User prompt
coloca el record en add 75 de transparencia
User prompt
coloca el outline purpura
User prompt
intentalo
User prompt
en record coloca las cigras abajo de la palabra record y achica la palabra y agranda los numeros y centraliza el texto
User prompt
en los puntos solo deja los numeros, centraliza el texto
User prompt
no hace falta guardar el record, puede volver a cero
User prompt
utiliza la tipografia impact
User prompt
la puntuacion en amarillo colocala cambiala a purpura y colocala en el centro
User prompt
agranda el record y ocultalo, se mostrara al perder
User prompt
elimina el record de abajo de la pantalla
User prompt
coloca el record debajo del nivel
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el record se quedara guardado ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
la puntuacion en purpura colocala a la derecha y que des para el record
User prompt
baja la puntuacion en amarillo tambien colocala a la izquierda
User prompt
coloca los puntos en la parte inferior de la pantalla en color purpura
User prompt
cada vez que avance entre los 20 level debe cambiar arriba el numero del nivel
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invierte los click
User prompt
debe ser un movimiento fluido y continuo
User prompt
de la mitad de la pantalla hacia la izquierda al hacer click en la izquierda se movera hacia la izquierda y desde la mitad de la pantalla al hacer click en el lado derecho se movera hacia la derecha
User prompt
si el click se presiona del lado desde la mitad hacia la derecha de la pantalla se mueve en direccion derecha
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si el click se presiona del lado desde la mitad hacia la derecha de la pantalla entonces cambia la direccion
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si el click se presiona del lado desde la mitad hacia la derecha de la pantalla entonces se invierte la direccion
User prompt
colores variados
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pon los enemigos de colores claros
User prompt
que los enemigos tengan colores variados
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define Bonus class var Bonus = Container.expand(function () { var self = Container.call(this); // Attach a bonus asset (use a star-like color and ellipse shape for visibility) var bonusGraphics = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5 }); // Orbit parameters self.orbitRadius = 170; // Default closer to center, will be overridden in Game Code self.orbitAngle = Math.random() * Math.PI * 2; // Random start // self.orbitSpeed will be set per instance in Game Code // Update method for orbiting self.update = function () { self.orbitAngle += self.orbitSpeed; self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle); self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle); }; return self; }); // Define Deco class var Deco = Container.expand(function () { var self = Container.call(this); // Use the 'deco' asset from Assets section var decoGraphics = self.attachAsset('deco', { anchorX: 0.5, anchorY: 0.5 }); // Optionally, scale for visual distinction decoGraphics.scaleX = 1.5; decoGraphics.scaleY = 1.5; // Deco does not move or update by default, but you can add animation here if needed self.orbitRadius = 170; // Default to match average bonus orbit, will be overridden in Game Code self.orbitAngle = Math.random() * Math.PI * 2; self.orbitSpeed = -0.03; // Slower by default, will be overridden in Game Code if needed self.update = function () { self.orbitAngle += self.orbitSpeed; self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle); self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle); }; return self; }); // Position near the top // Define Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy2 asset var enemyGraphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); // Orbit parameters (will be set per instance in Game Code) self.orbitRadius = 400; // Default, will be overridden self.orbitAngle = Math.random() * Math.PI * 2; self.orbitSpeed = -0.03; // Default, will be overridden // Elliptical orbit support (optional, set in Game Code) self.isElliptical = false; self.ellipseA = undefined; self.ellipseB = undefined; // Update method for orbiting and rotation (like Deco) self.update = function () { self.orbitAngle += self.orbitSpeed; if (self.isElliptical && typeof self.ellipseA === "number" && typeof self.ellipseB === "number") { self.x = 1024 + self.ellipseA * Math.cos(self.orbitAngle); self.y = 1366 + self.ellipseB * Math.sin(self.orbitAngle); } else { self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle); self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle); } }; return self; }); // Define Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset var playerGraphics = self.attachAsset('Ballplayer', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position and movement properties self.speed = 2.5; // Lowered for better perception // Update method for player movement self.update = function () { // Movement handled by keyboard events }; }); /**** * Initialize Game ****/ // Reset Assets section to initial state // Reset Asteroid class definition //<Assets used in the game will automatically appear here> // Reset Planet class definition // Reset Star class definition // Reset Initialize Game section to initial state // Reset Game Code section to initial state var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Import tween plugin for color cycling // Stages configuration object var stages = {}; // --- Create 11 stage objects, each on its own outward orbit --- var stages = []; var stageCount = 11; var baseStageRadius = 200; var stageRadiusStep = 80; // Each stage is 80px further out for (var i = 0; i < stageCount; i++) { var stage = new Container(); var stageGraphics = stage.attachAsset('stage', { anchorX: 0.5, anchorY: 0.5 }); stage.orbitRadius = baseStageRadius + i * stageRadiusStep; stage.orbitSpeed = -3.5 * (0.24 + i * 0.024); // Increased speed: rotate opposite to bonuses stage.orbitAngle = Math.random() * Math.PI * 2; stage.isStage = true; // Mark for clarity // --- Multicolor cycling effect using tween --- (function (stageGraphics, i) { // Define a set of bright, vivid colors to cycle through var colorCycle = [0xff3b3b, // bright red 0xfff200, // yellow 0x00ff90, // bright green 0x00e0ff, // cyan 0x3b6cff, // blue 0xc54ce4, // purple 0xff5ef7, // pink 0xffa500 // orange ]; var colorIndex = i % colorCycle.length; var nextColorIndex = (colorIndex + 1) % colorCycle.length; var tweenDuration = 900 + Math.floor(Math.random() * 600); // Vary duration for each stage function tweenToNextColor() { var fromColor = colorCycle[colorIndex]; var toColor = colorCycle[nextColorIndex]; // Animate color property using tween (correct API) tween(stageGraphics, { color: toColor }, { duration: tweenDuration, easing: tween.linear, onFinish: function onFinish() { colorIndex = nextColorIndex; nextColorIndex = (colorIndex + 1) % colorCycle.length; tweenToNextColor(); } }); } // Set initial color and start cycling stageGraphics.color = colorCycle[colorIndex]; if (typeof stageGraphics.tint !