User prompt
Agrega un sonido al saltar y otro al caer en una base
User prompt
Agrega un efecto de sonido para cuando un jugador se caiga del mapa
User prompt
Agrega un efecto de sonido cuando un jugador explote
User prompt
Agrega música de fondo
User prompt
Elimina el mensaje de texto de abajo
User prompt
Si un jugador llega a tener 200 de daño recibido explotará y perderá una vida ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El tamaño de los botones se reduce al presionarlos, arreglalo
User prompt
Aumenta el tamaño de los botones x3
User prompt
Agrega una imagen a cada botón
User prompt
Que la imagen que está encima de la base no cambie de color
User prompt
Que los jugadores tengan coliciones entre si , y que se puedan empujar
User prompt
El jugador eliminado sigue presente, elimínalo por completo cuando pierda las 3 vidas
User prompt
Que el power up aumente el tamaño , la velocidad de movimiento, daño y aumento de retroceso infringido. Y que el power up se pueda acomular ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que la IA ya no se sentre en buscar una plataforma al estar en el aire
User prompt
Que el empuje hacia atrás aumente cada que suba la barra de daño recibido
User prompt
Que los hits empujen más hacia atrás con más fuerza
User prompt
Que los hits empujen más hacia atrás en vez de hacer que suban
User prompt
Que al obtener un power up aumente el tamaño y el empuje del jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que los power up caigan del cielo
User prompt
Que el botón de ataque este posicionado a la misma altura de los botones de movimiento
User prompt
Que las partículas se creen detrás de la dirección hacia donde se mueve el jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que las partículas sean más grandes y notorias
User prompt
Que los jugadores al moverse dejen una rastro de humo , y que tengan una imagen distinta para cada jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ajusta la tercera imagen de fondo al borde de abajo
User prompt
Agrega una tercera imagen de fondo que este por encima de la 2 anteriores
/**** * 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 > 1988) { self.x = 1988; 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 = 400; } else if (self.playerNumber === 2) { self.x = 1648; } else if (self.playerNumber === 3) { self.x = 700; } else if (self.playerNumber === 4) { self.x = 1348; } self.y = 1000; 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: 0x87ceeb }); /**** * 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; // Add background image var backgroundImage = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); // Add second background image on top of the first var backgroundOverlay = game.addChild(LK.getAsset('backgroundOverlay', { anchorX: 0, anchorY: 1, x: 0, y: 2732 })); // Add third background image above the previous two var backgroundTop = game.addChild(LK.getAsset('backgroundTop', { anchorX: 0, anchorY: 1, x: 0, y: 2732 })); // 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: 1024, y: 1400 })); platforms.push(mainPlatform); var leftPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 1100 })); platforms.push(leftPlatform); var rightPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 1100 })); platforms.push(rightPlatform); var topPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 800 })); 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: 1024, y: 1250 })); 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: 400, y: 1000 })); 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: 1648, y: 1000 })); 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: 1024, y: 700 })); topPlatformTexture.scaleX = 1.25; // Scale to match platform width topPlatformTexture.scaleY = 0.6; // Create fighters var player1 = game.addChild(new Fighter(1)); player1.x = 400; player1.y = 1000; fighters.push(player1); var player2 = game.addChild(new Fighter(2)); player2.x = 1648; player2.y = 1000; fighters.push(player2); var player3 = game.addChild(new Fighter(3)); player3.x = 700; player3.y = 700; fighters.push(player3); var player4 = game.addChild(new Fighter(4)); player4.x = 1348; player4.y = 700; 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 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 = 700; var ai3Cooldown = 0; // AI variables for player 4 var ai4DecisionTimer = 0; var ai4Action = 'idle'; var ai4TargetX = 1348; 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 = 400 + Math.random() * 1248; // Random X within screen bounds } } 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 > 1500 && 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 = 400 + Math.random() * 1248; } 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 > 1500 && 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 = 400 + Math.random() * 1248; } 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 > 1500 && 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(); } } };
===================================================================
--- original.js
+++ change.js
@@ -237,8 +237,12 @@
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;
}
@@ -826,8 +830,9 @@
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) {
@@ -888,8 +893,9 @@
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);
@@ -966,8 +972,9 @@
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) {
@@ -981,14 +988,16 @@
// 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 > 1500 && 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) {
@@ -1031,8 +1040,9 @@
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';
@@ -1041,8 +1051,9 @@
if (player3.y > 1500 && 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) {
@@ -1085,8 +1096,9 @@
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';
@@ -1095,8 +1107,9 @@
if (player4.y > 1500 && 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--) {
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