Math.cos(self.patrolDirection); if (movementX > 0) { guardGraphics.scaleX = Math.abs(guardGraphics.scaleX); // Face right } else { guardGraphics.scaleX = -Math.abs(guardGraphics.scaleX); // Face left } } // Update last detection state self.lastInDetectionRange = distance < self.detectionRadius + player.detectionRadius && !player.isHiding; }; return self; }); var MoonBeam = Container.expand(function () { var self = Container.call(this); var moonbeamGraphics = self.attachAsset('moonbeam', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 }); self.moveTimer = 0; self.moveDirection = Math.random() * Math.PI * 2; self.speed = 2; self.lifeTimer = 0; self.maxLifetime = 900; // 15 seconds at 60fps self.update = function () { // Gentle glow animation moonbeamGraphics.alpha = 0.4 + Math.sin(LK.ticks * 0.15) * 0.2; moonbeamGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1; moonbeamGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.1) * 0.1; // Random movement self.moveTimer++; if (self.moveTimer % 60 == 0) { // Change direction every second self.moveDirection = Math.random() * Math.PI * 2; } self.x += Math.cos(self.moveDirection) * self.speed; self.y += Math.sin(self.moveDirection) * self.speed; // Keep within bounds if (self.x < 60) { self.x = 60; self.moveDirection = Math.random() * Math.PI; } if (self.x > 1988) { self.x = 1988; self.moveDirection = Math.PI + Math.random() * Math.PI; } if (self.y < 60) { self.y = 60; self.moveDirection = Math.PI * 0.5 + Math.random() * Math.PI; } if (self.y > 2672) { self.y = 2672; self.moveDirection = Math.PI * 1.5 + Math.random() * Math.PI; } // Handle lifetime self.lifeTimer++; if (self.lifeTimer >= self.maxLifetime) { // Fade out effect before disappearing tween(moonbeamGraphics, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); // Remove from moonbeams array for (var i = moonbeams.length - 1; i >= 0; i--) { if (moonbeams[i] === self) { moonbeams.splice(i, 1); break; } } } }); } }; return self; }); var Moonstone = Container.expand(function () { var self = Container.call(this); var moonstoneGraphics = self.attachAsset('moonstone', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Gentle glow animation moonstoneGraphics.alpha = 0.7 + Math.sin(LK.ticks * 0.1) * 0.3; moonstoneGraphics.rotation += 0.02; }; return self; }); var Obstacle = Container.expand(function (assetType) { var self = Container.call(this); var obstacleGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.transformationLevel = 0; self.speed = 3; self.isHiding = false; self.detectionRadius = 120; var playerGraphics = self.attachAsset('texture_phase0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.05, scaleY: 0.05 }); self.transform = function () { self.transformationLevel++; // Remove current graphics self.removeChild(playerGraphics); // Update appearance based on transformation level if (self.transformationLevel >= 7) { // Full werewolf playerGraphics = self.attachAsset('werewolf', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.detectionRadius = 80; } else { // Use phase-specific texture var textureId = 'texture_phase' + self.transformationLevel; playerGraphics = self.attachAsset(textureId, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.05, scaleY: 0.05 }); // Adjust speed and detection based on transformation self.speed = 3 + self.transformationLevel * 0.7; self.detectionRadius = 120 - self.transformationLevel * 5; } // Re-add the updated graphics self.addChild(playerGraphics); LK.getSound('transformation').play(); LK.effects.flashObject(self, 0xE6E6FA, 1000); }; self.checkHiding = function () { self.isHiding = false; // Check if player is behind any obstacle for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; var dx = self.x - obstacle.x; var dy = self.y - obstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 70) { self.isHiding = true; break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x191970 }); /**** * Game Code ****/ // Game variables var player; var moonstones = []; var guards = []; var obstacles = []; var moonbeams = []; var dragNode = null; var moonstonesCollected = 0; var totalMoonstones = 7; var lastMoonstoneDropX = 0; var lastMoonstoneDropY = 0; var moonbeamEventTimer = 0; var moonbeamEventInterval = 900; // 15 seconds at 60fps // Create UI var scoreText = new Text2('Moonstones: 0/7', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var transformationText = new Text2('Human Child', { size: 50, fill: 0xE6E6FA }); transformationText.anchor.set(0.5, 0); transformationText.y = 80; LK.gui.top.addChild(transformationText); // Create grass ground var grass = game.addChild(LK.getAsset('grass', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 0.82, scaleY: 1.16 })); // Create player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Generate obstacles for hiding for (var i = 0; i < 15; i++) { var obstacle = game.addChild(new Obstacle(Math.random() > 0.5 ? 'tree' : 'rock')); obstacle.x = 200 + Math.random() * 1648; obstacle.y = 200 + Math.random() * 2332; obstacles.push(obstacle); } // Generate only one moonstone initially var moonstone = game.addChild(new Moonstone()); moonstone.x = 150 + Math.random() * 1748; moonstone.y = 150 + Math.random() * 2432; moonstones.push(moonstone); // Function to spawn moonbeam at random location function spawnMoonbeam() { var moonbeam = game.addChild(new MoonBeam()); moonbeam.x = 60 + Math.random() * 1928; moonbeam.y = 60 + Math.random() * 2612; moonbeams.push(moonbeam); // Add entrance effect moonbeam.children[0].alpha = 0; tween(moonbeam.children[0], { alpha: 0.6 }, { duration: 1000, easing: tween.easeOut }); } // Function to spawn new moonstone from the sky function spawnMoonstoneFromSky() { var newMoonstone = game.addChild(new Moonstone()); newMoonstone.x = 150 + Math.random() * 1748; newMoonstone.y = -100; // Start above the screen var finalY = 150 + Math.random() * 2432; // Store the drop position for guard alerting lastMoonstoneDropX = newMoonstone.x; lastMoonstoneDropY = finalY; moonstones.push(newMoonstone); // Animate falling from sky tween(newMoonstone, { y: finalY }, { duration: 2000, easing: tween.easeOut, onComplete: function onComplete() { // Alert all guards to move towards the dropped moonstone for (var i = 0; i < guards.length; i++) { var guard = guards[i]; guard.isAlerted = true; guard.alertState = 'move_to_moonstone'; guard.chaseTimer = 0; guard.alertSpeed = 6; // Change to chase texture var currentGraphics = guard.children[0]; guard.removeChild(currentGraphics); var chaseGraphics = guard.attachAsset('guard_chase', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); guard.addChild(chaseGraphics); } } }); } // Generate guards for (var i = 0; i < 4; i++) { var guard = game.addChild(new Guard()); // Spawn guards far from player spawn (1024, 1366) var angle = Math.random() * Math.PI * 2; var distance = 1200 + Math.random() * 800; // 1200-2000 pixels away from center guard.x = 1024 + Math.cos(angle) * distance; guard.y = 1366 + Math.sin(angle) * distance; // Keep guards within game bounds if (guard.x < 100) guard.x = 100; if (guard.x > 1948) guard.x = 1948; if (guard.y < 100) guard.y = 100; if (guard.y > 2632) guard.y = 2632; guards.push(guard); } function updateTransformationUI() { var transformationNames = ['Human Child', 'Growing Tail', 'Wolf Ears', 'Sharp Claws', 'Wolf Paws', 'Wolf Snout', 'Growing Fur', 'Full Werewolf']; transformationText.setText(transformationNames[player.transformationLevel] || 'Full Werewolf'); } function handleMove(x, y, obj) { if (dragNode) { // Track previous position for flip detection var previousX = dragNode.x; var previousY = dragNode.y; // Calculate desired movement var deltaX = x - dragNode.x; var deltaY = y - dragNode.