User prompt
El fondo súperior principal bájalo más
User prompt
Centra todas las imágenes de fondo con la ubicación de la base principal
User prompt
Cambia el color del fondo clásico a negro
User prompt
Ubica más abajo los dos fondos superiores
User prompt
Invierte las partes duplicadas para que estén de cabeza
User prompt
Duplica las imágenes de fondo hacia abajo creando un modo espejo pero invertido
User prompt
Aumenta aún más el límite
User prompt
Aumenta el límite de la pantalla en la parte derecha
User prompt
Mueve todas las bases al medio de la pantalla
User prompt
Centra todas las bases en la mitad de izquierda y derecha
User prompt
Agrega dinamismo a las imágenes de fondo, las principales que se muevan más con el movimiento de camara y las de fondo que se muevan menos y lento ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As más zoom en los jugadores
User prompt
La camara se expande demaciado , arreglalo por favor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que la camara no sobrepase el límite de la parte superior de la pantalla
User prompt
Que la camara no sobrepase el límite del tamaño de la pantalla
User prompt
Actualiza a los bots con las nuevas ubicaciones de las bases
User prompt
Ubica el punto de aparición de cada jugador en su base respectiva
User prompt
Agregue distancia a todas las bases entre si
User prompt
Mueve todas las bases a la esquina inferior derecha
User prompt
Mueve las bases más hacia el borde derecho inferior
User prompt
Mueve las bases más hacia abajo
User prompt
Ajusta el último fondo al borde izquierdo superior
User prompt
Actualiza el tamaño de los fondos al tamaño maximo que se expande la pantalla
User prompt
Que la camara siga a los jugadores, y que se espada si los jugadores se alejan y que se enfoque si los jugadores se agrupan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que la camara se acerque si los jugadores están muy juntos y se aleje si los jugadores se esparcen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Fighter = Container.expand(function (playerNumber, color) { var self = Container.call(this); var assetName = 'player1'; if (playerNumber === 2) assetName = 'player2';else if (playerNumber === 3) assetName = 'player3';else if (playerNumber === 4) assetName = 'player4'; var fighterGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); self.playerNumber = playerNumber; self.velocityX = 0; self.velocityY = 0; self.onGround = false; self.jumpsRemaining = 2; // Allow double jump self.health = 0; self.maxHealth = 100; self.damage = 0; // New damage accumulation property self.moveSpeed = 8; self.jumpPower = 25; self.knockbackResistance = 1.0; self.lastHitTime = 0; self.invulnerable = false; self.powerupCount = 0; // Track number of powerups collected self.baseMoveSpeed = 8; // Store original move speed self.baseJumpPower = 25; // Store original jump power self.baseDamage = 15; // Store original damage self.baseKnockback = 20; // Store original knockback self.lastVelocityX = 0; // Track last velocity for rotation // Create damage bar background var damageBarBg = self.addChild(LK.getAsset('platform', { width: 100, height: 12, anchorX: 0.5, anchorY: 1.0, x: 0, y: -130 })); damageBarBg.tint = 0x333333; damageBarBg.scaleX = 0.8; damageBarBg.scaleY = 0.3; // Create damage bar fill self.damageBar = self.addChild(LK.getAsset('platform', { width: 100, height: 12, anchorX: 0, anchorY: 1.0, x: -40, y: -130 })); self.damageBar.tint = 0xff4444; self.damageBar.scaleX = 0; self.damageBar.scaleY = 0.3; // Create damage text self.damageText = self.addChild(new Text2('0%', { size: 30, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 })); self.damageText.anchor.set(0.5, 1); self.damageText.x = 0; self.damageText.y = -140; self.takeDamage = function (damage, knockbackX, knockbackY) { if (self.invulnerable) return; self.health += damage; self.damage += damage; // Accumulate damage for knockback scaling // Cap damage at 999% if (self.damage > 999) self.damage = 999; // Update damage display self.damageText.setText(Math.floor(self.damage) + '%'); // Reapply stroke properties to maintain black background texture if (self.damageText.style) { self.damageText.style.stroke = 0x000000; self.damageText.style.strokeThickness = 4; } // Update damage bar scale (0 to 1 based on damage up to 200%) var barScale = Math.min(self.damage / 200, 1); self.damageBar.scaleX = barScale * 0.8; // Change bar color based on damage level if (self.damage < 50) { self.damageBar.tint = 0x44ff44; // Green for low damage } else if (self.damage < 100) { self.damageBar.tint = 0xffff44; // Yellow for medium damage } else if (self.damage < 150) { self.damageBar.tint = 0xff8844; // Orange for high damage } else { self.damageBar.tint = 0xff4444; // Red for very high damage } // Check if player has reached 200 damage - explosion and life loss if (self.damage >= 200) { // Create explosion effect with tween tween(self, { scaleX: 2.0, scaleY: 2.0, alpha: 0 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Reset scale and alpha after explosion self.scaleX = 