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la pantalla splash no es para jugar es como un staje cero donde no esta el player, solo una pantalla para iniciar
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el splash sgreen no debe inicial el juego hasta no hacer tap
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coloca un splash de inicio sin el jugador y el asset Titulo-rectangulo en el centro
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los bonos daran puntos siempre
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el superbono que de puntos seguidos
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hay bonus en el centro y en el extremo, pero dentro hay una linea mas, esos tambien mas lentos
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mas lenta
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mas lenta la velocidad de los bonus
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los bonus fuera del centro que orbiten mas lento
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que el corazon dure 20 segundos
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el corazon de vida aparece en las orbitas internas y alejado del centro, como en el tercer deco
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el corazon de vida aparece y se va en 5 segundo, solo da una vida, si el jugador lo intercepta el corazon desaparece
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el corazon debe orbitar en las orbitas mas alejadas del centro
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Please fix the bug: 'TypeError: heartInOrbitObj is null' in or related to this line: 'heartInOrbitObj.lastWasIntersecting = heartIntersecting;' Line Number: 1454
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las 4 orbitas de bonus daran puntos si el jugador se encuentra con bonus
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las tres orbitas donde esta bonus el bonus dara puntos
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ayuda a que bonus de puntos al jugador
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usa verde manzana, naranja, rosa, rojo, azules, purpuras, amarillos para el bacgroun y los de larcoiris ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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debe cambiar entre una oaleta con los colores del arcoiris ramdom ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que se note mmas fuerte el colo cuando cambie el backgound ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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coloca efecto de cambio de colorpara el backgroun segun avance de nivel
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coloriza el backgroun de manera aleatorea por nivel
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colocalos mas abajo de nivel
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bajalos mas
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los corazones de vida bajalos un poquito
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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 default 'enemy' asset (restored to default color and shape) var enemyGraphics = self.attachAsset('enemy', { 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 ****/ // Add 'lines' asset as a background image, scaled to cover the game area // Helper to generate a random pastel color function randomPastelColor() { var r = 180 + Math.floor(Math.random() * 75); var g = 180 + Math.floor(Math.random() * 75); var b = 180 + Math.floor(Math.random() * 75); return r << 16 | g << 8 | b; } // Store background asset and color for per-level colorization var bgLinesColor = randomPastelColor(); var bgLines = LK.getAsset('lines', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 573.44, scaleY: 2732 / 1019.45 }); bgLines.alpha = 0.2; bgLines.color = bgLinesColor; if (typeof bgLines.tint !