User prompt
As oscuro a la caja trampa y que recobre color cuando la barra de ritmo este en el punto perfecto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ponle una textura al contador de balas restantes
User prompt
Agrega una textura al contador de balas
User prompt
Agrega una textura al texto de estado
User prompt
Que los enemigos estén oscurecidos y que cuando la barra de ritmo este en el punto perfecto recobren color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As que las mesas sean oscuras y cuando la barra de ritmo este en el punto perfecto las mesas tomen color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As que las mesas de la derecha miren a la izquierda
User prompt
Sube las mesas un poco para que las mesas de la fila 2 estén en el centro
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Centra las mesas
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Cambia a qué tengan 400 de distancia
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As que cada mesa tenga 100 de distancia entre cada una
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As mucho más grandes las mesas y que cubran al menos la mitad del mapa
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Agrega mesas en filas de 2 x 3 hacia abajo en el centro del mapa y que sean destruidas al entrar en contacto con el enemigo
User prompt
Que las cajas trampa solo puedan hacer aparecer 1 enemigo a la vez
User prompt
Que las cajas de munición desaparezcan a los 5 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que se detenga más arriba la caja trampa
User prompt
Que la caja trampa se detenga más arriba
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Agrega un límite de aparición de enemigos de 10
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Reduzca un poco la velocidad de los enemigos de piedra
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Agrega un nuevo enemigo que sea de piedra, agrégale una nueva textura y que tenga 7 de vida
User prompt
Que la barra de ritmo este por encima de los enemigos
User prompt
Agrega texturas a la partícula de sangre , y que desaparezca al pasar 1 segundo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Al conectar una bala agrega partículas de sangre ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que la caja trampa tarde en salir 25 segundos
User prompt
Que la cajatrampa se detenga de baja por en cima del medio ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function (generation) { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); // Assign random color to boss var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF]; var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)]; bossGraphics.tint = randomColor; self.speed = 1; self.generation = generation || 1; self.health = (2 + self.generation) * 3; // First boss has 9 health, second has 12, etc. self.maxHealth = (2 + self.generation) * 3; self.isDying = false; self.direction = { x: 0, y: 0 }; // Each generation doubles in base size: 1.5 * (2^(generation-1)) self.baseScale = 1.5 * Math.pow(2, self.generation - 1); self.maxScale = self.baseScale * 2.67; // Keep same ratio as original (4/1.5) self.lastDistanceFromPlayer = 0; // Health bar setup var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -80; // Position above boss var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0, anchorY: 0.5 }); healthBarFill.x = healthBarBg.x - healthBarBg.width / 2; healthBarFill.y = healthBarBg.y; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBarFill.width = 120 * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } }; // Initialize health bar self.updateHealthBar(); self.