== "undefined") { stageGraphics.tint = stageGraphics.color; } tweenToNextColor(); })(stageGraphics, i); // --- End multicolor cycling effect --- stage.update = function () { this.orbitAngle += this.orbitSpeed; this.x = 1024 + this.orbitRadius * Math.cos(this.orbitAngle); this.y = 1366 + this.orbitRadius * Math.sin(this.orbitAngle); }; stage.setSize = function (newSize) { // Defensive: Only allow positive numbers if (typeof newSize === "number" && newSize > 0) { // The asset is always the first child if (this.children && this.children.length > 0 && this.children[0]) { var asset = this.children[0]; // Set both width and height to newSize (ellipse remains circular) asset.width = newSize; asset.height = newSize; } } }; game.addChild(stage); stages.push(stage); } // Add a player to the game var player = game.addChild(new Player()); // Add 12 deco objects, all sharing the same orbit (same radius, speed, and direction) var decos = []; var decoCount = 12; var sharedDecoOrbitRadius = 800; // Increased: All decos on a wider orbit var sharedDecoOrbitSpeed = -0.9; // Reduced deco orbit speed (was -1.2) for (var i = 0; i < decoCount; i++) { var deco = game.addChild(new Deco()); deco.orbitRadius = sharedDecoOrbitRadius; deco.orbitAngle = Math.PI * 2 / decoCount * i; deco.orbitSpeed = sharedDecoOrbitSpeed; decos.push(deco); } // Duplicate the outer deco orbit: add a second set of 12 decos on the same outer orbit, offset for visual separation var decosOuter2 = []; for (var i = 0; i < decoCount; i++) { var deco2 = game.addChild(new Deco()); deco2.orbitRadius = sharedDecoOrbitRadius; deco2.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for separation deco2.orbitSpeed = sharedDecoOrbitSpeed; decosOuter2.push(deco2); } // Add a third deco orbit, now with a larger radius for a bigger outer deco ring var decosOuter3 = []; var sharedDecoOuter3OrbitRadius = sharedDecoOrbitRadius + 200; // Increased: much larger than outer orbits var sharedDecoOuter3OrbitSpeed = sharedDecoOrbitSpeed; // Same speed as other outer orbits for (var i = 0; i < decoCount; i++) { var deco3 = game.addChild(new Deco()); deco3.orbitRadius = sharedDecoOuter3OrbitRadius; deco3.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / (decoCount * 2); // offset for visual separation deco3.orbitSpeed = sharedDecoOuter3OrbitSpeed; decosOuter3.push(deco3); } // Duplicate the largest deco orbit: add a second set of 12 decos on the same largest orbit, offset for visual separation var decosOuter3b = []; for (var i = 0; i < decoCount; i++) { var deco3b = game.addChild(new Deco()); deco3b.orbitRadius = sharedDecoOuter3OrbitRadius; deco3b.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // further offset for separation deco3b.orbitSpeed = sharedDecoOuter3OrbitSpeed; decosOuter3b.push(deco3b); } // Add a second deco orbit with half the radius and same count var decosInner = []; var sharedDecoInnerOrbitRadius = sharedDecoOrbitRadius / 2; for (var i = 0; i < decoCount; i++) { var decoInner = game.addChild(new Deco()); decoInner.orbitRadius = sharedDecoInnerOrbitRadius; decoInner.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for visual separation decoInner.orbitSpeed = sharedDecoOrbitSpeed; // Reduce the size of the deco object for the inner orbit if (decoInner.children && decoInner.children.length > 0 && decoInner.children[0]) { decoInner.children[0].scaleX = 0.7; decoInner.children[0].scaleY = 0.7; } decosInner.push(decoInner); } // Add 6 new enemies in a close orbit near the center var closeEnemyCount = 6; var closeEnemyOrbitRadius = 400; // Ampliado: más lejos del centro, pero aún dentro de la órbita de deco var closeEnemyOrbitSpeed = -0.003; // Reduced to 25% speed for enemy2 (slower) var closeEnemies = []; for (var i = 0; i < closeEnemyCount; i++) { var closeEnemy = game.addChild(new Enemy()); // Assign a random color to the close enemy's graphics if (closeEnemy.children && closeEnemy.children.length > 0 && closeEnemy.children[0]) { var randomColor = Math.floor(Math.random() * 0xFFFFFF) | 0; closeEnemy.children[0].color = randomColor; if (typeof closeEnemy.children[0].tint !== "undefined") { closeEnemy.children[0].tint = randomColor; } } closeEnemy.orbitRadius = closeEnemyOrbitRadius; closeEnemy.orbitAngle = Math.PI * 2 / closeEnemyCount * i; closeEnemy.orbitSpeed = closeEnemyOrbitSpeed; closeEnemies.push(closeEnemy); } // Removed orbitingEnemy from the deco orbit var orbitingEnemy = undefined; // Define orbits so that all 3 are separated by at least 600px (radius difference) // Minimum separation between orbits: 600px var orbits = [170, 770, 1100]; // Reduced the outermost orbit radius from 1370 to 1100 // Create three bonus objects, each occupying a unique orbit var bonuses = []; for (var i = 0; i < 3; i++) { var b = game.addChild(new Bonus()); b.orbitIndex = i; b.orbitRadius = orbits[i]; b.orbitSpeed = 0.04 + Math.random() * 0.09; // Distribute bonuses evenly around the circle b.orbitAngle = Math.PI * 2 / 3 * i; bonuses.push(b); } // Add a new fast-orbiting object (superBonus) that orbits faster than all bonuses var superBonus = game.addChild(new Bonus()); superBonus.orbitIndex = 3; // Not on the same orbits as bonuses, but can use a new or existing radius superBonus.orbitRadius = 320; // Reduced radius to keep inside screen superBonus.orbitSpeed = 0.18 + Math.random() * 0.04; // Much faster than normal bonuses superBonus.orbitAngle = Math.random() * Math.PI * 2; // (Removed unnecessary update of deco.orbitRadius) // Add level number display at the top center of the screen var levelText = new Text2('Nivel 1', { size: 100, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); // Center horizontally, top edge LK.gui.top.addChild(levelText); // Add score display at the top right var score = 0; var scoreText = new Text2('Puntos: 0', { size: 100, fill: 0xFFFF00 }); scoreText.anchor.set(1, 0); // Right aligned, top edge LK.gui.topRight.addChild(scoreText); // Set initial position of the player player.x = 1024; // Center horizontally player.y = 2632; // Always at the bottom (100px from bottom edge) // Store the center of the screen for easy reference var centerX = 1024; var centerY = 1366; // Define orbits var orbits = [110, 170, 230]; // Track the player's current angle and radius from the center player.angle = Math.atan2(player.y - centerY, player.x - centerX); player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY)); // Keyboard controls removed for compatibility; player movement is now handled by other means. // Function to find the next closest orbit function getNextOrbit(currentY) { var currentOrbit = 2732 - currentY; for (var i = 0; i < orbits.length; i++) { if (orbits[i] > currentOrbit) { return 2732 - orbits[i]; } ; // --- Super Bonus object update and collision (fastest orbiting object) --- if (typeof superBonus !