== "undefined") { bgLines.tint = bgLinesColor; } game.addChildAt(bgLines, 0); // Add as the very first child (background) // Import tween plugin for color cycling // Reduced collision function: returns true if a and b are within a reduced collision range (scale < 1 for smaller hitbox) function reducedCollision(a, b, scale) { if (!a || !b || !a.children || !b.children || !a.children[0] || !b.children[0]) return false; var aw = a.children[0].width * scale, ah = a.children[0].height * scale; var bw = b.children[0].width * scale, bh = b.children[0].height * scale; var dx = a.x - b.x, dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); var minDist = (Math.max(aw, ah) + Math.max(bw, bh)) * 0.5 * 0.5; return dist < minDist; } // 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 = [0x7fff4f, // apple green 0xffa500, // orange 0xff5ef7, // pink 0xff3b3b, // red 0x00e0ff, // light blue 0x3b6cff, // blue 0xc54ce4, // purple 0xfff200 // yellow ]; 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()); // Assign a random light color to the deco's graphics if (deco.children && deco.children.length > 0 && deco.children[0]) { var r = 200 + Math.floor(Math.random() * 56); var g = 200 + Math.floor(Math.random() * 56); var b = 200 + Math.floor(Math.random() * 56); var lightColor = r << 16 | g << 8 | b; deco.children[0].color = lightColor; if (typeof deco.children[0].tint !== "undefined") { deco.children[0].tint = lightColor; } } 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()); // Assign a random light color to the deco's graphics if (deco2.children && deco2.children.length > 0 && deco2.children[0]) { var r = 200 + Math.floor(Math.random() * 56); var g = 200 + Math.floor(Math.random() * 56); var b = 200 + Math.floor(Math.random() * 56); var lightColor = r << 16 | g << 8 | b; deco2.children[0].color = lightColor; if (typeof deco2.children[0].tint !== "undefined") { deco2.children[0].tint = lightColor; } } 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()); // Assign a random light color to the deco's graphics if (deco3.children && deco3.children.length > 0 && deco3.children[0]) { var r = 200 + Math.floor(Math.random() * 56); var g = 200 + Math.floor(Math.random() * 56); var b = 200 + Math.floor(Math.random() * 56); var lightColor = r << 16 | g << 8 | b; deco3.children[0].color = lightColor; if (typeof deco3.children[0].tint !== "undefined") { deco3.children[0].tint = lightColor; } } 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()); // Assign a random light color to the deco's graphics if (deco3b.children && deco3b.children.length > 0 && deco3b.children[0]) { var r = 200 + Math.floor(Math.random() * 56); var g = 200 + Math.floor(Math.random() * 56); var b = 200 + Math.floor(Math.random() * 56); var lightColor = r << 16 | g << 8 | b; deco3b.children[0].color = lightColor; if (typeof deco3b.children[0].tint !== "undefined") { deco3b.children[0].tint = lightColor; } } 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()); // Assign a random light color to the deco's graphics if (decoInner.children && decoInner.children.length > 0 && decoInner.children[0]) { var r = 200 + Math.floor(Math.random() * 56); var g = 200 + Math.floor(Math.random() * 56); var b = 200 + Math.floor(Math.random() * 56); var lightColor = r << 16 | g << 8 | b; decoInner.children[0].color = lightColor; if (typeof decoInner.children[0].tint !== "undefined") { decoInner.children[0].tint = lightColor; } decoInner.children[0].scaleX = 0.7; decoInner.children[0].scaleY = 0.7; } decoInner.orbitRadius = sharedDecoInnerOrbitRadius; decoInner.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for visual separation decoInner.orbitSpeed = sharedDecoOrbitSpeed; 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 = []; // Use the original first colors for close enemies, and assign each a unique color // Cambia el color rojo (0xe60000) por un verde brillante (0x00ff90) var originalColors = [0x00ff90, // bright green (antes era rojo) // strong red (reemplazado) // blue 0x484de8, // magenta 0xf30cdc, // cyan 0x00e0ff, // yellow 0xffeb5e, // blueish 0x4c7fb9]; var usedColors = []; var _loop = function _loop() { closeEnemy = game.addChild(new Enemy()); // Assign a random multicolor to the close enemy's graphics if (closeEnemy.children && closeEnemy.children.length > 0 && closeEnemy.children[0]) { var _tweenToNextColorEnemy2 = function