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Apply speed limit to prevent teleportation var maxSpeed = 15; // Maximum pixels per frame if (distance > maxSpeed) { // Normalize the movement vector and apply speed limit var normalizedX = deltaX / distance; var normalizedY = deltaY / distance; dragNode.x += normalizedX * maxSpeed; dragNode.y += normalizedY * maxSpeed; } else { dragNode.x = x; dragNode.y = y; } // Keep player within bounds if (dragNode.x < 40) dragNode.x = 40; if (dragNode.x > 2008) dragNode.x = 2008; if (dragNode.y < 40) dragNode.y = 40; if (dragNode.y > 2692) dragNode.y = 2692; // Flip player based on movement direction if (dragNode === player) { var movementX = dragNode.x - previousX; if (movementX > 0) { // Moving right - face right player.children[0].scaleX = Math.abs(player.children[0].scaleX); } else if (movementX < 0) { // Moving left - face left player.children[0].scaleX = -Math.abs(player.children[0].scaleX); } } } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { // Update moonbeam event timer moonbeamEventTimer++; if (moonbeamEventTimer >= moonbeamEventInterval) { spawnMoonbeam(); moonbeamEventTimer = 0; } // Update player hiding status player.checkHiding(); // Check moonstone collection for (var i = moonstones.length - 1; i >= 0; i--) { var moonstone = moonstones[i]; if (player.intersects(moonstone)) { moonstone.destroy(); moonstones.splice(i, 1); moonstonesCollected++; LK.getSound('collect').play(); LK.setScore(moonstonesCollected); scoreText.setText('Moonstones: ' + moonstonesCollected + '/' + totalMoonstones); // Transform player player.transform(); updateTransformationUI(); // Increase player size slightly with smooth animation var newScale = (player.scaleX || 1) + 0.1; tween(player, { scaleX: newScale, scaleY: newScale }, { duration: 500, easing: tween.easeOut }); // Spawn new moonstone from sky if there are none on screen and haven't won yet if (moonstones.length === 0 && moonstonesCollected < totalMoonstones) { spawnMoonstoneFromSky(); } // Check win condition if (moonstonesCollected >= totalMoonstones) { LK.showYouWin(); return; } // Add more guards as player transforms if (moonstonesCollected % 2 == 0 && guards.length < 8) { var newGuard = game.addChild(new Guard()); // Spawn new guards far from current player position var angle = Math.random() * Math.PI * 2; var distance = 1000 + Math.random() * 600; // 1000-1600 pixels away from player newGuard.x = player.x + Math.cos(angle) * distance; newGuard.y = player.y + Math.sin(angle) * distance; // Keep guards within game bounds if (newGuard.x < 100) newGuard.x = 100; if (newGuard.x > 1948) newGuard.x = 1948; if (newGuard.y < 100) newGuard.y = 100; if (newGuard.y > 2632) newGuard.y = 2632; guards.push(newGuard); } } } // Check guard capture for (var g = 0; g < guards.length; g++) { var guard = guards[g]; if (player.intersects(guard)) { // Change player texture to caught state var currentPlayerGraphics = player.children[0]; player.removeChild(currentPlayerGraphics); var caughtGraphics = player.attachAsset('player_caught', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1 }); player.addChild(caughtGraphics); LK.getSound('caught').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } } };
===================================================================
--- original.js
+++ change.js
@@ -165,8 +165,73 @@
self.lastInDetectionRange = distance < self.detectionRadius + player.detectionRadius && !player.isHiding;
};
return self;
});
+var MoonBeam = Container.expand(function () {
+ var self = Container.call(this);
+ var moonbeamGraphics = self.attachAsset('moonbeam', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.6