1.0; self.scaleY = 1.0; self.alpha = 1.0; // Trigger respawn which handles life loss self.respawn(); } }); // Flash screen effect for dramatic explosion LK.effects.flashScreen(0xff8800, 600); // Play explosion sound effect LK.getSound('explosion').play(); // Reset damage to prevent multiple explosions self.damage = 0; return; // Exit early to prevent further processing this frame } // Knockback multiplier based on accumulated damage - exponential scaling for stronger hits at higher damage var knockbackMultiplier = 1.5 + self.damage / 20 + Math.pow(self.damage / 100, 1.5); // Exponential scaling that increases dramatically with damage self.velocityX += knockbackX * knockbackMultiplier / self.knockbackResistance; self.velocityY += knockbackY * knockbackMultiplier / self.knockbackResistance; // Flash effect when hit LK.effects.flashObject(self, 0xff0000, 300); self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 500); LK.getSound('hit').play(); }; self.attack = function (targetX, targetY) { var attackRange = 150; var damage = self.baseDamage + self.powerupCount * 8; // Increase damage by 8 per powerup var baseKnockback = self.baseKnockback + self.powerupCount * 10; // Increase knockback by 10 per powerup for (var i = 0; i < fighters.length; i++) { var target = fighters[i]; if (target === self) continue; var distance = Math.sqrt(Math.pow(target.x - self.x, 2) + Math.pow(target.y - self.y, 2)); if (distance <= attackRange) { var angle = Math.atan2(target.y - self.y, target.x - self.x); var knockbackX = Math.cos(angle) * baseKnockback; var knockbackY = Math.sin(angle) * baseKnockback - 5; // Slight upward angle target.takeDamage(damage, knockbackX, knockbackY); } } }; self.update = function () { // Update movement stats based on powerups self.moveSpeed = self.baseMoveSpeed + self.powerupCount * 3; // Increase move speed by 3 per powerup self.jumpPower = self.baseJumpPower + self.powerupCount * 5; // Increase jump power by 5 per powerup // Apply gravity if (!self.onGround) { self.velocityY += 1.2; } // Apply friction self.velocityX *= 0.85; if (self.onGround) { self.velocityX *= 0.75; } // Limit velocities to prevent teleportation var maxVelocityX = 20; var maxVelocityY = 30; if (self.velocityX > maxVelocityX) { self.velocityX = maxVelocityX; } if (self.velocityX < -maxVelocityX) { self.velocityX = -maxVelocityX; } if (self.velocityY > maxVelocityY) { self.velocityY = maxVelocityY; } if (self.velocityY < -maxVelocityY) { self.velocityY = -maxVelocityY; } // Track last position for smoke trail if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; // Update position self.x += self.velocityX; self.y += self.velocityY; // Generate smoke trail when moving var movementSpeed = Math.sqrt(Math.pow(self.x - self.lastX, 2) + Math.pow(self.y - self.lastY, 2)); if (movementSpeed > 3 && LK.ticks % 3 === 0) { // Calculate movement direction var movementDirectionX = self.x - self.lastX; var movementDirectionY = self.y - self.lastY; // Normalize the direction var directionLength = Math.sqrt(movementDirectionX * movementDirectionX + movementDirectionY * movementDirectionY); if (directionLength > 0) { movementDirectionX /= directionLength; movementDirectionY /= directionLength; } // Position smoke trail behind the movement direction var smokeDistance = 30; // Distance behind the player var smokeX = self.x - movementDirectionX * smokeDistance; var smokeY = self.y - movementDirectionY * smokeDistance + 20; var smoke = new SmokeTrail(self.playerNumber, smokeX, smokeY); game.addChild(smoke); smokeTrails.push(smoke); } // Update last position self.lastX = self.x; self.lastY = self.y; // Update visual size based on powerup count var targetScale = 1.0 + self.powerupCount * 0.2; // Increase size by 20% per powerup if (Math.abs(fighterGraphics.scaleX) !== targetScale) { var isFlipped = fighterGraphics.scaleX < 0; fighterGraphics.scaleX = isFlipped ? -targetScale : targetScale; fighterGraphics.scaleY = targetScale; } // Rotate player based on movement direction if (Math.abs(self.velocityX) > 1) { // Only rotate if moving with significant velocity if (self.velocityX > 0) { // Moving right - face right (normal orientation) fighterGraphics.scaleX = Math.abs(fighterGraphics.scaleX); } else { // Moving left - face left (flip horizontally) fighterGraphics.scaleX = -Math.abs(fighterGraphics.scaleX); } } // Platform collision var wasOnGround = self.onGround; self.onGround = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; // More precise collision detection with tighter bounds var platformLeft = platform.x - platform.width / 2 + 10; // Add small margin var platformRight = platform.x + platform.width / 2 - 10; // Add small margin var platformTop = platform.y - platform.height / 2; var platformBottom = platform.y + platform.height / 2; // Check if player is within platform horizontal bounds and approaching from above if (self.x >= platformLeft && self.x <= platformRight && self.y >= platformTop - 20 && self.y <= platformBottom + 5 && self.velocityY >= 0) { // Snap player to exact platform surface