== "undefined" && superBonus) { superBonus.update(); if (superBonus.lastWasIntersecting === undefined) superBonus.lastWasIntersecting = false; var sbIntersecting = superBonus.intersects(player); if (!superBonus.lastWasIntersecting && sbIntersecting) { // Player just collected the super bonus! score += 200; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('Puntos: ' + score); } // Move superBonus to a new random angle and randomize its speed (always fast) superBonus.orbitAngle = Math.random() * Math.PI * 2; superBonus.orbitSpeed = 0.18 + Math.random() * 0.04; } superBonus.lastWasIntersecting = sbIntersecting; } ; // --- Deco fast counter-orbit update for all decos --- if (typeof decos !== "undefined" && decos.length) { for (var i = 0; i < decos.length; i++) { var deco = decos[i]; deco.orbitAngle += deco.orbitSpeed; deco.x = centerX + deco.orbitRadius * Math.cos(deco.orbitAngle); deco.y = centerY + deco.orbitRadius * Math.sin(deco.orbitAngle); // --- Collision detection: player initiates collision with deco --- if (player.lastWasIntersectingDeco === undefined) player.lastWasIntersectingDeco = []; if (player.lastWasIntersectingDeco[i] === undefined) player.lastWasIntersectingDeco[i] = false; var playerHitsDeco = player.intersects(deco); if (!player.lastWasIntersectingDeco[i] && playerHitsDeco) { // Player collides with deco: flash blue and trigger game over LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } player.lastWasIntersectingDeco[i] = playerHitsDeco; // --- Deco's own collision detection for legacy/compatibility --- if (deco.lastWasIntersecting === undefined) deco.lastWasIntersecting = false; var decoIntersecting = deco.intersects(player); if (!deco.lastWasIntersecting && decoIntersecting) { // Deco kills the player: flash blue and trigger game over LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } deco.lastWasIntersecting = decoIntersecting; // --- Deco kills playerball as well (if playerball is a different object) --- if (typeof playerball !== "undefined" && playerball) { if (deco.lastWasIntersectingPlayerball === undefined) deco.lastWasIntersectingPlayerball = false; var decoHitsPlayerball = deco.intersects(playerball); if (!deco.lastWasIntersectingPlayerball && decoHitsPlayerball) { LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } deco.lastWasIntersectingPlayerball = decoHitsPlayerball; } // --- Deco collides with playerball or player (combined logic) --- if (typeof playerball !== "undefined" && playerball) { if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false; var decoHitsPlayerOrBall = deco.intersects(player) || deco.intersects(playerball); if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayerOrBall) { LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } deco.lastWasIntersectingPlayerOrBall = decoHitsPlayerOrBall; } else { // Only player exists if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false; var decoHitsPlayer = deco.intersects(player); if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayer) { LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } deco.lastWasIntersectingPlayerOrBall = decoHitsPlayer; } } } } ; ; // Add a new orbit to the end of the array to create an infinite loop var newOrbit = orbits[orbits.length - 1] + 400; orbits.push(newOrbit); return 2732 - newOrbit; } // Track if right mouse button is held down var rightMouseDown = false; // Track if left mouse button is held down var leftMouseDown = false; // Add event listener for mouse click game.down = function (x, y, obj) { // Detect left or right click var isRightClick = false; if (obj && obj.event && obj.event.button !== undefined) { isRightClick = obj.event.button === 2; } if (isRightClick) { rightMouseDown = true; } else { leftMouseDown = true; } // Update player position based on new angle and current radius player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); }; // Add event listener for mouse up to stop moving towards center game.up = function (x, y, obj) { var isRightClick = false; if (obj && obj.event && obj.event.button !== undefined) { isRightClick = obj.event.button === 2; } if (isRightClick) { rightMouseDown = false; } else { leftMouseDown = false; } }; // Set initial number of enemies for level 1 (3 enemies), and increase by 1 per level up to 20 levels var currentLevel = 1; var maxLevels = 20; var enemies = []; function spawnEnemiesForLevel(level) { // Remove existing enemies from game for (var i = 0; i < enemies.length; i++) { if (enemies[i].parent) enemies[i].parent.removeChild(enemies[i]); } enemies = []; // Number of enemies increases by 1 per level, starting at 3, max 22 at level 20 var numEnemies = Math.min(3 + (level - 1), 3 + (maxLevels - 1)); // Amplified enemy orbits: increase all base radii for even wider orbits var baseRadii = [370, 540, 710, 880, 1050, 1220, 1390, 1560]; for (var i = 0; i < numEnemies; i++) { var enemy = game.addChild(new Enemy()); // Assign a random color to the enemy's graphics (varied color) if (enemy.children && enemy.children.length > 0 && enemy.children[0]) { var randomColor = Math.floor(Math.random() * 0xFFFFFF) | 0; enemy.children[0].color = randomColor; if (typeof enemy.children[0].tint !== "undefined") { enemy.children[0].tint = randomColor; } } enemy.x = 1024; enemy.y = 1366; // Distribute orbits and angles for variety var baseRadius = baseRadii[i % baseRadii.length]; enemy.orbitRadius = baseRadius + Math.floor(Math.random() * 120); enemy.orbitAngle = Math.random() * Math.PI * 2; enemy.orbitSpeed = 0.004 + Math.random() * 0.003; // Alternate direction: odd = counterclockwise, even = clockwise if (i % 2 === 1) { enemy.orbitSpeed *= -1; enemy.isCounterClockwise = true; } else { enemy.isCounterClockwise = false; } enemy.speed = 1.2 + Math.random() * 1.5; // Add random direction change timer for some enemies enemy.canChangeDirection = Math.random() < 0.5; // 50% chance if (enemy.canChangeDirection) { enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120); // 1-3 seconds enemy.directionChangeTick = 0; } enemies.push(enemy); } } // Spawn initial enemies for level 1 spawnEnemiesForLevel(currentLevel); // Play Vertigo music at the start of the game, ensure it loops LK.playMusic('Vertigo', { loop: true }); // Update method for orbiting game.update = function () { // Gravity: each frame, pull the player a bit toward the center if (typeof currentLevel === "undefined") { var gravityStrength = 1.1; } else { // Increase gravityStrength by 0.001 per level (in thousandths) var gravityStrength = 1.1 + (currentLevel - 1) * 0.001; } player.radius = Math.max(80, player.radius - gravityStrength); player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); // --- LEVEL SYSTEM: Track and progress levels up to 20 --- if (typeof currentLevel === "undefined") { var currentLevel = 1; var maxLevels = 20; } if (player.lastRadius === undefined) player.lastRadius = player.radius; if (player.lastRadius > 80 && player.radius <= 80) { // Player just reached the center! // Give 100 points for reaching the center if (typeof score !