+ });
+ self.moveTimer = 0;
+ self.moveDirection = Math.random() * Math.PI * 2;
+ self.speed = 2;
+ self.lifeTimer = 0;
+ self.maxLifetime = 900; // 15 seconds at 60fps
+ self.update = function () {
+ // Gentle glow animation
+ moonbeamGraphics.alpha = 0.4 + Math.sin(LK.ticks * 0.15) * 0.2;
+ moonbeamGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
+ moonbeamGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
+ // Random movement
+ self.moveTimer++;
+ if (self.moveTimer % 60 == 0) {
+ // Change direction every second
+ self.moveDirection = Math.random() * Math.PI * 2;
+ }
+ self.x += Math.cos(self.moveDirection) * self.speed;
+ self.y += Math.sin(self.moveDirection) * self.speed;
+ // Keep within bounds
+ if (self.x < 60) {
+ self.x = 60;
+ self.moveDirection = Math.random() * Math.PI;
+ }
+ if (self.x > 1988) {
+ self.x = 1988;
+ self.moveDirection = Math.PI + Math.random() * Math.PI;
+ }
+ if (self.y < 60) {
+ self.y = 60;
+ self.moveDirection = Math.PI * 0.5 + Math.random() * Math.PI;
+ }
+ if (self.y > 2672) {
+ self.y = 2672;
+ self.moveDirection = Math.PI * 1.5 + Math.random() * Math.PI;
+ }
+ // Handle lifetime
+ self.lifeTimer++;
+ if (self.lifeTimer >= self.maxLifetime) {
+ // Fade out effect before disappearing
+ tween(moonbeamGraphics, {
+ alpha: 0
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ self.destroy();
+ // Remove from moonbeams array
+ for (var i = moonbeams.length - 1; i >= 0; i--) {
+ if (moonbeams[i] === self) {
+ moonbeams.splice(i, 1);
+ break;
+ }
+ }
+ }
+ });
+ }
+ };
+ return self;
+});
var Moonstone = Container.expand(function () {
var self = Container.call(this);
var moonstoneGraphics = self.attachAsset('moonstone', {
anchorX: 0.5,
@@ -261,13 +326,16 @@
var player;
var moonstones = [];
var guards = [];
var obstacles = [];
+var moonbeams = [];
var dragNode = null;
var moonstonesCollected = 0;
var totalMoonstones = 7;
var lastMoonstoneDropX = 0;
var lastMoonstoneDropY = 0;
+var moonbeamEventTimer = 0;
+var moonbeamEventInterval = 900; // 15 seconds at 60fps
// Create UI
var scoreText = new Text2('Moonstones: 0/7', {
size: 60,
fill: 0xFFFFFF
@@ -305,8 +373,23 @@
var moonstone = game.addChild(new Moonstone());
moonstone.x = 150 + Math.random() * 1748;
moonstone.y = 150 + Math.random() * 2432;
moonstones.push(moonstone);
+// Function to spawn moonbeam at random location
+function spawnMoonbeam() {
+ var moonbeam = game.addChild(new MoonBeam());
+ moonbeam.x = 60 + Math.random() * 1928;
+ moonbeam.y = 60 + Math.random() * 2612;
+ moonbeams.push(moonbeam);
+ // Add entrance effect
+ moonbeam.children[0].alpha = 0;
+ tween(moonbeam.children[0], {
+ alpha: 0.6
+ }, {
+ duration: 1000,
+ easing: tween.easeOut
+ });
+}
// Function to spawn new moonstone from the sky
function spawnMoonstoneFromSky() {
var newMoonstone = game.addChild(new Moonstone());
newMoonstone.x = 150 + Math.random() * 1748;
@@ -409,8 +492,14 @@
game.up = function (x, y, obj) {
dragNode = null;
};
game.update = function () {
+ // Update moonbeam event timer
+ moonbeamEventTimer++;
+ if (moonbeamEventTimer >= moonbeamEventInterval) {
+ spawnMoonbeam();
+ moonbeamEventTimer = 0;
+ }
// Update player hiding status
player.checkHiding();
// Check moonstone collection
for (var i = moonstones.length - 1; i >= 0; i--) {
Pixel art de árbol pero de noche. In-Game asset. 2d. High contrast. No shadows
Piedra lunar brillante pixelart. In-Game asset. 2d. High contrast. No shadows
Guardia completamente negro con linterna iluminando con un circulo de aura pixelart. In-Game asset. 2d. High contrast. No shadows
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Corriendo, pixelart
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Quítale la camisa, aslo más grande y peludo, que este en cuatro patas , pixelart