tweenToNextColorEnemy2() { var fromColor = colorCycle[colorIndex]; var toColor = colorCycle[nextColorIndex]; tween(enemyGraphics, { color: toColor }, { duration: tweenDuration, easing: tween.linear, onFinish: function onFinish() { colorIndex = nextColorIndex; nextColorIndex = (colorIndex + 1) % colorCycle.length; _tweenToNextColorEnemy2(); } }); }; // Multicolor cycling effect for close enemies (enemy2) colorCycle = [0x7fff4f, // apple green 0xffa500, // orange 0xff5ef7, // pink 0xff3b3b, // red 0x00e0ff, // light blue 0x3b6cff, // blue 0xc54ce4, // purple 0xfff200 // yellow ]; colorIndex = Math.floor(Math.random() * colorCycle.length); nextColorIndex = (colorIndex + 1) % colorCycle.length; tweenDuration = 900 + Math.floor(Math.random() * 600); enemyGraphics = closeEnemy.children[0]; enemyGraphics.color = colorCycle[colorIndex]; if (typeof enemyGraphics.tint !== "undefined") { enemyGraphics.tint = enemyGraphics.color; } _tweenToNextColorEnemy2(); } closeEnemy.orbitRadius = closeEnemyOrbitRadius; closeEnemy.orbitAngle = Math.PI * 2 / closeEnemyCount * i; closeEnemy.orbitSpeed = closeEnemyOrbitSpeed; closeEnemies.push(closeEnemy); }, closeEnemy, colorCycle, colorIndex, nextColorIndex, tweenDuration, enemyGraphics; for (var i = 0; i < closeEnemyCount; i++) { _loop(); } // 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]; // Increase bonus speed a little per level var bonusSpeedIncrease = typeof currentLevel !== "undefined" ? (currentLevel - 1) * 0.002 : 0; // 0.002 per level (was 0.004) // Reduce speed for the outermost bonus (i==2) if (i === 2) { b.orbitSpeed = 0.02 + Math.random() * 0.04 + bonusSpeedIncrease * 0.5; // much slower } else { b.orbitSpeed = 0.04 + Math.random() * 0.09 + bonusSpeedIncrease; } // 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 // Increase superBonus speed a little per level var superBonusSpeedIncrease = typeof currentLevel !== "undefined" ? (currentLevel - 1) * 0.003 : 0; // 0.003 per level (was 0.006) superBonus.orbitSpeed = 0.18 + Math.random() * 0.04 + superBonusSpeedIncrease; // 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, font: "'Impact','Arial Black',Tahoma" }); levelText.anchor.set(0.5, 0); // Center horizontally, top edge LK.gui.top.addChild(levelText); // Add record display below the level display at the top center, with "Record" label smaller and number larger, stacked vertically and centered var recordLabelText = new Text2('Record', { size: 90, fill: 0xA020F0, font: "'Impact','Arial Black',Tahoma" }); recordLabelText.anchor.set(0.5, 0); // Center horizontally, top edge recordLabelText.y = levelText.height + 10; // 10px below levelText recordLabelText.visible = false; recordLabelText.alpha = 0.75; LK.gui.top.addChild(recordLabelText); var recordTopText = new Text2('0', { size: 260, fill: 0xA020F0, font: "'Impact','Arial Black',Tahoma" }); recordTopText.anchor.set(0.5, 0); // Center horizontally, top edge recordTopText.y = recordLabelText.y + recordLabelText.height - 10; // Stack number below label, slight overlap for tightness recordTopText.visible = false; recordTopText.alpha = 0.75; LK.gui.top.addChild(recordTopText); // Hide record display by default (already set above), will show on game over // Update levelText to show the current level at game start if (typeof currentLevel !== "undefined" && typeof levelText !== "undefined" && levelText.setText) { levelText.setText('Nivel ' + currentLevel); } // Update recordTopText to show the current record at game start if (typeof record !== "undefined" && typeof recordTopText !== "undefined" && recordTopText.setText) { recordTopText.setText('' + record); } // Add score display at the bottom center in purple, only the number and centered var score = 0; var scoreText = new Text2('0', { size: 100, fill: 0xA020F0, // purple font: "'Impact','Arial Black',Tahoma" }); scoreText.anchor.set(0.5, 1); // Centered horizontally, bottom edge LK.gui.bottom.addChild(scoreText); // Record is persisted using storage plugin var record = 0; var storedRecord = storage.record; if (storedRecord !== null && storedRecord !