self.y = platformTop; self.velocityY = 0; // Play landing sound if just landed (wasn't on ground before) if (!wasOnGround) { LK.getSound('landing').play(); } self.onGround = true; self.jumpsRemaining = 2; // Reset jumps when landing break; } } // Check if fallen off screen if (self.y > 2900) { // Play fall sound effect LK.getSound('fall').play(); self.respawn(); } // Fighter-to-fighter collision detection and pushing for (var i = 0; i < fighters.length; i++) { var otherFighter = fighters[i]; if (otherFighter === self || otherFighter.destroyed) continue; // Calculate distance between fighters var deltaX = otherFighter.x - self.x; var deltaY = otherFighter.y - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Check if fighters are colliding (within collision radius) var collisionRadius = 80; // Adjust this value to change collision sensitivity if (distance < collisionRadius && distance > 0) { // Calculate push force based on overlap var overlap = collisionRadius - distance; var pushStrength = overlap * 0.3; // Adjust push strength // Normalize direction vector var normalX = deltaX / distance; var normalY = deltaY / distance; // Apply push forces to both fighters var pushX = normalX * pushStrength; var pushY = normalY * pushStrength * 0.3; // Reduced vertical push // Push both fighters apart self.velocityX -= pushX; self.velocityY -= pushY; otherFighter.velocityX += pushX; otherFighter.velocityY += pushY; // Separate fighters to prevent overlap var separationX = normalX * (overlap * 0.5); var separationY = normalY * (overlap * 0.3); self.x -= separationX; self.y -= separationY; otherFighter.x += separationX; otherFighter.y += separationY; } } // Screen boundaries (horizontal bouncing) if (self.x < 60) { self.x = 60; self.velocityX = Math.abs(self.velocityX) * 0.5; } if (self.x > 2500) { self.x = 2500; self.velocityX = -Math.abs(self.velocityX) * 0.5; } }; self.respawn = function () { // Decrease lives for the player who died if (self.playerNumber === 1) { player1Lives--; } else if (self.playerNumber === 2) { player2Lives--; } else if (self.playerNumber === 3) { player3Lives--; } else if (self.playerNumber === 4) { player4Lives--; } updateScoreDisplay(); // Check if player is eliminated (no lives left) var isEliminated = false; if (self.playerNumber === 1 && player1Lives <= 0) { isEliminated = true; } else if (self.playerNumber === 2 && player2Lives <= 0) { isEliminated = true; } else if (self.playerNumber === 3 && player3Lives <= 0) { isEliminated = true; } else if (self.playerNumber === 4 && player4Lives <= 0) { isEliminated = true; } if (isEliminated) { // Remove player from the game completely self.destroy(); // Remove from fighters array for (var j = fighters.length - 1; j >= 0; j--) { if (fighters[j] === self) { fighters.splice(j, 1); break; } } activePlayers--; // Check if only one player remains if (activePlayers <= 1) { // Find the winner var winner = ""; if (player1Lives > 0) winner = "Player 1";else if (player2Lives > 0) winner = "Player 2";else if (player3Lives > 0) winner = "Player 3";else if (player4Lives > 0) winner = "Player 4"; LK.setScore(100); LK.showGameOver(); } } else { // Player still has lives, respawn normally if (self.playerNumber === 1) { self.x = 1248; // Respawn on left platform self.y = 1950; // Just above left platform surface } else if (self.playerNumber === 2) { self.x = 1648; // Respawn on main platform self.y = 2300; // Just above main platform surface } else if (self.playerNumber === 3) { self.x = 1648; // Respawn on top platform self.y = 1600; // Just above top platform surface } else if (self.playerNumber === 4) { self.x = 2048; // Respawn on right platform self.y = 1950; // Just above right platform surface } self.velocityX = 0; self.velocityY = 0; self.health = 0; self.damage = 0; // Reset damage on respawn self.powerupCount = 0; // Reset powerup count on respawn self.damageText.setText('0%'); // Reapply stroke properties to maintain black background texture if (self.damageText.style) { self.damageText.style.stroke = 0x000000; self.damageText.style.strokeThickness = 4; } self.damageBar.scaleX = 0; self.damageBar.tint = 0x44ff44; self.jumpsRemaining = 2; // Reset jumps on respawn } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.lifeTime = 0; self.maxLifeTime = 600; // 10 seconds at 60fps self.collected = false; self.velocityY = 0; // Falling velocity self.onGround = false; // Track if powerup has landed self.update = function () { self.lifeTime++; self.rotation += 0.05; // Apply gravity if not on ground if (!self.onGround) { self.velocityY += 0.8; // Gravity effect self.y += self.velocityY; // Check platform collision for landing for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformLeft = platform.x - platform.width / 2; var platformRight = platform.x + platform.width / 2; var platformTop = platform.y - platform.height / 2; var platformBottom = platform.y + platform.height / 2; // Check if powerup is within platform bounds and landing on top if (self.x >= platformLeft && self.x <= platformRight && self.y >= platformTop - 