== "undefined") { score += 100; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('Puntos: ' + score); } } if (currentLevel < maxLevels) { currentLevel++; // --- Vertigo music control: play from level 1 to 5, stop after level 5 --- // Only restart Vertigo music from the beginning if we are currently in level 1 if (currentLevel === 1 && LK.getMusicId() !== 'Vertigo') { LK.playMusic('Vertigo', { loop: true }); } if (currentLevel === 6) { LK.stopMusic(); } // Update level number display if (typeof levelText !== "undefined" && levelText.setText) { levelText.setText('Nivel ' + currentLevel); } // Intensify enemy orbits and speed for new level, but clamp to max for perception for (var i = 0; i < enemies.length; i++) { enemies[i].orbitSpeed = Math.min(enemies[i].orbitSpeed * 1.5, 0.045); // Clamp to max enemies[i].speed = Math.min(enemies[i].speed * 1.25, 7); // Clamp to max } // Always set number of enemies to 3 + (currentLevel - 1) spawnEnemiesForLevel(currentLevel); // Add rotation/orbit variants: some reverse, some elliptical for (var k = 0; k < enemies.length; k++) { // Every 3rd enemy or at higher levels, make elliptical orbits if ((k + currentLevel) % 3 === 0 && currentLevel > 4) { enemies[k].ellipseA = enemies[k].orbitRadius; enemies[k].ellipseB = Math.max(120, enemies[k].orbitRadius - 60 - Math.random() * 80); enemies[k].isElliptical = true; } else { enemies[k].isElliptical = false; } // Alternate direction for more chaos if (currentLevel > 6 && k % 2 === 0) { enemies[k].orbitSpeed = -Math.abs(enemies[k].orbitSpeed); } else { enemies[k].orbitSpeed = Math.abs(enemies[k].orbitSpeed); } } // Reset player to starting position for next level (center bottom of the screen) player.x = 1024; // Center horizontally player.y = 2632; // 100px from bottom edge player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY)); player.angle = Math.atan2(player.y - centerY, player.x - centerX); // Optionally, randomize enemy orbits a bit for variety for (var j = 0; j < enemies.length; j++) { enemies[j].orbitAngle = Math.random() * Math.PI * 2; } } else { // Completed all levels, show win LK.showYouWin(); } } player.lastRadius = player.radius; // Move player towards the center if right mouse button is held down (extra boost) if (typeof rightMouseDown !== "undefined" && rightMouseDown) { // Each frame, move the player 3.5px closer to the center, but not below a minimum radius of 80 player.radius = Math.max(80, player.radius - 3.5); player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); } // Rotate player if left mouse button is held down if (typeof leftMouseDown !== "undefined" && leftMouseDown) { player.angle += 0.035; // Slower, smoother rotation for perception // When rotating, accelerate gravity (move faster to center) player.radius = Math.max(80, player.radius - gravityStrength * 2.5); player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); } // Update all miniparticles (if any) if (game.children && game.children.length) { for (var i = game.children.length - 1; i >= 0; i--) { var c = game.children[i]; if (c && typeof c.update === "function" && c.vx !== undefined && c.vy !== undefined && c.life !== undefined) { c.update(); } } } enemies.forEach(function (enemy) { // Randomly change direction if enabled, but only after 3 full orbits in one direction if (enemy.canChangeDirection) { if (enemy.directionChangeTick === undefined) enemy.directionChangeTick = 0; if (enemy.orbitDirectionStartAngle === undefined) enemy.orbitDirectionStartAngle = enemy.orbitAngle; if (enemy.orbitsInCurrentDirection === undefined) enemy.orbitsInCurrentDirection = 0; enemy.directionChangeTick++; // Calculate how many full orbits have been completed in the current direction var angleDiff = enemy.orbitAngle - enemy.orbitDirectionStartAngle; // Normalize to [0, 2PI) var fullOrbits = Math.abs(angleDiff) / (Math.PI * 2); // Only increment if we passed a full orbit since last check if (enemy.lastFullOrbits === undefined) enemy.lastFullOrbits = 0; if (Math.floor(fullOrbits) > enemy.lastFullOrbits) { enemy.orbitsInCurrentDirection += Math.floor(fullOrbits) - enemy.lastFullOrbits; enemy.lastFullOrbits = Math.floor(fullOrbits); } if (enemy.directionChangeTick >= enemy.directionChangeInterval && enemy.orbitsInCurrentDirection >= 3) { // Flip direction enemy.orbitSpeed *= -1; enemy.directionChangeTick = 0; // Reset orbit tracking for new direction enemy.orbitDirectionStartAngle = enemy.orbitAngle; enemy.orbitsInCurrentDirection = 0; enemy.lastFullOrbits = 0; // Optionally, randomize next interval enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120); } } enemy.orbitAngle += enemy.orbitSpeed; if (enemy.isElliptical) { // Elliptical orbit var a = enemy.ellipseA || enemy.orbitRadius; var b = enemy.ellipseB || enemy.orbitRadius - 60; enemy.x = centerX + a * Math.cos(enemy.orbitAngle); enemy.y = centerY + b * Math.sin(enemy.orbitAngle); } else { // Circular orbit enemy.x = centerX + enemy.orbitRadius * Math.cos(enemy.orbitAngle); enemy.y = centerY + enemy.orbitRadius * Math.sin(enemy.orbitAngle); } // --- Collision detection with player --- if (enemy.lastWasIntersecting === undefined) enemy.lastWasIntersecting = false; var isIntersecting = enemy.intersects(player); if (!enemy.lastWasIntersecting && isIntersecting) { // Collision just started, trigger miniparticle explosion and then game over LK.effects.flashScreen(0xff0000, 1000); // Play dead sound LK.getSound('Dead').play(); // Miniparticle explosion effect if (player && player.parent) { var miniparticleCount = 18; var miniparticleSpeed = 12; var miniparticleLifetime = 700; for (var mp = 0; mp < miniparticleCount; mp++) { var angle = Math.PI * 2 / miniparticleCount * mp + Math.random() * 0.2; var p = new Container(); var g = p.attachAsset('Ballplayer', { anchorX: 0.5, anchorY: 0.5 }); g.width = player.children[0].width * 0.22; g.height = player.children[0].height * 0.22; g.alpha = 0.85; p.x = player.x; p.y = player.y; p.vx = Math.cos(angle) * (miniparticleSpeed + Math.random() * 2); p.vy = Math.sin(angle) * (miniparticleSpeed + Math.random() * 2); p.life = miniparticleLifetime; p.update = function () { this.x += this.vx; this.y += this.vy; this.vx *= 0.96; this.vy *= 0.96; this.life -= 16; if (this.children[0]) this.children[0].alpha = Math.max(0, this.children[0].alpha - 0.045); if (this.life <= 0 && this.parent) this.parent.removeChild(this); }; game.addChild(p); } // Hide player immediately player.visible = false; // After miniparticleLifetime, show game over LK.setTimeout(function () { LK.showGameOver(); }, miniparticleLifetime); } else { LK.showGameOver(); } } enemy.lastWasIntersecting = isIntersecting; }); // --- enemy2 (closeEnemies and orbitingEnemy) kill the player on collision --- if (typeof closeEnemies !