== undefined) { storedRecord = parseInt(storedRecord); if (!isNaN(storedRecord)) record = storedRecord; } // --- LIVES SYSTEM --- // Number of lives (default 9) var lives = 9; var maxLives = 9; // Display lives (hearts) below the 'Nivel' text at the top center (GUI coordinates) var livesHearts = []; var heartSpacing = 70; // px between hearts var heartSize = 64; // asset size // Remove old livesText if present if (typeof livesText !== "undefined" && livesText && livesText.parent) { livesText.parent.removeChild(livesText); } var livesText = undefined; // Create a container for hearts and add to LK.gui.top var livesContainer = new Container(); LK.gui.top.addChild(livesContainer); // Position livesContainer below the levelText // levelText is anchored at (0.5, 0), so its y is 0 livesContainer.x = 0; // Will be centered by anchor livesContainer.y = levelText.height + 90; // Much further below 'Nivel' (was 10) // Center the container horizontally at the top center livesContainer.anchorX = 0.5; livesContainer.anchorY = 0; // Create and add heart assets for each life, positioned in the container for (var i = 0; i < maxLives; i++) { var heart = LK.getAsset('heart8bit', { anchorX: 0.5, anchorY: 0.5, x: (i - (maxLives - 1) / 2) * heartSpacing, y: 0, width: heartSize, height: heartSize }); livesContainer.addChild(heart); livesHearts.push(heart); } // Helper to update lives display (show/hide hearts) function updateLivesText() { for (var i = 0; i < maxLives; i++) { if (livesHearts[i]) { livesHearts[i].visible = i < lives; // Optionally, fade out lost hearts livesHearts[i].alpha = i < lives ? 1 : 0.25; } } } updateLivesText(); // Hide record display at the start of the game if (typeof recordTopText !== "undefined") recordTopText.visible = false; if (typeof recordLabelText !== "undefined") recordLabelText.visible = false; // 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 = reducedCollision(superBonus, player, 0.7); if (!superBonus.lastWasIntersecting && sbIntersecting) { // Player just collected the super bonus! score += 200; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('' + score); } // Update record if needed if (score > record) { record = score; storage.record = record; } if (typeof pointsText !== "undefined" && pointsText.setText) { pointsText.setText('Record: ' + record); } // Update recordTopText at the top center as well if (typeof recordTopText !== "undefined" && recordTopText.setText) { recordTopText.setText('' + record); } // Move superBonus to a new random angle and randomize its speed (always fast) superBonus.orbitAngle = Math.random() * Math.PI * 2; var superBonusSpeedIncrease = typeof currentLevel !== "undefined" ? (currentLevel - 1) * 0.003 : 0; // 0.003 per level (was 0.006) superBonus.orbitSpeed = 0.18 + Math.random() * 0.04 + superBonusSpeedIncrease; } 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 = reducedCollision(player, deco, 0.7); if (!player.lastWasIntersectingDeco[i] && playerHitsDeco) { // Player collides with deco: flash blue and handle lives/game over LK.effects.flashScreen(0x00e0ff, 1000); LK.getSound('Dead').play(); lives--; updateLivesText(); if (lives <= 0) { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } else { // Respawn player at start position, restore visibility, reset radius/angle player.x = 1024; player.y = 2632; 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); player.visible = true; } } player.lastWasIntersectingDeco[i] = playerHitsDeco; // --- Deco's own collision detection for legacy/compatibility --- if (deco.lastWasIntersecting === undefined) deco.lastWasIntersecting = false; var decoIntersecting = reducedCollision(deco, player, 0.7); 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(); if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; 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 = reducedCollision(deco, playerball, 0.7); if (!deco.lastWasIntersectingPlayerball && decoHitsPlayerball) { LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; 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 = reducedCollision(deco, player, 0.7) || reducedCollision(deco, playerball, 0.7); if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayerOrBall) { LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } deco.lastWasIntersectingPlayerOrBall = decoHitsPlayerOrBall; } else { // Only player exists if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false; var decoHitsPlayer = reducedCollision(deco, player, 0.7); if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayer) { LK.effects.flashScreen(0x00e0ff, 1000); // Play dead sound LK.getSound('Dead').play(); if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; 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; // Track which direction the player should move: -1 for left, 1 for right, 0 for none var playerMoveDirection = 0; // Add event listener for mouse/touch down game.down = function (x, y, obj) { // x is in game coordinates (0 to 2048) if (x < 1024) { // Pressed on left half: move player right (clockwise) playerMoveDirection = 1; } else { // Pressed on right half: move player left (counterclockwise) playerMoveDirection = -1; } }; // Add event listener for mouse/touch up to stop moving game.up = function (x, y, obj) { playerMoveDirection = 0; }; // Set initial number of enemies for level 1 (3 enemies), and increase by 1 per level up to 20 levels if (typeof currentLevel === "undefined" || currentLevel === null) { 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 // Limit max enemy orbit to the outermost deco orbit var maxEnemyOrbitRadius = sharedDecoOuter3OrbitRadius; var baseRadii = [370, 540, 710, 880, 1050, 1220, 1390, 1560]; var _loop2 = function _loop2() { enemy = game.addChild(new Enemy()); // Assign a random multicolor to the enemy's graphics if (enemy.children && enemy.children.length > 0 && enemy.children[0]) { var _tweenToNextColorEnemy = function tweenToNextColorEnemy() { var fromColor = colorCycle[colorIndex]; var toColor = colorCycle[nextColorIndex]; tween(enemyGraphics, { color: toColor }, { duration: tweenDuration, easing: tween.linear, onFinish: function onFinish() { colorIndex = nextColorIndex; nextColorIndex = (colorIndex + 1) % colorCycle.length; _tweenToNextColorEnemy(); } }); }; // Multicolor cycling effect for main enemies (enemy) colorCycle = [0x7fff4f, // apple green 0xffa500, // orange 0xff5ef7, // pink 0xff3b3b, // red 0x00e0ff, // light blue 0x3b6cff, // blue 0xc54ce4, // purple 0xfff200 // yellow ]; colorIndex = Math.floor(Math.random() * colorCycle.length); nextColorIndex = (colorIndex + 1) % colorCycle.length; tweenDuration = 900 + Math.floor(Math.random() * 600); enemyGraphics = enemy.children[0]; enemyGraphics.color = colorCycle[colorIndex]; if (typeof enemyGraphics.tint !== "undefined") { enemyGraphics.tint = enemyGraphics.color; } _tweenToNextColorEnemy(); } enemy.x = 1024; enemy.y = 1366; // Distribute orbits and angles for variety baseRadius = baseRadii[i % baseRadii.length]; enemy.orbitRadius = baseRadius + Math.floor(Math.random() * 120); // Clamp to max deco orbit radius if (enemy.orbitRadius > maxEnemyOrbitRadius) enemy.orbitRadius = maxEnemyOrbitRadius; enemy.orbitAngle = Math.random() * Math.PI * 2; // Increase base orbit speed a little per level, but with diminishing increment as level increases var baseSpeed = 0.004 + Math.random() * 0.003; // Diminishing increment: increment = 0.001 * (1 / (1 + 0.18 * (level-1))) var diminishingFactor = 1 / (1 + 0.18 * Math.max(0, level - 1)); var speedIncrease = typeof level !== "undefined" ? (level - 1) * 0.001 * diminishingFactor : 0; enemy.orbitSpeed = baseSpeed + speedIncrease; // 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); }, enemy, colorCycle, colorIndex, nextColorIndex, tweenDuration, enemyGraphics, baseRadius; for (var i = 0; i < numEnemies; i++) { _loop2(); } } // 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 = 2.2; } else { // Increase gravityStrength by 0.003 per level (much faster acceleration) var gravityStrength = 2.2 + (currentLevel - 1) * 0.003; } // Calculate vector from player to center var dx = centerX - player.x; var dy = centerY - player.y; var dist = Math.sqrt(dx * dx + dy * dy); // Only apply gravity if not already at center if (dist > 0.1) { // Normalize direction var nx = dx / dist; var ny = dy / dist; // Move player toward center by gravityStrength, but don't overshoot var moveDist = Math.min(gravityStrength, dist); player.x += nx * moveDist; player.y += ny * moveDist; // Update angle and radius for consistency with orbit logic 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)); } else { // Snap to center if extremely close player.x = centerX; player.y = centerY; player.angle = 0; player.radius = 0; } // Smooth and continuous player movement (rotation/orbit) if (typeof playerMoveDirection !