30 && self.y <= platformBottom && self.velocityY >= 0) { self.y = platformTop - 30; // Position on top of platform self.velocityY = 0; self.onGround = true; break; } } // Remove if fallen off screen if (self.y > 2800) { self.destroy(); for (var j = powerups.length - 1; j >= 0; j--) { if (powerups[j] === self) { powerups.splice(j, 1); break; } } return; } } else { // Bounce effect when on ground self.y += Math.sin(self.lifeTime * 0.1) * 0.5; } if (self.lifeTime > self.maxLifeTime) { self.destroy(); for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } } // Check collection by players if (!self.collected) { for (var i = 0; i < fighters.length; i++) { var fighter = fighters[i]; var distance = Math.sqrt(Math.pow(fighter.x - self.x, 2) + Math.pow(fighter.y - self.y, 2)); if (distance < 80) { self.collected = true; // Increase powerup count for stacking effects fighter.powerupCount++; // Visual effects for powerup collection LK.getSound('powerup').play(); LK.effects.flashObject(fighter, 0xffd700, 800); // Create scaling animation effect tween(fighter, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { // Scale back down slightly tween(fighter, { scaleX: 1.0 + fighter.powerupCount * 0.2, scaleY: 1.0 + fighter.powerupCount * 0.2 }, { duration: 300, easing: tween.easeOut }); } }); // Temporary knockback resistance boost (stacks with permanent effects) var originalResistance = fighter.knockbackResistance; fighter.knockbackResistance *= 0.7; // 30% less knockback temporarily LK.setTimeout(function () { fighter.knockbackResistance = originalResistance; }, 3000); self.destroy(); for (var j = powerups.length - 1; j >= 0; j--) { if (powerups[j] === self) { powerups.splice(j, 1); break; } } break; } } } }; return self; }); var SmokeTrail = Container.expand(function (playerNumber, x, y) { var self = Container.call(this); var assetName = 'smokeTrail1'; if (playerNumber === 2) assetName = 'smokeTrail2';else if (playerNumber === 3) assetName = 'smokeTrail3';else if (playerNumber === 4) assetName = 'smokeTrail4'; var smokeGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.lifeTime = 0; self.maxLifeTime = 30; // 0.5 seconds at 60fps self.startScale = 0.6 + Math.random() * 0.4; self.endScale = 1.2 + Math.random() * 0.8; smokeGraphics.scaleX = self.startScale; smokeGraphics.scaleY = self.startScale; smokeGraphics.alpha = 0.9; self.velocityX = (Math.random() - 0.5) * 2; self.velocityY = -2 - Math.random() * 3; self.update = function () { self.lifeTime++; var progress = self.lifeTime / self.maxLifeTime; // Move the smoke particle self.x += self.velocityX; self.y += self.velocityY; // Fade out and scale up over time smokeGraphics.alpha = 0.9 * (1 - progress); var currentScale = self.startScale + (self.endScale - self.startScale) * progress; smokeGraphics.scaleX = currentScale; smokeGraphics.scaleY = currentScale; // Remove when life time is over if (self.lifeTime >= self.maxLifeTime) { self.destroy(); for (var i = smokeTrails.length - 1; i >= 0; i--) { if (smokeTrails[i] === self) { smokeTrails.splice(i, 1); break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var fighters = []; var platforms = []; var powerups = []; var smokeTrails = []; var player1Lives = 3; var player2Lives = 3; var player3Lives = 3; var player4Lives = 3; var activePlayers = 4; var draggedFighter = null; var lastTapTime = 0; var powerupSpawnTimer = 0; // Camera variables var cameraX = 1024; // Center of screen var cameraY = 1366; // Center of screen var cameraScale = 1.0; var targetCameraX = 1024; var targetCameraY = 1366; var targetCameraScale = 1.0; var cameraUpdateTimer = 0; // Add background image with parallax tracking var backgroundImage = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 2400 })); backgroundImage.originalX = 1648; backgroundImage.originalY = 2400; // Add second background image on top of the first with parallax tracking var backgroundOverlay = game.addChild(LK.getAsset('backgroundOverlay', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 2400 })); backgroundOverlay.originalX = 1648; backgroundOverlay.originalY = 2400; // Add third background image above the previous two with parallax tracking var backgroundTop = game.addChild(LK.getAsset('backgroundTop', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 2600 })); backgroundTop.originalX = 1648; backgroundTop.originalY = 2600; // Button press states var leftButtonPressed = false; var rightButtonPressed = false; var jumpButtonPressed = false; var attackButtonPressed = false; // Create platforms var mainPlatform = game.addChild(LK.getAsset('mainPlatform', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 2400 })); platforms.push(mainPlatform); var leftPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 1248, y: 2050 })); platforms.push(leftPlatform); var rightPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 2050 })); platforms.push(rightPlatform); var topPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 1700 })); platforms.push(topPlatform); // Add decorative textured images directly on top of platforms var