== "undefined" && closeEnemies.length) { for (var i = 0; i < closeEnemies.length; i++) { var cEnemy = closeEnemies[i]; if (cEnemy.lastWasIntersecting === undefined) cEnemy.lastWasIntersecting = false; var cEnemyIntersecting = cEnemy.intersects(player); if (!cEnemy.lastWasIntersecting && cEnemyIntersecting) { // enemy2 kills the player: flash red and trigger game over LK.effects.flashScreen(0xff0000, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } cEnemy.lastWasIntersecting = cEnemyIntersecting; } } if (typeof orbitingEnemy !== "undefined" && orbitingEnemy) { if (orbitingEnemy.lastWasIntersecting === undefined) orbitingEnemy.lastWasIntersecting = false; var oEnemyIntersecting = orbitingEnemy.intersects(player); if (!orbitingEnemy.lastWasIntersecting && oEnemyIntersecting) { LK.effects.flashScreen(0xff0000, 1000); // Play dead sound LK.getSound('Dead').play(); LK.showGameOver(); } orbitingEnemy.lastWasIntersecting = oEnemyIntersecting; } // --- Stage object update (orbiting) --- if (typeof stage !== "undefined" && stage) { stage.update(); } // --- Bonus objects update and collision (three bonuses, one per orbit) --- if (bonuses && bonuses.length) { for (var i = 0; i < bonuses.length; i++) { var bonus = bonuses[i]; bonus.update(); if (bonus.lastWasIntersecting === undefined) bonus.lastWasIntersecting = false; var bIntersecting = bonus.intersects(player); if (!bonus.lastWasIntersecting && bIntersecting) { // Player just collected the bonus! score += 50; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('Puntos: ' + score); } // Move this bonus to a new random angle on its own orbit (keep orbitIndex fixed) bonus.orbitAngle = Math.random() * Math.PI * 2; bonus.orbitSpeed = 0.04 + Math.random() * 0.09; } bonus.lastWasIntersecting = bIntersecting; } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Define Bonus class
var Bonus = Container.expand(function () {
var self = Container.call(this);
// Attach a bonus asset (use a star-like color and ellipse shape for visibility)
var bonusGraphics = self.attachAsset('bonus', {
anchorX: 0.5,
anchorY: 0.5
});
// Orbit parameters
self.orbitRadius = 170; // Default closer to center, will be overridden in Game Code
self.orbitAngle = Math.random() * Math.PI * 2; // Random start
// self.orbitSpeed will be set per instance in Game Code
// Update method for orbiting
self.update = function () {
self.orbitAngle += self.orbitSpeed;
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
};
return self;
});
// Define Deco class
var Deco = Container.expand(function () {
var self = Container.call(this);
// Use the 'deco' asset from Assets section
var decoGraphics = self.attachAsset('deco', {
anchorX: 0.5,
anchorY: 0.5
});
// Optionally, scale for visual distinction
decoGraphics.scaleX = 1.5;
decoGraphics.scaleY = 1.5;
// Deco does not move or update by default, but you can add animation here if needed
self.orbitRadius = 170; // Default to match average bonus orbit, will be overridden in Game Code
self.orbitAngle = Math.random() * Math.PI * 2;
self.orbitSpeed = -0.03; // Slower by default, will be overridden in Game Code if needed
self.update = function () {
self.orbitAngle += self.orbitSpeed;
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
};
return self;
});
// Position near the top
// Define Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy2 asset
var enemyGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
// Orbit parameters (will be set per instance in Game Code)
self.orbitRadius = 400; // Default, will be overridden
self.orbitAngle = Math.random() * Math.PI * 2;
self.orbitSpeed = -0.03; // Default, will be overridden
// Elliptical orbit support (optional, set in Game Code)
self.isElliptical = false;
self.ellipseA = undefined;
self.ellipseB = undefined;
// Update method for orbiting and rotation (like Deco)
self.update = function () {
self.orbitAngle += self.orbitSpeed;
if (self.isElliptical && typeof self.ellipseA === "number" && typeof self.ellipseB === "number") {
self.x = 1024 + self.ellipseA * Math.cos(self.orbitAngle);
self.y = 1366 + self.ellipseB * Math.sin(self.orbitAngle);
} else {
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
}
};
return self;
});
// Define Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player asset
var playerGraphics = self.attachAsset('Ballplayer', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position and movement properties
self.speed = 2.5; // Lowered for better perception
// Update method for player movement
self.update = function () {
// Movement handled by keyboard events
};
});
/****
* Initialize Game
****/
// Reset Assets section to initial state
// Reset Asteroid class definition
//<Assets used in the game will automatically appear here>
// Reset Planet class definition
// Reset Star class definition
// Reset Initialize Game section to initial state
// Reset Game Code section to initial state
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Import tween plugin for color cycling
// Stages configuration object
var stages = {};
// --- Create 11 stage objects, each on its own outward orbit ---
var stages = [];
var stageCount = 11;
var baseStageRadius = 200;
var stageRadiusStep = 80; // Each stage is 80px further out
for (var i = 0; i < stageCount; i++) {
var stage = new Container();
var stageGraphics = stage.attachAsset('stage', {
anchorX: 0.5,
anchorY: 0.5
});
stage.orbitRadius = baseStageRadius + i * stageRadiusStep;
stage.orbitSpeed = -3.5 * (0.24 + i * 0.024); // Increased speed: rotate opposite to bonuses
stage.orbitAngle = Math.random() * Math.PI * 2;
stage.isStage = true; // Mark for clarity
// --- Multicolor cycling effect using tween ---
(function (stageGraphics, i) {
// Define a set of bright, vivid colors to cycle through
var colorCycle = [0xff3b3b,
// bright red
0xfff200,
// yellow
0x00ff90,
// bright green
0x00e0ff,
// cyan
0x3b6cff,
// blue
0xc54ce4,
// purple
0xff5ef7,
// pink
0xffa500 // orange
];
var colorIndex = i % colorCycle.length;
var nextColorIndex = (colorIndex + 1) % colorCycle.length;
var tweenDuration = 900 + Math.floor(Math.random() * 600); // Vary duration for each stage
function tweenToNextColor() {
var fromColor = colorCycle[colorIndex];
var toColor = colorCycle[nextColorIndex];
// Animate color property using tween (correct API)
tween(stageGraphics, {
color: toColor
}, {
duration: tweenDuration,
easing: tween.linear,
onFinish: function onFinish() {
colorIndex = nextColorIndex;
nextColorIndex = (colorIndex + 1) % colorCycle.length;
tweenToNextColor();
}
});
}
// Set initial color and start cycling
stageGraphics.color = colorCycle[colorIndex];
if (typeof stageGraphics.tint !== "undefined") {
stageGraphics.tint = stageGraphics.color;
}
tweenToNextColor();
})(stageGraphics, i);
// --- End multicolor cycling effect ---
stage.update = function () {