== "undefined" && playerMoveDirection !== 0) { // Player rotation speed increases with level, similar to enemy speed scaling // Base moveSpeed is 0.012, increase by 0.0007 per level (same as enemy speedIncrease) var moveSpeed = 0.012 + (typeof currentLevel !== "undefined" ? currentLevel - 1 : 0) * 0.0007; player.angle += playerMoveDirection * moveSpeed; // Recalculate position based on new angle, keep radius 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" || currentLevel === null) { currentLevel = 1; var maxLevels = 20; } if (typeof levelText !== "undefined" && levelText.setText) { levelText.setText('Nivel ' + currentLevel); } if (player.lastRadius === undefined) player.lastRadius = player.radius; // Check if player is within the center range (radius <= 30) and only advance when crossing into the center (from outside to inside) if (player.lastRadius === undefined) player.lastRadius = player.radius; if (!game._alreadyAdvancedLevel && player.lastRadius > 30 && player.radius <= 30) { // Player just reached the center, advance level game._alreadyAdvancedLevel = true; if (currentLevel < 12) { currentLevel++; // Colorize background with a random rainbow palette color for each level with smooth transition var rainbowPalette = [0x7fff4f, // apple green 0xffa500, // orange 0xff5ef7, // pink 0xff3b3b, // red 0x00e0ff, // light blue 0x3b6cff, // blue 0xc54ce4, // purple 0xfff200 // yellow ]; var prevBgLinesColor = bgLinesColor; bgLinesColor = rainbowPalette[Math.floor(Math.random() * rainbowPalette.length)]; if (typeof bgLines.tint !== "undefined") { // Animate color transition using tween plugin // Stronger effect: fade out, swap color, then fade in tween(bgLines, { alpha: 0.05 }, { duration: 250, easing: tween.cubicIn, onFinish: function onFinish() { // Instantly set new color at lowest alpha bgLines.color = bgLinesColor; bgLines.tint = bgLinesColor; // Fade in strongly tween(bgLines, { alpha: 0.32 }, { duration: 650, easing: tween.cubicOut }); } }); } else { bgLines.color = bgLinesColor; } // Do NOT reset lives on new level updateLivesText(); // Hide record display at the start of a new level if (typeof recordTopText !== "undefined") recordTopText.visible = false; if (typeof recordLabelText !== "undefined") recordLabelText.visible = false; // Update level number display if (typeof levelText !== "undefined" && levelText.setText) { levelText.setText('Nivel ' + currentLevel); } // Always set number of enemies to 3 + (currentLevel - 1), up to 22 at level 20 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); } // Apply diminishing increment to enemy speed on level up as well var baseSpeed = Math.abs(enemies[k].orbitSpeed); var diminishingFactor = 1 / (1 + 0.18 * Math.max(0, currentLevel - 1)); var speedIncrease = (currentLevel - 1) * 0.001 * diminishingFactor; enemies[k].orbitSpeed = (enemies[k].orbitSpeed < 0 ? -1 : 1) * (baseSpeed + speedIncrease); } // 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; } // --- Update bonuses and superBonus speed for new level --- for (var i = 0; i < bonuses.length; i++) { var bonusSpeedIncrease = (currentLevel - 1) * 0.002; // was 0.004 // Reduce speed for the outermost bonus (i==2) if (i === 2) { bonuses[i].orbitSpeed = 0.02 + Math.random() * 0.04 + bonusSpeedIncrease * 0.5; } else { bonuses[i].orbitSpeed = 0.04 + Math.random() * 0.09 + bonusSpeedIncrease; } } var superBonusSpeedIncrease = (currentLevel - 1) * 0.003; // was 0.006 superBonus.orbitSpeed = 0.18 + Math.random() * 0.04 + superBonusSpeedIncrease; // --- End update bonuses and superBonus speed --- if (currentLevel === 12) { LK.showYouWin(); } } } // Allow level advance again only after player leaves the center if (player.radius > 30) { game._alreadyAdvancedLevel = false; } 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; // Custom collision: reduce hitbox to 70% of asset size // Defined globally so it is available everywhere // This function is now defined globally at the top of Game Code for universal access function reducedCollision(a, b, scale) { if (!a || !b || !a.children || !b.children || !a.children[0] || !b.children[0]) return false; var aw = a.children[0].width * scale, ah = a.children[0].height * scale; var bw = b.children[0].width * scale, bh = b.children[0].height * scale; var dx = a.x - b.x, dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); var minDist = (Math.max(aw, ah) + Math.max(bw, bh)) * 0.5 * 0.5; return dist < minDist; } var isIntersecting = reducedCollision(enemy, player, 0.7); if (!enemy.lastWasIntersecting && isIntersecting) { // Collision just started, trigger miniparticle explosion and then handle lives/game over LK.effects.flashScreen(0xff0000, 1000); 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, handle lives/game over LK.setTimeout(function () { lives--; updateLivesText(); if (lives <= 0) { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } else { // Respawn player at start position, restore visibility, reset radius/angle player.x = 1024; player.y = 2632; 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); player.visible = true; } }, miniparticleLifetime); } else { lives--; updateLivesText(); if (lives <= 0) { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } else { // Respawn player at start position, restore visibility, reset radius/angle player.x = 1024; player.y = 2632; 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); player.visible = true; } } } 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 = reducedCollision(cEnemy, player, 0.7); if (!cEnemy.lastWasIntersecting && cEnemyIntersecting) { // enemy2 kills the player: flash red and handle lives/game over LK.effects.flashScreen(0xff0000, 1000); LK.getSound('Dead').play(); lives--; updateLivesText(); if (lives <= 0) { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } else { // Respawn player at start position, restore visibility, reset radius/angle player.x = 1024; player.y = 2632; 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); player.visible = true; } } cEnemy.lastWasIntersecting = cEnemyIntersecting; } } if (typeof orbitingEnemy !== "undefined" && orbitingEnemy) { if (orbitingEnemy.lastWasIntersecting === undefined) orbitingEnemy.lastWasIntersecting = false; var oEnemyIntersecting = reducedCollision(orbitingEnemy, player, 0.7); if (!orbitingEnemy.lastWasIntersecting && oEnemyIntersecting) { LK.effects.flashScreen(0xff0000, 1000); LK.getSound('Dead').play(); lives--; updateLivesText(); if (lives <= 0) { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } else { // Respawn player at start position, restore visibility, reset radius/angle player.x = 1024; player.y = 2632; 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); player.visible = true; } } orbitingEnemy.lastWasIntersecting = oEnemyIntersecting; } // --- Stage object update (orbiting) --- if (typeof stage !== "undefined" && stage) { stage.update(); } // --- Bonus objects update and collision (four bonuses, including superBonus) --- 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 = reducedCollision(bonus, player, 0.7); if (!bonus.lastWasIntersecting && bIntersecting) { // Player just collected the bonus! // Give extra points for bonus: 150 points (instead of 50) score += 150; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('' + score); } // Update record if needed if (score > record) { record = score; storage.record = record; } if (typeof pointsText !== "undefined" && pointsText.setText) { pointsText.setText('Record: ' + record); } // Update recordTopText at the top center as well if (typeof recordTopText !== "undefined" && recordTopText.setText) { recordTopText.setText('' + record); } // Move this bonus to a new random angle on its own orbit (keep orbitIndex fixed) bonus.orbitAngle = Math.random() * Math.PI * 2; var bonusSpeedIncrease = typeof currentLevel !