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(bossGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); // Track distance for scaling self.lastDistanceFromPlayer = length; if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } // Keep boss at constant base scale bossGraphics.scaleX = self.baseScale; bossGraphics.scaleY = self.baseScale; self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Update health bar self.updateHealthBar(); }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 80; self.direction = { x: 0, y: 0 }; self.isGuided = false; self.setDirection = function (dirX, dirY) { self.direction.x = dirX; self.direction.y = dirY; // Calculate rotation angle based on direction and rotate the bullet graphics var angle = Math.atan2(dirY, dirX); bulletGraphics.rotation = angle; }; self.update = function () { if (self.isGuided) { // Find closest enemy var closestEnemy = null; var closestDistance = Infinity; // Check regular enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Check golden enemies for (var i = 0; i < goldenEnemies.length; i++) { var goldenEnemy = goldenEnemies[i]; var dx = goldenEnemy.x - self.x; var dy = goldenEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = goldenEnemy; } } // Check explosive enemies for (var i = 0; i < explosiveEnemies.length; i++) { var explosiveEnemy = explosiveEnemies[i]; var dx = explosiveEnemy.x - self.x; var dy = explosiveEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = explosiveEnemy; } } // Check bosses for (var i = 0; i < bosses.length; i++) { var boss = bosses[i]; var dx = boss.x - self.x; var dy = boss.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = boss; } } // Update direction towards closest enemy if (closestEnemy && closestDistance > 0) { var dx = closestEnemy.x - self.x; var dy = closestEnemy.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); self.direction.x = dx / length; self.direction.y = dy / length; // Update bullet rotation var angle = Math.atan2(dy, dx); bulletGraphics.rotation = angle; } } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 1; self.isDying = false; self.direction = { x: 0, y: 0 }; self.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); var ExplosiveEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('explosiveEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Assign random color to explosive enemy var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF]; var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)]; enemyGraphics.tint = randomColor; self.speed = 1.8; self.health = 5; self.maxHealth = 5; self.isDying = false; self.direction = { x: 0, y: 0 }; self.hasExploded = false; self.startDeathSequence = function () { if (self.isDying || self.hasExploded) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; // Create explosion damage zone self.explode = function () { if (self.hasExploded) return; self.hasExploded = true; // Create explosion visual effect LK.effects.flashObject(self, 0xFF0000, 500); LK.effects.flashScreen(0xFF4444, 300); // Check for damage to nearby enemies and player var explosionRadius = 500; // Damage player if in range var playerDx = player.x - self.x; var playerDy = player.y - self.y; var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy); if (playerDistance <= explosionRadius) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } // Damage nearby enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= explosionRadius && enemy !== self) { enemy.destroy(); enemies.splice(i, 1); LK.setScore(LK.getScore() + 5); playRandomEnemyKillSound(); } } // Damage nearby golden enemies for (var i = goldenEnemies.length - 1; i >= 0; i--) { var goldenEnemy = goldenEnemies[i]; var dx = goldenEnemy.x - self.x; var dy = goldenEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= explosionRadius) { goldenEnemy.destroy(); goldenEnemies.splice(i, 1); LK.setScore(LK.getScore() + 25); playRandomEnemyKillSound(); } } // Damage nearby explosive enemies (including self) for (var i = explosiveEnemies.length - 1; i >= 0; i--) { var explosiveEnemy = explosiveEnemies[i]; var dx = explosiveEnemy.x - self.x; var dy = explosiveEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= explosionRadius) { explosiveEnemy.destroy(); explosiveEnemies.splice(i, 1); LK.setScore(LK.getScore() + 15); playRandomEnemyKillSound(); } } // Damage nearby bosses for (var i = 0; i < bosses.length; i++) { var boss = bosses[i]; var dx = boss.x - self.x; var dy = boss.