this.orbitAngle += this.orbitSpeed;
this.x = 1024 + this.orbitRadius * Math.cos(this.orbitAngle);
this.y = 1366 + this.orbitRadius * Math.sin(this.orbitAngle);
};
stage.setSize = function (newSize) {
// Defensive: Only allow positive numbers
if (typeof newSize === "number" && newSize > 0) {
// The asset is always the first child
if (this.children && this.children.length > 0 && this.children[0]) {
var asset = this.children[0];
// Set both width and height to newSize (ellipse remains circular)
asset.width = newSize;
asset.height = newSize;
}
}
};
game.addChild(stage);
stages.push(stage);
}
// Add a player to the game
var player = game.addChild(new Player());
// Add 12 deco objects, all sharing the same orbit (same radius, speed, and direction)
var decos = [];
var decoCount = 12;
var sharedDecoOrbitRadius = 800; // Increased: All decos on a wider orbit
var sharedDecoOrbitSpeed = -0.9; // Reduced deco orbit speed (was -1.2)
for (var i = 0; i < decoCount; i++) {
var deco = game.addChild(new Deco());
deco.orbitRadius = sharedDecoOrbitRadius;
deco.orbitAngle = Math.PI * 2 / decoCount * i;
deco.orbitSpeed = sharedDecoOrbitSpeed;
decos.push(deco);
}
// Duplicate the outer deco orbit: add a second set of 12 decos on the same outer orbit, offset for visual separation
var decosOuter2 = [];
for (var i = 0; i < decoCount; i++) {
var deco2 = game.addChild(new Deco());
deco2.orbitRadius = sharedDecoOrbitRadius;
deco2.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for separation
deco2.orbitSpeed = sharedDecoOrbitSpeed;
decosOuter2.push(deco2);
}
// Add a third deco orbit, now with a larger radius for a bigger outer deco ring
var decosOuter3 = [];
var sharedDecoOuter3OrbitRadius = sharedDecoOrbitRadius + 200; // Increased: much larger than outer orbits
var sharedDecoOuter3OrbitSpeed = sharedDecoOrbitSpeed; // Same speed as other outer orbits
for (var i = 0; i < decoCount; i++) {
var deco3 = game.addChild(new Deco());
deco3.orbitRadius = sharedDecoOuter3OrbitRadius;
deco3.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / (decoCount * 2); // offset for visual separation
deco3.orbitSpeed = sharedDecoOuter3OrbitSpeed;
decosOuter3.push(deco3);
}
// Duplicate the largest deco orbit: add a second set of 12 decos on the same largest orbit, offset for visual separation
var decosOuter3b = [];
for (var i = 0; i < decoCount; i++) {
var deco3b = game.addChild(new Deco());
deco3b.orbitRadius = sharedDecoOuter3OrbitRadius;
deco3b.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // further offset for separation
deco3b.orbitSpeed = sharedDecoOuter3OrbitSpeed;
decosOuter3b.push(deco3b);
}
// Add a second deco orbit with half the radius and same count
var decosInner = [];
var sharedDecoInnerOrbitRadius = sharedDecoOrbitRadius / 2;
for (var i = 0; i < decoCount; i++) {
var decoInner = game.addChild(new Deco());
decoInner.orbitRadius = sharedDecoInnerOrbitRadius;
decoInner.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for visual separation
decoInner.orbitSpeed = sharedDecoOrbitSpeed;
// Reduce the size of the deco object for the inner orbit
if (decoInner.children && decoInner.children.length > 0 && decoInner.children[0]) {
decoInner.children[0].scaleX = 0.7;
decoInner.children[0].scaleY = 0.7;
}
decosInner.push(decoInner);
}
// Add 6 new enemies in a close orbit near the center
var closeEnemyCount = 6;
var closeEnemyOrbitRadius = 400; // Ampliado: más lejos del centro, pero aún dentro de la órbita de deco
var closeEnemyOrbitSpeed = -0.003; // Reduced to 25% speed for enemy2 (slower)
var closeEnemies = [];
for (var i = 0; i < closeEnemyCount; i++) {
var closeEnemy = game.addChild(new Enemy());
// Assign a random color to the close enemy's graphics
if (closeEnemy.children && closeEnemy.children.length > 0 && closeEnemy.children[0]) {
var randomColor = Math.floor(Math.random() * 0xFFFFFF) | 0;
closeEnemy.children[0].color = randomColor;
if (typeof closeEnemy.children[0].tint !== "undefined") {
closeEnemy.children[0].tint = randomColor;
}
}
closeEnemy.orbitRadius = closeEnemyOrbitRadius;
closeEnemy.orbitAngle = Math.PI * 2 / closeEnemyCount * i;
closeEnemy.orbitSpeed = closeEnemyOrbitSpeed;
closeEnemies.push(closeEnemy);
}
// Removed orbitingEnemy from the deco orbit
var orbitingEnemy = undefined;
// Define orbits so that all 3 are separated by at least 600px (radius difference)
// Minimum separation between orbits: 600px
var orbits = [170, 770, 1100]; // Reduced the outermost orbit radius from 1370 to 1100
// Create three bonus objects, each occupying a unique orbit
var bonuses = [];
for (var i = 0; i < 3; i++) {
var b = game.addChild(new Bonus());
b.orbitIndex = i;
b.orbitRadius = orbits[i];
b.orbitSpeed = 0.04 + Math.random() * 0.09;
// Distribute bonuses evenly around the circle
b.orbitAngle = Math.PI * 2 / 3 * i;
bonuses.push(b);
}
// Add a new fast-orbiting object (superBonus) that orbits faster than all bonuses
var superBonus = game.addChild(new Bonus());
superBonus.orbitIndex = 3; // Not on the same orbits as bonuses, but can use a new or existing radius
superBonus.orbitRadius = 320; // Reduced radius to keep inside screen
superBonus.orbitSpeed = 0.18 + Math.random() * 0.04; // Much faster than normal bonuses
superBonus.orbitAngle = Math.random() * Math.PI * 2;
// (Removed unnecessary update of deco.orbitRadius)
// Add level number display at the top center of the screen
var levelText = new Text2('Nivel 1', {
size: 100,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0); // Center horizontally, top edge
LK.gui.top.addChild(levelText);
// Add score display at the top right
var score = 0;
var scoreText = new Text2('Puntos: 0', {
size: 100,
fill: 0xFFFF00
});
scoreText.anchor.set(1, 0); // Right aligned, top edge
LK.gui.topRight.addChild(scoreText);
// Set initial position of the player
player.x = 1024; // Center horizontally
player.y = 2632; // Always at the bottom (100px from bottom edge)
// Store the center of the screen for easy reference
var centerX = 1024;
var centerY = 1366;
// Define orbits
var orbits = [110, 170, 230];
// Track the player's current angle and radius from the center
player.angle = Math.atan2(player.y - centerY, player.x - centerX);
player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
// Keyboard controls removed for compatibility; player movement is now handled by other means.
// Function to find the next closest orbit
function getNextOrbit(currentY) {
var currentOrbit = 2732 - currentY;
for (var i = 0; i < orbits.length; i++) {
if (orbits[i] > currentOrbit) {
return 2732 - orbits[i];
}
;
// --- Super Bonus object update and collision (fastest orbiting object) ---
if (typeof superBonus !== "undefined" && superBonus) {
superBonus.update();
if (superBonus.lastWasIntersecting === undefined) superBonus.lastWasIntersecting = false;
var sbIntersecting = superBonus.intersects(player);
if (!superBonus.lastWasIntersecting && sbIntersecting) {
// Player just collected the super bonus!