mainPlatformTexture = game.addChild(LK.getAsset('platformTexture', { anchorX: 0.5, anchorY: 1.0, x: 1648, y: 2250 })); mainPlatformTexture.scaleX = 2.5; // Scale to match main platform width mainPlatformTexture.scaleY = 0.8; var leftPlatformTexture = game.addChild(LK.getAsset('platformTexture', { anchorX: 0.5, anchorY: 1.0, x: 1248, y: 1950 })); leftPlatformTexture.scaleX = 1.25; // Scale to match platform width leftPlatformTexture.scaleY = 0.6; var rightPlatformTexture = game.addChild(LK.getAsset('platformTexture', { anchorX: 0.5, anchorY: 1.0, x: 2048, y: 1950 })); rightPlatformTexture.scaleX = 1.25; // Scale to match platform width rightPlatformTexture.scaleY = 0.6; var topPlatformTexture = game.addChild(LK.getAsset('platformTexture', { anchorX: 0.5, anchorY: 1.0, x: 1648, y: 1600 })); topPlatformTexture.scaleX = 1.25; // Scale to match platform width topPlatformTexture.scaleY = 0.6; // Create fighters var player1 = game.addChild(new Fighter(1)); player1.x = 1248; // Position on left platform player1.y = 1950; // Just above the platform surface fighters.push(player1); var player2 = game.addChild(new Fighter(2)); player2.x = 1648; // Position on main platform player2.y = 2300; // Just above the main platform surface fighters.push(player2); var player3 = game.addChild(new Fighter(3)); player3.x = 1648; // Position on top platform player3.y = 1600; // Just above the top platform surface fighters.push(player3); var player4 = game.addChild(new Fighter(4)); player4.x = 2048; // Position on right platform player4.y = 1950; // Just above the right platform surface fighters.push(player4); // UI Elements var scoreText = new Text2('Player 1: 0 | Player 2: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create left movement button for player 1 var leftButton = LK.getAsset('leftButtonIcon', { anchorX: 0, anchorY: 1, x: 50, y: -160, scaleX: 3, scaleY: 3 }); LK.gui.bottomLeft.addChild(leftButton); // Create right movement button for player 1 var rightButton = LK.getAsset('rightButtonIcon', { anchorX: 0, anchorY: 1, x: 280, y: -160, scaleX: 3, scaleY: 3 }); LK.gui.bottomLeft.addChild(rightButton); // Create jump button for player 1 var jumpButton = LK.getAsset('jumpButtonIcon', { anchorX: 0, anchorY: 1, x: 165, y: -300, scaleX: 3, scaleY: 3 }); LK.gui.bottomLeft.addChild(jumpButton); // Create attack button for player 1 var attackButton = LK.getAsset('attackButtonIcon', { anchorX: 1, anchorY: 1, x: -100, y: -160, scaleX: 3, scaleY: 3 }); LK.gui.bottomRight.addChild(attackButton); function updateScoreDisplay() { scoreText.setText('P1 Lives: ' + player1Lives + ' | P2 Lives: ' + player2Lives + ' | P3 Lives: ' + player3Lives + ' | P4 Lives: ' + player4Lives); } // Left button event handler leftButton.down = function (x, y, obj) { leftButtonPressed = true; leftButton.alpha = 0.6; tween(leftButton, { scaleX: 2.7, scaleY: 2.7 }, { duration: 100 }); }; leftButton.up = function (x, y, obj) { leftButtonPressed = false; leftButton.alpha = 1.0; tween(leftButton, { scaleX: 3.0, scaleY: 3.0 }, { duration: 100 }); }; // Right button event handler rightButton.down = function (x, y, obj) { rightButtonPressed = true; rightButton.alpha = 0.6; tween(rightButton, { scaleX: 2.7, scaleY: 2.7 }, { duration: 100 }); }; rightButton.up = function (x, y, obj) { rightButtonPressed = false; rightButton.alpha = 1.0; tween(rightButton, { scaleX: 3.0, scaleY: 3.0 }, { duration: 100 }); }; // Jump button event handler jumpButton.down = function (x, y, obj) { jumpButtonPressed = true; jumpButton.alpha = 0.6; tween(jumpButton, { scaleX: 2.7, scaleY: 2.7 }, { duration: 100 }); }; jumpButton.up = function (x, y, obj) { jumpButtonPressed = false; jumpButton.alpha = 1.0; tween(jumpButton, { scaleX: 3.0, scaleY: 3.0 }, { duration: 100 }); }; // Attack button event handler attackButton.down = function (x, y, obj) { attackButtonPressed = true; attackButton.alpha = 0.6; tween(attackButton, { scaleX: 2.7, scaleY: 2.7 }, { duration: 100 }); }; attackButton.up = function (x, y, obj) { attackButtonPressed = false; attackButton.alpha = 1.0; tween(attackButton, { scaleX: 3.0, scaleY: 3.0 }, { duration: 100 }); }; function updateCamera() { // Only update camera if there are living fighters var aliveFighters = []; for (var i = 0; i < fighters.length; i++) { var fighter = fighters[i]; if (fighter && !fighter.destroyed) { // Check if fighter is alive based on lives var isAlive = false; if (fighter.playerNumber === 1 && player1Lives > 0) isAlive = true;else if (fighter.playerNumber === 2 && player2Lives > 0) isAlive = true;else if (fighter.playerNumber === 3 && player3Lives > 0) isAlive = true;else if (fighter.playerNumber === 4 && player4Lives > 0) isAlive = true; if (isAlive) { aliveFighters.push(fighter); } } } if (aliveFighters.length === 0) return; // Calculate center point of all alive fighters var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; var totalX = 0; var totalY = 0; for (var i = 0; i < aliveFighters.length; i++) { var fighter = aliveFighters[i]; totalX += fighter.x; totalY += fighter.y; if (fighter.x < minX) minX = fighter.x; if (fighter.x > maxX) maxX = fighter.x; if (fighter.y < minY) minY = fighter.y; if (fighter.y > maxY) maxY = fighter.y; } // Calculate center point targetCameraX = totalX / aliveFighters.length; targetCameraY = totalY / aliveFighters.length; // Calculate required zoom based on spread of players var spreadX = maxX - minX; var spreadY = maxY - minY; // Base zoom calculation - zoom in more for closer view of players var baseScale = 1.2; // Increased base scale for more zoom var maxSpreadX = 400; // Further reduced max spread for tighter framing var maxSpreadY = 300; // Further reduced max spread for tighter framing var scaleX = maxSpreadX / Math.max(spreadX + 100, maxSpreadX); // Reduced padding for closer view var scaleY = maxSpreadY / Math.max(spreadY + 100, maxSpreadY); // Reduced padding for closer view // Use the smaller scale to ensure all players fit targetCameraScale = Math.min(scaleX, scaleY, 1.3); // Increased max zoom to 1.3x for closer view // Minimum zoom to prevent over-zooming - increased minimum for closer gameplay if (targetCameraScale < 0.9) targetCameraScale = 0.9; // Keep camera within reasonable bounds var padding = 200; if (targetCameraX < padding) targetCameraX = padding; if (targetCameraX > 2048 - padding) targetCameraX = 2048 - padding; if (targetCameraY < 400) targetCameraY = 400; if (targetCameraY > 2400) targetCameraY = 2400; } function applyCameraSmoothing() { // Smooth camera movement using tweening var smoothingSpeed = 0.05; // How fast camera follows (0.01 = very slow, 0.1 = fast) // Interpolate camera position cameraX += (targetCameraX - cameraX) * smoothingSpeed; cameraY += (targetCameraY - cameraY) * smoothingSpeed; cameraScale += (targetCameraScale - cameraScale) * smoothingSpeed; // Apply camera transformation to game game.x = (1024 - cameraX) * cameraScale + 1024 * (1 - cameraScale); game.y = (1366 - cameraY) * cameraScale + 1366 * (1 - cameraScale); game.scaleX = cameraScale; game.scaleY = cameraScale; // Apply parallax scrolling to background layers updateParallax(); } function updateParallax() { // Calculate camera movement offset from center var cameraMoveX = cameraX - 1024; // How much camera moved from center horizontally var cameraMoveY = cameraY - 1366; // How much camera moved from center vertically // Background image (furthest back) - moves slowest (20% of camera movement) backgroundImage.x = backgroundImage.originalX - cameraMoveX * 0.2; backgroundImage.y = backgroundImage.originalY - cameraMoveY * 0.15; // Background overlay (middle layer) - moves at medium speed (40% of camera movement) backgroundOverlay.x = backgroundOverlay.originalX - cameraMoveX * 0.4; backgroundOverlay.y = backgroundOverlay.originalY - cameraMoveY * 0.3; // Background top (closest to foreground) - moves faster (60% of camera movement) backgroundTop.x = backgroundTop.originalX - cameraMoveX * 0.6; backgroundTop.y = backgroundTop.originalY - cameraMoveY * 0.45; } function spawnPowerUp() { if (powerups.length < 2) { var powerup = game.addChild(new PowerUp()); // Spawn from random position above the screen powerup.x = 300 + Math.random() * 1448; // Random X within game bounds powerup.y = -100; // Start above screen powerup.velocityY = 2 + Math.random() * 3; // Initial falling speed powerups.push(powerup); } } // Game controls game.down = function (x, y, obj) { var currentTime = LK.ticks; var tapSpeed = 20; // frames between taps for double tap // Find closest fighter to touch point (only player 1) var closestFighter = null; var closestDistance = Infinity; for (var i = 0; i < fighters.length; i++) { var fighter = fighters[i]; // Only allow touch control for player 1 if they're still alive if (fighter.playerNumber !== 1 || player1Lives <= 0) continue; var distance = Math.sqrt(Math.pow(fighter.x - x, 2) + Math.pow(fighter.y - y, 2)); if (distance < closestDistance && distance < 200) { closestDistance = distance; closestFighter = fighter; } } if (closestFighter) { // Check for double tap (attack) if (currentTime - lastTapTime < tapSpeed) { closestFighter.attack(x, y); draggedFighter = null; } else { draggedFighter = closestFighter; } lastTapTime = currentTime; } }; game.move = function (x, y, obj) { if (draggedFighter && draggedFighter.playerNumber === 1) { var deltaX = x - draggedFighter.x; var deltaY = y - draggedFighter.y; // Move fighter towards touch point draggedFighter.velocityX += deltaX * 0.3; // Jump if dragging upward and has jumps remaining if (deltaY < -50 && draggedFighter.jumpsRemaining > 0) { draggedFighter.velocityY = -draggedFighter.jumpPower; draggedFighter.jumpsRemaining--; draggedFighter.onGround = false; LK.getSound('jump').play(); } } }; game.up = function (x, y, obj) { draggedFighter = null; }; // Function to find closest target for AI function findClosestTarget(aiPlayer) { var closestPlayer = null; var closestDistance = Infinity; for (var i = 0; i < fighters.length; i++) { var fighter = fighters[i]; // Skip self, dead players, and destroyed fighters if (fighter === aiPlayer) continue; if (fighter.destroyed) continue; if (fighter.playerNumber === 1 && player1Lives <= 0) continue; if (fighter.playerNumber === 2 && player2Lives <= 0) continue; if (fighter.playerNumber === 3 && player3Lives <= 0) continue; if (fighter.playerNumber === 4 && player4Lives <= 0) continue; var distance = Math.sqrt(Math.pow(fighter.x - aiPlayer.x, 2) + Math.pow(fighter.y - aiPlayer.