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= explosionRadius) { boss.health -= 2; boss.updateHealthBar(); LK.effects.flashObject(boss, 0xFF0000, 300); LK.setScore(LK.getScore() + 10); } } // Create visual explosion zone var explosionZone = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosionZone.x = self.x; explosionZone.y = self.y; explosionZone.scaleX = explosionRadius / 200; explosionZone.scaleY = explosionRadius / 200; explosionZone.alpha = 0.8; game.addChild(explosionZone); // Animate explosion zone tween(explosionZone, { scaleX: explosionZone.scaleX * 1.5, scaleY: explosionZone.scaleY * 1.5, alpha: 0 }, { duration: 500, onFinish: function onFinish() { explosionZone.destroy(); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Check if health reached 1 and explode if (self.health <= 1 && !self.hasExploded) { self.explode(); self.startDeathSequence(); // Start death sequence after exploding } }; return self; }); var GoldenEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('goldenEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.health = 2; self.isDying = false; self.direction = { x: 0, y: 0 }; self.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.canShoot = false; return self; }); var PowerupCrate = Container.expand(function () { var self = Container.call(this); var crateGraphics = self.attachAsset('powerupCrate', { anchorX: 0.5, anchorY: 0.5 }); self.bobDirection = 1; self.bobSpeed = 0.5; self.baseY = 0; self.update = function () { // Simple bobbing animation self.y += self.bobDirection * self.bobSpeed; var distanceFromBase = Math.abs(self.y - self.baseY); if (distanceFromBase > 10) { self.bobDirection *= -1; } }; return self; }); var RhythmIndicator = Container.expand(function () { var self = Container.call(this); var rhythmBar = self.attachAsset('rhythmBar', { anchorX: 0.5, anchorY: 0.5 }); var perfectZone = self.attachAsset('perfectZone', { anchorX: 0.5, anchorY: 0.5 }); perfectZone.alpha = 0.7; var indicator = self.attachAsset('rhythmIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.x = -200; self.beatDuration = 1000; self.startTime = 0; self.update = function () { var elapsed = LK.ticks * (1000 / 60) - self.startTime; var progress = elapsed % self.beatDuration / self.beatDuration; indicator.x = -200 + progress * 400; var perfectZoneStart = 150; var perfectZoneEnd = 250; var indicatorPos = 200 + indicator.x; if (indicatorPos >= perfectZoneStart && indicatorPos <= perfectZoneEnd) { player.canShoot = true; perfectZone.tint = 0x27AE60; // Make ground fully visible when in perfect zone tween(ground, { alpha: 1 }, { duration: 100 }); } else { player.canShoot = false; perfectZone.tint = 0xE67E22; // Make ground semi-transparent when not in perfect zone tween(ground, { alpha: 0.3 }, { duration: 100 }); } }; return self; }); var TrapBox = Container.expand(function () { var self = Container.call(this); var trapBoxGraphics = self.attachAsset('trapBox', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.maxHealth = 10; self.isDying = false; self.spawnTimer = 0; // Health bar setup var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -80; // Position above trap box var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0, anchorY: 0.5 }); healthBarFill.x = healthBarBg.x - healthBarBg.width / 2; healthBarFill.y = healthBarBg.y; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBarFill.width = 120 * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } }; // Initialize health bar self.updateHealthBar(); self.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(trapBoxGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.spawnRandomEnemy = function () { var enemyTypes = ['normal', 'golden', 'explosive']; var randomType = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; var newEnemy; if (randomType === 'normal') { newEnemy = new Enemy(); enemies.push(newEnemy); } else if (randomType === 'golden') { newEnemy = new GoldenEnemy(); goldenEnemies.push(newEnemy); } else if (randomType === 'explosive') { newEnemy = new ExplosiveEnemy(); explosiveEnemies.push(newEnemy); } // Position enemy at trap box location newEnemy.x = self.x; newEnemy.y = self.y; game.addChild(newEnemy); }; self.update = function () { if (self.isDying) return; // Don't move or spawn if dying // Zigzag movement pattern if (!self.zigzagDirection) self.zigzagDirection = 1; // Initialize zigzag direction if (!self.zigzagSpeed) self.zigzagSpeed = 2; // Zigzag horizontal speed if (!self.zigzagTimer) self.zigzagTimer = 0; // Timer for zigzag changes // Change zigzag direction every 60 ticks (1 second) self.zigzagTimer++; if (self.zigzagTimer >= 60) { self.zigzagDirection *= -1; self.zigzagTimer = 0; } // Apply zigzag movement self.x += self.zigzagDirection * self.zigzagSpeed; // Fall down slowly only if above middle of screen if (self.y < 1366) { // Stop falling when reaching above middle (2732/2) self.y += 1; // Much slower speed (was 3, now 1) } // Spawn enemy every 3 seconds (180 ticks at 60 FPS) self.spawnTimer++; if (self.spawnTimer >= 180) { self.spawnRandomEnemy(); self.spawnTimer = 0; } // Update health bar self.updateHealthBar(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1A1A2E }); /**** * Game Code ****/ // Create ground texture first to render below enemies var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 1 }); ground.x = 1024; // Center horizontally ground.y = 2732; // Position at bottom of screen // Scale ground to ensure it covers the full screen width ground.scaleX = 2048 / ground.width; // Scale to cover full width ground.scaleY = Math.max(1, 2732 / ground.height); // Scale to cover full height if needed // Make ground semi-transparent initially ground.alpha = 0.3; game.addChild(ground); var player = game.addChild(new Player()); player.x = 1024; player.y = 2400; var rhythmIndicator = new RhythmIndicator(); rhythmIndicator.x = 1024; rhythmIndicator.y = 200; rhythmIndicator.beatDuration = 600; // 100 BPM = 60000ms / 100 beats = 600ms per beat (synchronized with bgmusic) rhythmIndicator.startTime = LK.ticks * (1000 / 60); var enemies = []; var goldenEnemies = []; var explosiveEnemies = []; var bullets = []; var powerupCrates = []; var spawnTimer = 0; var goldenSpawnTimer = 0; var explosiveSpawnTimer = 0; var gameSpeed = 1; var bulletCount = 10; var maxBullets = 10; var isReloading = false; var reloadTimer = 0; var shotgunMode = false; var shotgunBulletCount = 1; var bosses = []; var trapBoxes = []; var trapBoxSpawnTimer = 0; var comboCount = 0; var lastShotWasPerfect = false; var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var rhythmTxt = new Text2('Hit the beat!', { size: 40, fill: 0x27AE60 }); rhythmTxt.anchor.set(0.5, 0); rhythmTxt.y = 80; LK.gui.top.addChild(rhythmTxt); var ammoTxt = new Text2('Ammo: 10', { size: 80, fill: 0xFFFFFF }); ammoTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(ammoTxt); var comboTxt = new Text2('Combo: 0', { size: 60, fill: 0xFFD700 }); comboTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(comboTxt); function playRandomEnemyKillSound() { var killSounds = ['enemyKill', 'enemyKill2', 'enemyKill3', 'enemyKill4']; var randomSound = killSounds[Math.floor(Math.random() * killSounds.length)]; LK.getSound(randomSound).play(); } function spawnEnemy() { var enemy = new Enemy(); // Only spawn from top enemy.x = Math.random() * 2048; enemy.y = -50; // Direction will be calculated in enemy.update() to continuously track player enemies.push(enemy); game.addChild(enemy); } function spawnGoldenEnemy() { var goldenEnemy = new GoldenEnemy(); // Only spawn from top goldenEnemy.x = Math.random() * 2048; goldenEnemy.y = -50; // Direction will be calculated in goldenEnemy.update() to continuously track player goldenEnemies.push(goldenEnemy); game.addChild(goldenEnemy); } function spawnExplosiveEnemy() { var explosiveEnemy = new ExplosiveEnemy(); // Only spawn from top explosiveEnemy.x = Math.random() * 2048; explosiveEnemy.y = -50; explosiveEnemies.push(explosiveEnemy); game.addChild(explosiveEnemy); } function spawnBoss() { // Starting from generation 5, spawn double bosses var bossesToSpawn = bossGeneration >= 5 ? 2 : 1; for (var b = 0; b < bossesToSpawn; b++) { var boss = new Boss(bossGeneration); // Spawn from top with some horizontal spacing for double bosses if (bossesToSpawn === 2) { boss.x = Math.random() * 1024 + b * 1024; // Split screen into two halves } else { boss.x = Math.random() * 2048; } boss.y = -500; bosses.push(boss); game.addChild(boss); } // Visual feedback for boss spawn LK.effects.flashScreen(0x8B0000, 1000); if (bossesToSpawn === 2) { rhythmTxt.setText('DOUBLE BOSS LV' + bossGeneration + ' INCOMING!'); } else { rhythmTxt.setText('BOSS LV' + bossGeneration + ' INCOMING!'); } rhythmTxt.tint = 0x8B0000; // Increase enemy spawn rate when boss appears gameSpeed += 0.5; // Increment boss generation for next spawn bossGeneration++; } function shootBullet(targetX, targetY) { if (bulletCount <= 0 || isReloading) { rhythmTxt.setText('Reloading...'); rhythmTxt.tint = 0xFFFF00; return; } if (!player.canShoot) { rhythmTxt.setText('Wrong timing!'); rhythmTxt.tint = 0xE74C3C; // Reset combo on wrong timing comboCount = 0; comboTxt.setText('Combo: ' + comboCount); lastShotWasPerfect = false; // Consume bullet even on wrong timing bulletCount--; ammoTxt.setText('Ammo: ' + bulletCount); // Add failure effect LK.effects.flashScreen(0xFF4444, 300); // Play miss sound LK.getSound('miss').play(); // Check if need to reload if (bulletCount <= 0) { isReloading = true; reloadTimer = 120; // 2 seconds at 60 FPS ammoTxt.setText('Reloading...'); ammoTxt.tint = 0xFFFF00; } return; } rhythmTxt.setText('Perfect!'); rhythmTxt.tint = 0x27AE60; // Increment combo count on perfect shot comboCount++; comboTxt.setText('Combo: ' + comboCount); lastShotWasPerfect = true; bulletCount--; ammoTxt.setText('Ammo: ' + bulletCount); if (bulletCount <= 0) { isReloading = true; reloadTimer = 120; // 2 seconds at 60 FPS ammoTxt.setText('Reloading...'); ammoTxt.tint = 0xFFFF00; } // Calculate base direction var dx = targetX - player.x; var dy = targetY - player.y; var length = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); // Check if we should create a guided bullet (every 5 combos) or redirect all bullets (every 10 combos) var shouldCreateGuided = comboCount > 0 && comboCount % 5 === 0 && lastShotWasPerfect; var shouldRedirectAll = comboCount > 0 && comboCount % 10 === 0 && lastShotWasPerfect; if (shotgunMode) { // Fire bullets based on accumulated shotgun count var totalBullets = shotgunBulletCount; var spreadRange = 0.8; // Total spread range in radians var angleStep = totalBullets > 1 ? spreadRange / (totalBullets - 1) : 0; var startAngle = baseAngle - spreadRange / 2; for (var s = 0; s < totalBullets; s++) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; var angle = totalBullets > 1 ? startAngle + s * angleStep : baseAngle; bullet.setDirection(Math.cos(angle), Math.sin(angle)); // Assign random color to bullet var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF]; var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)]; bullet.tint = randomColor; // Make first bullet guided if combo condition is met, or all bullets if combo 10 if (s === 0 && shouldCreateGuided || shouldRedirectAll) { bullet.isGuided = true; // Visual feedback for guided bullet var bulletColor = shouldRedirectAll ? 0xFFD700 : 0x00FFFF; // Gold for combo 10, cyan for combo 5 tween(bullet, { tint: bulletColor }, { duration: 200 }); } bullets.push(bullet); game.addChild(bullet); } } else { // Fire single bullet var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.setDirection(dx / length, dy / length); // Assign random color to bullet var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF]; var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)]; bullet.tint = randomColor; // Make bullet guided if combo condition is met if (shouldCreateGuided || shouldRedirectAll) { bullet.isGuided = true; // Visual feedback for guided bullet var bulletColor = shouldRedirectAll ? 0xFFD700 : 0x00FFFF; // Gold for combo 10, cyan for combo 5 tween(bullet, { tint: bulletColor }, { duration: 200 }); } bullets.push(bullet); game.addChild(bullet); } // Show special feedback for combo milestones if (shouldRedirectAll) { rhythmTxt.setText('ALL SHOTS GUIDED! Combo x' + comboCount); rhythmTxt.tint = 0xFFD700; LK.effects.flashScreen(0xFFD700, 500); } else if (shouldCreateGuided) { rhythmTxt.setText('GUIDED SHOT! Combo x' + comboCount); rhythmTxt.tint = 0x00FFFF; LK.effects.flashScreen(0x00FFFF, 300); } LK.getSound('shoot').play(); // Add camera shake when shooting var shakeIntensity = shotgunMode ? shotgunBulletCount * 8 : 20; tween(game, { x: game.x + shakeIntensity }, { duration: 50, onFinish: function onFinish() { tween(game, { x: game.x - shakeIntensity * 2 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 50 }); } }); } }); } game.down = function (x, y, obj) { shootBullet(x, y); }; game.update = function () { spawnTimer++; goldenSpawnTimer++; explosiveSpawnTimer++; if (spawnTimer >= 120 / gameSpeed) { spawnEnemy(); spawnTimer = 0; } // Spawn golden enemy every 10 seconds (600 ticks at 60 FPS) if (goldenSpawnTimer >= 600) { spawnGoldenEnemy(); goldenSpawnTimer = 0; } // Spawn explosive enemy every 8 seconds (480 ticks at 60 FPS) if (explosiveSpawnTimer >= 