score += 200;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('Puntos: ' + score);
}
// Move superBonus to a new random angle and randomize its speed (always fast)
superBonus.orbitAngle = Math.random() * Math.PI * 2;
superBonus.orbitSpeed = 0.18 + Math.random() * 0.04;
}
superBonus.lastWasIntersecting = sbIntersecting;
}
;
// --- Deco fast counter-orbit update for all decos ---
if (typeof decos !== "undefined" && decos.length) {
for (var i = 0; i < decos.length; i++) {
var deco = decos[i];
deco.orbitAngle += deco.orbitSpeed;
deco.x = centerX + deco.orbitRadius * Math.cos(deco.orbitAngle);
deco.y = centerY + deco.orbitRadius * Math.sin(deco.orbitAngle);
// --- Collision detection: player initiates collision with deco ---
if (player.lastWasIntersectingDeco === undefined) player.lastWasIntersectingDeco = [];
if (player.lastWasIntersectingDeco[i] === undefined) player.lastWasIntersectingDeco[i] = false;
var playerHitsDeco = player.intersects(deco);
if (!player.lastWasIntersectingDeco[i] && playerHitsDeco) {
// Player collides with deco: flash blue and trigger game over
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
player.lastWasIntersectingDeco[i] = playerHitsDeco;
// --- Deco's own collision detection for legacy/compatibility ---
if (deco.lastWasIntersecting === undefined) deco.lastWasIntersecting = false;
var decoIntersecting = deco.intersects(player);
if (!deco.lastWasIntersecting && decoIntersecting) {
// Deco kills the player: flash blue and trigger game over
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersecting = decoIntersecting;
// --- Deco kills playerball as well (if playerball is a different object) ---
if (typeof playerball !== "undefined" && playerball) {
if (deco.lastWasIntersectingPlayerball === undefined) deco.lastWasIntersectingPlayerball = false;
var decoHitsPlayerball = deco.intersects(playerball);
if (!deco.lastWasIntersectingPlayerball && decoHitsPlayerball) {
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersectingPlayerball = decoHitsPlayerball;
}
// --- Deco collides with playerball or player (combined logic) ---
if (typeof playerball !== "undefined" && playerball) {
if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false;
var decoHitsPlayerOrBall = deco.intersects(player) || deco.intersects(playerball);
if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayerOrBall) {
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersectingPlayerOrBall = decoHitsPlayerOrBall;
} else {
// Only player exists
if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false;
var decoHitsPlayer = deco.intersects(player);
if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayer) {
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersectingPlayerOrBall = decoHitsPlayer;
}
}
}
}
;
;
// Add a new orbit to the end of the array to create an infinite loop
var newOrbit = orbits[orbits.length - 1] + 400;
orbits.push(newOrbit);
return 2732 - newOrbit;
}
// Track if right mouse button is held down
var rightMouseDown = false;
// Track if left mouse button is held down
var leftMouseDown = false;
// Add event listener for mouse click
game.down = function (x, y, obj) {
// Detect left or right click
var isRightClick = false;
if (obj && obj.event && obj.event.button !== undefined) {
isRightClick = obj.event.button === 2;
}
if (isRightClick) {
rightMouseDown = true;
} else {
leftMouseDown = true;
}
// Update player position based on new angle and current radius
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
};
// Add event listener for mouse up to stop moving towards center
game.up = function (x, y, obj) {
var isRightClick = false;
if (obj && obj.event && obj.event.button !== undefined) {
isRightClick = obj.event.button === 2;
}
if (isRightClick) {
rightMouseDown = false;
} else {
leftMouseDown = false;
}
};
// Set initial number of enemies for level 1 (3 enemies), and increase by 1 per level up to 20 levels
var currentLevel = 1;
var maxLevels = 20;
var enemies = [];
function spawnEnemiesForLevel(level) {
// Remove existing enemies from game
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].parent) enemies[i].parent.removeChild(enemies[i]);
}
enemies = [];
// Number of enemies increases by 1 per level, starting at 3, max 22 at level 20
var numEnemies = Math.min(3 + (level - 1), 3 + (maxLevels - 1));
// Amplified enemy orbits: increase all base radii for even wider orbits
var baseRadii = [370, 540, 710, 880, 1050, 1220, 1390, 1560];
for (var i = 0; i < numEnemies; i++) {
var enemy = game.addChild(new Enemy());
// Assign a random color to the enemy's graphics (varied color)
if (enemy.children && enemy.children.length > 0 && enemy.children[0]) {
var randomColor = Math.floor(Math.random() * 0xFFFFFF) | 0;
enemy.children[0].color = randomColor;
if (typeof enemy.children[0].tint !== "undefined") {
enemy.children[0].tint = randomColor;
}
}
enemy.x = 1024;
enemy.y = 1366;
// Distribute orbits and angles for variety
var baseRadius = baseRadii[i % baseRadii.length];
enemy.orbitRadius = baseRadius + Math.floor(Math.random() * 120);
enemy.orbitAngle = Math.random() * Math.PI * 2;
enemy.orbitSpeed = 0.004 + Math.random() * 0.003;
// Alternate direction: odd = counterclockwise, even = clockwise
if (i % 2 === 1) {
enemy.orbitSpeed *= -1;
enemy.isCounterClockwise = true;
} else {
enemy.isCounterClockwise = false;
}
enemy.speed = 1.2 + Math.random() * 1.5;
// Add random direction change timer for some enemies
enemy.canChangeDirection = Math.random() < 0.5; // 50% chance
if (enemy.canChangeDirection) {
enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120); // 1-3 seconds
enemy.directionChangeTick = 0;
}
enemies.push(enemy);
}
}
// Spawn initial enemies for level 1
spawnEnemiesForLevel(currentLevel);
// Play Vertigo music at the start of the game, ensure it loops
LK.playMusic('Vertigo', {
loop: true
});
// Update method for orbiting
game.update = function () {
// Gravity: each frame, pull the player a bit toward the center
if (typeof currentLevel === "undefined") {
var gravityStrength = 1.1;
} else {
// Increase gravityStrength by 0.001 per level (in thousandths)
var gravityStrength = 1.1 + (currentLevel - 1) * 0.001;
}
player.radius = Math.max(80, player.radius - gravityStrength);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
// --- LEVEL SYSTEM: Track and progress levels up to 20 ---
if (typeof currentLevel === "undefined") {
var currentLevel = 1;
var maxLevels = 20;
}
if (player.lastRadius === undefined) player.lastRadius = player.radius;
if (player.lastRadius > 80 && player.radius <= 80) {
// Player just reached the center!
// Give 100 points for reaching the center
if (typeof score !== "undefined") {
score += 100;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('Puntos: ' + score);
}
}
if (currentLevel < maxLevels) {
currentLevel++;
// --- Vertigo music control: play from level 1 to 5, stop after level 5 ---
// Only restart Vertigo music from the beginning if we are currently in level 1
if (currentLevel === 1 && LK.getMusicId() !== 'Vertigo') {
LK.playMusic('Vertigo', {
loop: true
});
}
if (currentLevel === 6) {
LK.stopMusic();
}
// Update level number display
if (typeof levelText !== "undefined" && levelText.setText) {
levelText.setText('Nivel ' + currentLevel);
}
// Intensify enemy orbits and speed for new level, but clamp to max for perception
for (var i = 0; i < enemies.length; i++) {
enemies[i].orbitSpeed = Math.min(enemies[i].orbitSpeed * 1.5, 0.045); // Clamp to max
enemies[i].speed = Math.min(enemies[i].speed * 1.25, 7); // Clamp to max
}