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestPlayer = fighter; } } return { player: closestPlayer, distance: closestDistance }; } // AI variables for player 2 var aiDecisionTimer = 0; var aiAction = 'idle'; var aiTargetX = player2.x; var aiCooldown = 0; // AI variables for player 3 var ai3DecisionTimer = 0; var ai3Action = 'idle'; var ai3TargetX = 1648; var ai3Cooldown = 0; // AI variables for player 4 var ai4DecisionTimer = 0; var ai4Action = 'idle'; var ai4TargetX = 2048; var ai4Cooldown = 0; game.update = function () { // Start background music on first update if (LK.ticks === 1) { LK.playMusic('backgroundMusic'); } // Handle continuous button presses for player 1 (only if alive) if (player1Lives > 0) { if (leftButtonPressed) { player1.velocityX -= player1.moveSpeed * 0.5; } if (rightButtonPressed) { player1.velocityX += player1.moveSpeed * 0.5; } if (jumpButtonPressed && player1.jumpsRemaining > 0) { player1.velocityY = -player1.jumpPower; player1.jumpsRemaining--; player1.onGround = false; LK.getSound('jump').play(); jumpButtonPressed = false; // Prevent continuous jumping } if (attackButtonPressed) { player1.attack(player1.x, player1.y); attackButtonPressed = false; // Prevent continuous attacking } } // Spawn power-ups occasionally powerupSpawnTimer++; if (powerupSpawnTimer > 300) { // Every 5 seconds if (Math.random() < 0.3) { spawnPowerUp(); } powerupSpawnTimer = 0; } // AI for player 2 (only if alive) if (player2Lives > 0) { aiDecisionTimer++; if (aiCooldown > 0) { aiCooldown--; } // Make AI decisions every 30 frames (half second) if (aiDecisionTimer > 30) { aiDecisionTimer = 0; // Find closest target var closestTarget = findClosestTarget(player2); var distanceToClosest = closestTarget.distance; // Check for nearby powerups var nearestPowerup = null; var nearestPowerupDistance = Infinity; for (var i = 0; i < powerups.length; i++) { var powerup = powerups[i]; var distance = Math.sqrt(Math.pow(powerup.x - player2.x, 2) + Math.pow(powerup.y - player2.y, 2)); if (distance < nearestPowerupDistance) { nearestPowerupDistance = distance; nearestPowerup = powerup; } } // AI decision making if (aiCooldown === 0 && closestTarget.player) { if (distanceToClosest < 200 && Math.random() < 0.8) { // Attack if close to closest target aiAction = 'attack'; aiCooldown = 60; // Attack cooldown } else if (nearestPowerup && nearestPowerupDistance < 300 && Math.random() < 0.3) { // Go for powerup if nearby (lower priority) aiAction = 'moveToPowerup'; aiTargetX = nearestPowerup.x; } else if (Math.random() < 0.9) { // Chase closest target most of the time aiAction = 'moveToPlayer'; aiTargetX = closestTarget.player.x; } else { // Random movement (rare) aiAction = 'randomMove'; aiTargetX = 1200 + Math.random() * 900; // Random X within platform area } } else if (!closestTarget.player) { aiAction = 'idle'; } } // Execute AI actions if (aiAction === 'attack' && closestTarget.player) { player2.attack(closestTarget.player.x, closestTarget.player.y); aiAction = 'idle'; } else if (aiAction === 'moveToPowerup' || aiAction === 'moveToPlayer' || aiAction === 'randomMove') { // Move towards target var deltaX = aiTargetX - player2.x; if (Math.abs(deltaX) > 50) { player2.velocityX += deltaX * 0.2; } // Jump if target is above or if stuck if (aiAction === 'moveToPlayer' && closestTarget && closestTarget.player && closestTarget.player.y < player2.y - 100 || Math.abs(player2.velocityX) < 1 && player2.onGround && Math.random() < 0.1) { if (player2.jumpsRemaining > 0) { player2.velocityY = -player2.jumpPower; player2.jumpsRemaining--; player2.onGround = false; LK.getSound('jump').play(); } } // Reset action if close enough to target if (Math.abs(deltaX) < 100) { aiAction = 'idle'; } } // AI logic: double jump if can't reach player who is much higher var heightDifference = player2.y - player1.y; var horizontalDistance = Math.abs(player2.x - player1.x); if (heightDifference > 200 && horizontalDistance < 400 && player2.jumpsRemaining > 0) { // Check if AI is below player and perform double jump to reach them player2.velocityY = -player2.jumpPower; player2.jumpsRemaining--; player2.onGround = false; LK.getSound('jump').play(); } // AI emergency jump if falling off platform if (player2.y > 2500 && player2.jumpsRemaining > 0) { player2.velocityY = -player2.jumpPower; player2.jumpsRemaining--; player2.onGround = false; LK.getSound('jump').play(); } } // AI for player 3 (only if alive) if (player3Lives > 0) { ai3DecisionTimer++; if (ai3Cooldown > 0) { ai3Cooldown--; } if (ai3DecisionTimer > 45) { ai3DecisionTimer = 0; // Find closest target var closestTarget_3 = findClosestTarget(player3); var closestDistance_3 = closestTarget_3.distance; if (ai3Cooldown === 0 && closestTarget_3.player) { if (closestDistance_3 < 200 && Math.random() < 0.7) { ai3Action = 'attack'; ai3Cooldown = 70; } else if (Math.random() < 0.8) { // Chase closest target most of the time ai3Action = 'moveToPlayer'; ai3TargetX = closestTarget_3.player.x; } else if (Math.random() < 0.3) { ai3Action = 'randomMove'; ai3TargetX = 1200 + Math.random() * 900; } else { ai3Action = 'idle'; } } else if (!closestTarget_3.player) { ai3Action = 'idle'; } } if (ai3Action === 'attack' && closestTarget_3.player) { player3.attack(closestTarget_3.player.x, closestTarget_3.player.y); ai3Action = 'idle'; } else if (ai3Action === 'moveToPlayer' || ai3Action === 'randomMove') { var deltaX_3 = ai3TargetX - player3.x; if (Math.abs(deltaX_3) > 50) { player3.velocityX += deltaX_3 * 0.18; } if (Math.abs(deltaX_3) > 200 && player3.onGround && Math.random() < 0.15) { if (player3.jumpsRemaining > 0) { player3.velocityY = -player3.jumpPower; player3.jumpsRemaining--; player3.onGround = false; LK.getSound('jump').play(); } } if (Math.abs(deltaX_3) < 100) { ai3Action = 'idle'; } } if (player3.y > 2500 && player3.jumpsRemaining > 0) { player3.velocityY = -player3.jumpPower; player3.jumpsRemaining--; player3.onGround = false; LK.getSound('jump').play(); } } // AI for player 4 (only if alive) if (player4Lives > 0) { ai4DecisionTimer++; if (ai4Cooldown > 0) { ai4Cooldown--; } if (ai4DecisionTimer > 35) { ai4DecisionTimer = 0; // Find closest target var closestTarget_4 = findClosestTarget(player4); var closestDistance_4 = closestTarget_4.distance; if (ai4Cooldown === 0 && closestTarget_4.player) { if (closestDistance_4 < 180 && Math.random() < 0.85) { ai4Action = 'attack'; ai4Cooldown = 50; } else if (Math.random() < 0.9) { // Chase closest target aggressively ai4Action = 'moveToPlayer'; ai4TargetX = closestTarget_4.player.x; } else if (Math.random() < 0.4) { ai4Action = 'randomMove'; ai4TargetX = 1200 + Math.random() * 900; } else { ai4Action = 'idle'; } } else if (!closestTarget_4.player) { ai4Action = 'idle'; } } if (ai4Action === 'attack' && closestTarget_4.player) { player4.attack(closestTarget_4.player.x, closestTarget_4.player.y); ai4Action = 'idle'; } else if (ai4Action === 'moveToPlayer' || ai4Action === 'randomMove') { var deltaX_4 = ai4TargetX - player4.x; if (Math.abs(deltaX_4) > 50) { player4.velocityX += deltaX_4 * 0.22; } if (Math.abs(deltaX_4) > 150 && player4.onGround && Math.random() < 0.2) { if (player4.jumpsRemaining > 0) { player4.velocityY = -player4.jumpPower; player4.jumpsRemaining--; player4.onGround = false; LK.getSound('jump').play(); } } if (Math.abs(deltaX_4) < 100) { ai4Action = 'idle'; } } if (player4.y > 2500 && player4.jumpsRemaining > 0) { player4.velocityY = -player4.jumpPower; player4.jumpsRemaining--; player4.onGround = false; LK.getSound('jump').play(); } } // Update all fighters for (var i = fighters.length - 1; i >= 0; i--) { if (fighters[i] && !fighters[i].destroyed) { fighters[i].update(); } } // Update all powerups for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] && !powerups[i].destroyed) { powerups[i].update(); } } // Update all smoke trails for (var i = smokeTrails.length - 1; i >= 0; i--) { if (smokeTrails[i] && !smokeTrails[i].destroyed) { smokeTrails[i].update(); } } // Update camera every 10 frames for smooth performance cameraUpdateTimer++; if (cameraUpdateTimer >= 10) { cameraUpdateTimer = 0; updateCamera(); } // Apply smooth camera movement applyCameraSmoothing(); };
===================================================================
--- original.js
+++ change.js
@@ -576,12 +576,12 @@
var backgroundTop = game.addChild(LK.getAsset('backgroundTop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1648,
- y: 2400
+ y: 2600
}));
backgroundTop.originalX = 1648;
-backgroundTop.originalY = 2400;
+backgroundTop.originalY = 2600;
// Button press states
var leftButtonPressed = false;
var rightButtonPressed = false;
var jumpButtonPressed = false;
Slime azul, pixelart. In-Game asset. 2d. High contrast. No shadows
Slime rojo, pixelart. In-Game asset. 2d. High contrast. No shadows
Slime amarillo, pixelart. In-Game asset. 2d. High contrast. No shadows
Slime verde, pixelart. In-Game asset. 2d. High contrast. No shadows
Montañas en atardecer pixelart. In-Game asset. 2d. High contrast. No shadows
Elimina la montaña
Burbuja azul, una , pixelart. In-Game asset. 2d. High contrast. No shadows
Esfera amarilla con la letra P , pixelart. In-Game asset. 2d. High contrast. No shadows
Flecha azul de Slime , pixelart. In-Game asset. 2d. High contrast. No shadows
Cámbiale el color a rojo , pixelart
Cámbiale el color a amarillo, pixelart
Cámbiale el color a verde, pixelart
Apaga las luces de la ventanas
Luciérnaga, pixelart. In-Game asset. 2d. High contrast. No shadows
Cabeza de girasol, pixelart. In-Game asset. 2d. High contrast. No shadows
Número 1 azul , pixelart. In-Game asset. 2d. High contrast. No shadows
Número 0 azul, pixelart. In-Game asset. 2d. High contrast. No shadows
Número 3 azul, pixelart. In-Game asset. 2d. High contrast. No shadows
Retro, pixelart