480) { spawnExplosiveEnemy(); explosiveSpawnTimer = 0; } // Spawn trap box every 25 seconds (1500 ticks at 60 FPS) trapBoxSpawnTimer++; if (trapBoxSpawnTimer >= 1500) { var trapBox = new TrapBox(); trapBox.x = Math.random() * 2048; trapBox.y = -50; trapBoxes.push(trapBox); game.addChild(trapBox); trapBoxSpawnTimer = 0; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy) && !enemy.isDying) { enemy.health--; if (enemy.health <= 0) { LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); // Add combo point for hitting enemy comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); playRandomEnemyKillSound(); LK.effects.flashObject(enemy, 0xFFFFFF, 200); // Start death sequence enemy.startDeathSequence(); // Remove from array after starting death sequence enemies.splice(j, 1); // Add camera shake when hitting enemy tween(game, { x: game.x + 12 }, { duration: 30, onFinish: function onFinish() { tween(game, { x: game.x - 24 }, { duration: 30, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 30 }); } }); } }); } bullet.destroy(); bullets.splice(i, 1); break; } } // Check bullet-golden enemy collisions for (var j = goldenEnemies.length - 1; j >= 0; j--) { var goldenEnemy = goldenEnemies[j]; if (bullet.intersects(goldenEnemy)) { goldenEnemy.health--; // Add combo point for hitting golden enemy comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(goldenEnemy, 0xFFFFFF, 200); // Add camera shake when hitting golden enemy tween(game, { x: game.x + 16 }, { duration: 35, onFinish: function onFinish() { tween(game, { x: game.x - 32 }, { duration: 35, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 35 }); } }); } }); bullet.destroy(); bullets.splice(i, 1); if (goldenEnemy.health <= 0) { LK.setScore(LK.getScore() + 50); scoreTxt.setText('Score: ' + LK.getScore()); playRandomEnemyKillSound(); // Drop powerup crate at golden enemy position var crate = new PowerupCrate(); crate.x = goldenEnemy.x; crate.y = goldenEnemy.y; crate.baseY = goldenEnemy.y; powerupCrates.push(crate); game.addChild(crate); // Start death sequence goldenEnemy.startDeathSequence(); goldenEnemies.splice(j, 1); } else { LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } // Check bullet-explosive enemy collisions for (var j = explosiveEnemies.length - 1; j >= 0; j--) { var explosiveEnemy = explosiveEnemies[j]; if (bullet.intersects(explosiveEnemy)) { explosiveEnemy.health--; // Add combo point for hitting explosive enemy comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(explosiveEnemy, 0xFFFFFF, 200); // Add camera shake when hitting explosive enemy tween(game, { x: game.x + 18 }, { duration: 35, onFinish: function onFinish() { tween(game, { x: game.x - 36 }, { duration: 35, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 35 }); } }); } }); bullet.destroy(); bullets.splice(i, 1); if (explosiveEnemy.health <= 0) { LK.setScore(LK.getScore() + 30); scoreTxt.setText('Score: ' + LK.getScore()); playRandomEnemyKillSound(); // Start death sequence explosiveEnemy.startDeathSequence(); explosiveEnemies.splice(j, 1); } else { LK.setScore(LK.getScore() + 15); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } // Check bullet-boss collisions for (var j = bosses.length - 1; j >= 0; j--) { var boss = bosses[j]; if (bullet.intersects(boss)) { boss.health--; boss.updateHealthBar(); // Update health bar immediately // Add combo point for hitting boss comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(boss, 0xFFFFFF, 200); // Add camera shake when hitting boss tween(game, { x: game.x + 24 }, { duration: 40, onFinish: function onFinish() { tween(game, { x: game.x - 48 }, { duration: 40, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 40 }); } }); } }); bullet.destroy(); bullets.splice(i, 1); if (boss.health <= 0) { LK.setScore(LK.getScore() + 100); scoreTxt.setText('Score: ' + LK.getScore()); playRandomEnemyKillSound(); // Visual feedback for boss defeat LK.effects.flashScreen(0x00FF00, 800); rhythmTxt.setText('BOSS DEFEATED!'); rhythmTxt.tint = 0x00FF00; // Start death sequence boss.startDeathSequence(); bosses.splice(j, 1); } else { LK.setScore(LK.getScore() + 20); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } // Check bullet-powerup crate collisions for (var j = powerupCrates.length - 1; j >= 0; j--) { var crate = powerupCrates[j]; if (bullet.intersects(crate)) { // Check if we haven't reached the maximum of 2 crates var maxShotgunBullets = 9; // 3^2 = 9 (maximum 2 crates accumulated) if (shotgunBulletCount < maxShotgunBullets) { // Enable shotgun mode and triple bullet count shotgunMode = true; shotgunBulletCount *= 3; // Visual feedback LK.effects.flashScreen(0x8e44ad, 500); rhythmTxt.setText('Shotgun x' + shotgunBulletCount + '!'); rhythmTxt.tint = 0x8e44ad; } else { // Maximum reached, show different feedback LK.effects.flashScreen(0xFFD700, 300); rhythmTxt.setText('Max Shotgun!'); rhythmTxt.tint = 0xFFD700; } // Remove crate and bullet bullet.destroy(); bullets.splice(i, 1); crate.destroy(); powerupCrates.splice(j, 1); break; } } // Check bullet-trap box collisions for (var j = trapBoxes.length - 1; j >= 0; j--) { var trapBox = trapBoxes[j]; if (bullet.intersects(trapBox) && !trapBox.isDying) { trapBox.health--; // Add combo point for hitting trap box comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(trapBox, 0xFFFFFF, 200); bullet.destroy(); bullets.splice(i, 1); if (trapBox.health <= 0) { LK.setScore(LK.getScore() + 20); scoreTxt.setText('Score: ' + LK.getScore()); playRandomEnemyKillSound(); // Start death sequence trapBox.startDeathSequence(); trapBoxes.splice(j, 1); } else { LK.setScore(LK.getScore() + 5); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; if (enemy.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (enemy.x < -100 || enemy.x > 2148 || enemy.y < -100 || enemy.y > 2832) { enemy.destroy(); enemies.splice(k, 1); } } // Update golden enemies for (var k = goldenEnemies.length - 1; k >= 0; k--) { var goldenEnemy = goldenEnemies[k]; if (goldenEnemy.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (goldenEnemy.x < -100 || goldenEnemy.x > 2148 || goldenEnemy.y < -100 || goldenEnemy.y > 2832) { goldenEnemy.destroy(); goldenEnemies.splice(k, 1); } } // Update bosses for (var k = bosses.length - 1; k >= 0; k--) { var boss = bosses[k]; if (boss.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (boss.x < -200 || boss.x > 2248 || boss.y < -200 || boss.y > 2932) { boss.destroy(); bosses.splice(k, 1); } } // Update explosive enemies for (var k = explosiveEnemies.length - 1; k >= 0; k--) { var explosiveEnemy = explosiveEnemies[k]; if (explosiveEnemy.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (explosiveEnemy.x < -100 || explosiveEnemy.x > 2148 || explosiveEnemy.y < -100 || explosiveEnemy.y > 2832) { explosiveEnemy.destroy(); explosiveEnemies.splice(k, 1); } } // Update and cleanup powerup crates for (var k = powerupCrates.length - 1; k >= 0; k--) { var crate = powerupCrates[k]; if (crate.x < -100 || crate.x > 2148 || crate.y < -100 || crate.y > 2832) { crate.destroy(); powerupCrates.splice(k, 1); } } // Update trap boxes for (var k = trapBoxes.length - 1; k >= 0; k--) { var trapBox = trapBoxes[k]; if (trapBox.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (trapBox.x < -200 || trapBox.x > 2248 || trapBox.y < -200 || trapBox.y > 2932) { trapBox.destroy(); trapBoxes.splice(k, 1); } } // Handle reloading if (isReloading) { reloadTimer--; if (reloadTimer <= 0) { bulletCount = maxBullets; isReloading = false; ammoTxt.setText('Ammo: ' + bulletCount); ammoTxt.tint = 0xFFFFFF; } } // Increase difficulty over time if (LK.getScore() > 0 && LK.getScore() % 100 === 0 && LK.ticks % 60 === 0) { gameSpeed += 0.1; rhythmIndicator.beatDuration = Math.max(600, rhythmIndicator.beatDuration - 50); } }; // Add rhythm indicator last to ensure it renders above all other elements game.addChild(rhythmIndicator); // Ensure rhythm indicator stays on top of all enemies and ground game.setChildIndex(rhythmIndicator, game.children.length - 1); LK.playMusic('bgmusic'); ;
===================================================================
--- original.js
+++ change.js
@@ -914,11 +914,11 @@
if (explosiveSpawnTimer >= 480) {
spawnExplosiveEnemy();
explosiveSpawnTimer = 0;
}
- // Spawn trap box every 15 seconds (900 ticks at 60 FPS)
+ // Spawn trap box every 25 seconds (1500 ticks at 60 FPS)
trapBoxSpawnTimer++;
- if (trapBoxSpawnTimer >= 900) {
+ if (trapBoxSpawnTimer >= 1500) {
var trapBox = new TrapBox();
trapBox.x = Math.random() * 2048;
trapBox.y = -50;
trapBoxes.push(trapBox);
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