// Always set number of enemies to 3 + (currentLevel - 1)
spawnEnemiesForLevel(currentLevel);
// Add rotation/orbit variants: some reverse, some elliptical
for (var k = 0; k < enemies.length; k++) {
// Every 3rd enemy or at higher levels, make elliptical orbits
if ((k + currentLevel) % 3 === 0 && currentLevel > 4) {
enemies[k].ellipseA = enemies[k].orbitRadius;
enemies[k].ellipseB = Math.max(120, enemies[k].orbitRadius - 60 - Math.random() * 80);
enemies[k].isElliptical = true;
} else {
enemies[k].isElliptical = false;
}
// Alternate direction for more chaos
if (currentLevel > 6 && k % 2 === 0) {
enemies[k].orbitSpeed = -Math.abs(enemies[k].orbitSpeed);
} else {
enemies[k].orbitSpeed = Math.abs(enemies[k].orbitSpeed);
}
}
// Reset player to starting position for next level (center bottom of the screen)
player.x = 1024; // Center horizontally
player.y = 2632; // 100px from bottom edge
player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
player.angle = Math.atan2(player.y - centerY, player.x - centerX);
// Optionally, randomize enemy orbits a bit for variety
for (var j = 0; j < enemies.length; j++) {
enemies[j].orbitAngle = Math.random() * Math.PI * 2;
}
} else {
// Completed all levels, show win
LK.showYouWin();
}
}
player.lastRadius = player.radius;
// Move player towards the center if right mouse button is held down (extra boost)
if (typeof rightMouseDown !== "undefined" && rightMouseDown) {
// Each frame, move the player 3.5px closer to the center, but not below a minimum radius of 80
player.radius = Math.max(80, player.radius - 3.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Rotate player if left mouse button is held down
if (typeof leftMouseDown !== "undefined" && leftMouseDown) {
player.angle += 0.035; // Slower, smoother rotation for perception
// When rotating, accelerate gravity (move faster to center)
player.radius = Math.max(80, player.radius - gravityStrength * 2.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Update all miniparticles (if any)
if (game.children && game.children.length) {
for (var i = game.children.length - 1; i >= 0; i--) {
var c = game.children[i];
if (c && typeof c.update === "function" && c.vx !== undefined && c.vy !== undefined && c.life !== undefined) {
c.update();
}
}
}
enemies.forEach(function (enemy) {
// Randomly change direction if enabled, but only after 3 full orbits in one direction
if (enemy.canChangeDirection) {
if (enemy.directionChangeTick === undefined) enemy.directionChangeTick = 0;
if (enemy.orbitDirectionStartAngle === undefined) enemy.orbitDirectionStartAngle = enemy.orbitAngle;
if (enemy.orbitsInCurrentDirection === undefined) enemy.orbitsInCurrentDirection = 0;
enemy.directionChangeTick++;
// Calculate how many full orbits have been completed in the current direction
var angleDiff = enemy.orbitAngle - enemy.orbitDirectionStartAngle;
// Normalize to [0, 2PI)
var fullOrbits = Math.abs(angleDiff) / (Math.PI * 2);
// Only increment if we passed a full orbit since last check
if (enemy.lastFullOrbits === undefined) enemy.lastFullOrbits = 0;
if (Math.floor(fullOrbits) > enemy.lastFullOrbits) {
enemy.orbitsInCurrentDirection += Math.floor(fullOrbits) - enemy.lastFullOrbits;
enemy.lastFullOrbits = Math.floor(fullOrbits);
}
if (enemy.directionChangeTick >= enemy.directionChangeInterval && enemy.orbitsInCurrentDirection >= 3) {
// Flip direction
enemy.orbitSpeed *= -1;
enemy.directionChangeTick = 0;
// Reset orbit tracking for new direction
enemy.orbitDirectionStartAngle = enemy.orbitAngle;
enemy.orbitsInCurrentDirection = 0;
enemy.lastFullOrbits = 0;
// Optionally, randomize next interval
enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120);
}
}
enemy.orbitAngle += enemy.orbitSpeed;
if (enemy.isElliptical) {
// Elliptical orbit
var a = enemy.ellipseA || enemy.orbitRadius;
var b = enemy.ellipseB || enemy.orbitRadius - 60;
enemy.x = centerX + a * Math.cos(enemy.orbitAngle);
enemy.y = centerY + b * Math.sin(enemy.orbitAngle);
} else {
// Circular orbit
enemy.x = centerX + enemy.orbitRadius * Math.cos(enemy.orbitAngle);
enemy.y = centerY + enemy.orbitRadius * Math.sin(enemy.orbitAngle);
}
// --- Collision detection with player ---
if (enemy.lastWasIntersecting === undefined) enemy.lastWasIntersecting = false;
var isIntersecting = enemy.intersects(player);
if (!enemy.lastWasIntersecting && isIntersecting) {
// Collision just started, trigger miniparticle explosion and then game over
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
// Miniparticle explosion effect
if (player && player.parent) {
var miniparticleCount = 18;
var miniparticleSpeed = 12;
var miniparticleLifetime = 700;
for (var mp = 0; mp < miniparticleCount; mp++) {
var angle = Math.PI * 2 / miniparticleCount * mp + Math.random() * 0.2;
var p = new Container();
var g = p.attachAsset('Ballplayer', {
anchorX: 0.5,
anchorY: 0.5
});
g.width = player.children[0].width * 0.22;
g.height = player.children[0].height * 0.22;
g.alpha = 0.85;
p.x = player.x;
p.y = player.y;
p.vx = Math.cos(angle) * (miniparticleSpeed + Math.random() * 2);
p.vy = Math.sin(angle) * (miniparticleSpeed + Math.random() * 2);
p.life = miniparticleLifetime;
p.update = function () {
this.x += this.vx;
this.y += this.vy;
this.vx *= 0.96;
this.vy *= 0.96;
this.life -= 16;
if (this.children[0]) this.children[0].alpha = Math.max(0, this.children[0].alpha - 0.045);
if (this.life <= 0 && this.parent) this.parent.removeChild(this);
};
game.addChild(p);
}
// Hide player immediately
player.visible = false;
// After miniparticleLifetime, show game over
LK.setTimeout(function () {
LK.showGameOver();
}, miniparticleLifetime);
} else {
LK.showGameOver();
}
}
enemy.lastWasIntersecting = isIntersecting;
});
// --- enemy2 (closeEnemies and orbitingEnemy) kill the player on collision ---
if (typeof closeEnemies !== "undefined" && closeEnemies.length) {
for (var i = 0; i < closeEnemies.length; i++) {
var cEnemy = closeEnemies[i];
if (cEnemy.lastWasIntersecting === undefined) cEnemy.lastWasIntersecting = false;
var cEnemyIntersecting = cEnemy.intersects(player);
if (!cEnemy.lastWasIntersecting && cEnemyIntersecting) {
// enemy2 kills the player: flash red and trigger game over
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
cEnemy.lastWasIntersecting = cEnemyIntersecting;
}
}
if (typeof orbitingEnemy !== "undefined" && orbitingEnemy) {
if (orbitingEnemy.lastWasIntersecting === undefined) orbitingEnemy.lastWasIntersecting = false;
var oEnemyIntersecting = orbitingEnemy.intersects(player);
if (!orbitingEnemy.lastWasIntersecting && oEnemyIntersecting) {
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
orbitingEnemy.lastWasIntersecting = oEnemyIntersecting;
}
// --- Stage object update (orbiting) ---
if (typeof stage !== "undefined" && stage) {
stage.update();
}
// --- Bonus objects update and collision (three bonuses, one per orbit) ---
if (bonuses && bonuses.length) {
for (var i = 0; i < bonuses.length; i++) {
var bonus = bonuses[i];
bonus.update();
if (bonus.lastWasIntersecting === undefined) bonus.lastWasIntersecting = false;
var bIntersecting = bonus.intersects(player);
if (!bonus.lastWasIntersecting && bIntersecting) {
// Player just collected the bonus!
score += 50;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('Puntos: ' + score);
}
// Move this bonus to a new random angle on its own orbit (keep orbitIndex fixed)
bonus.orbitAngle = Math.random() * Math.PI * 2;
bonus.orbitSpeed = 0.04 + Math.random() * 0.09;
}
bonus.lastWasIntersecting = bIntersecting;
}
}
};
Dead
Sound effect
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