== "undefined" ? (currentLevel - 1) * 0.002 : 0; // 0.002 per level (was 0.004) // Reduce speed for the outermost bonus (orbitIndex==2) if (bonus.orbitIndex === 2) { bonus.orbitSpeed = 0.02 + Math.random() * 0.04 + bonusSpeedIncrease * 0.5; } else { bonus.orbitSpeed = 0.04 + Math.random() * 0.09 + bonusSpeedIncrease; } } bonus.lastWasIntersecting = bIntersecting; } } // --- Super Bonus (4th orbit) update and collision --- if (typeof superBonus !== "undefined" && superBonus) { superBonus.update(); if (superBonus.lastWasIntersecting === undefined) superBonus.lastWasIntersecting = false; var sbIntersecting = reducedCollision(superBonus, player, 0.7); if (!superBonus.lastWasIntersecting && sbIntersecting) { // Player just collected the super bonus! score += 150; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('' + score); } // Update record if needed if (score > record) { record = score; storage.record = record; } if (typeof pointsText !== "undefined" && pointsText.setText) { pointsText.setText('Record: ' + record); } // Update recordTopText at the top center as well if (typeof recordTopText !== "undefined" && recordTopText.setText) { recordTopText.setText('' + record); } // Move superBonus to a new random angle and randomize its speed (always fast) superBonus.orbitAngle = Math.random() * Math.PI * 2; var superBonusSpeedIncrease = typeof currentLevel !== "undefined" ? (currentLevel - 1) * 0.003 : 0; // 0.003 per level (was 0.006) superBonus.orbitSpeed = 0.18 + Math.random() * 0.04 + superBonusSpeedIncrease; } superBonus.lastWasIntersecting = sbIntersecting; } // --- Heart-in-orbit for extra life every 500 points --- if (typeof heartOrbits === "undefined") heartOrbits = []; if (typeof lastHeartScore === "undefined") lastHeartScore = 0; if (typeof heartInOrbitActive === "undefined") heartInOrbitActive = false; if (typeof heartInOrbitObj === "undefined") heartInOrbitObj = null; // Check if we crossed a new 500-point threshold and no heart is active if (!heartInOrbitActive && Math.floor(score / 500) > Math.floor(lastHeartScore / 500) && score >= 500) { // Spawn a heart in orbit var heartOrbitRadius = 180 + Math.random() * 60; // Much lower: much closer to center, between 180 and 240 var heartOrbitSpeed = 0.025 + Math.random() * 0.025; var heartOrbitAngle = Math.random() * Math.PI * 2; heartInOrbitObj = new Container(); var heartAsset = heartInOrbitObj.attachAsset('heart8bit', { anchorX: 0.5, anchorY: 0.5, width: 64, height: 64 }); heartInOrbitObj.orbitRadius = heartOrbitRadius; heartInOrbitObj.orbitSpeed = heartOrbitSpeed; heartInOrbitObj.orbitAngle = heartOrbitAngle; heartInOrbitObj.update = function () { this.orbitAngle += this.orbitSpeed; this.x = centerX + this.orbitRadius * Math.cos(this.orbitAngle); this.y = centerY + this.orbitRadius * Math.sin(this.orbitAngle); }; game.addChild(heartInOrbitObj); heartInOrbitActive = true; lastHeartScore = score; } // If heart is active, update and check collision if (heartInOrbitActive && heartInOrbitObj) { heartInOrbitObj.update(); if (heartInOrbitObj.lastWasIntersecting === undefined) heartInOrbitObj.lastWasIntersecting = false; var heartIntersecting = reducedCollision(heartInOrbitObj, player, 0.7); if (!heartInOrbitObj.lastWasIntersecting && heartIntersecting) { // Player collects the heart: gain a life (up to max) if (lives < maxLives) { lives++; updateLivesText(); } // Remove heart from game if (heartInOrbitObj.parent) heartInOrbitObj.parent.removeChild(heartInOrbitObj); heartInOrbitActive = false; heartInOrbitObj = null; } if (heartInOrbitObj) { heartInOrbitObj.lastWasIntersecting = heartIntersecting; } } // Remove heart if player dies (game over handled elsewhere) if (heartInOrbitActive && lives <= 0 && heartInOrbitObj) { if (heartInOrbitObj.parent) heartInOrbitObj.parent.removeChild(heartInOrbitObj); heartInOrbitActive = false; heartInOrbitObj = null; } };
===================================================================
--- original.js
+++ change.js
@@ -1328,9 +1328,11 @@
if (heartInOrbitObj.parent) heartInOrbitObj.parent.removeChild(heartInOrbitObj);
heartInOrbitActive = false;
heartInOrbitObj = null;
}
- heartInOrbitObj.lastWasIntersecting = heartIntersecting;
+ if (heartInOrbitObj) {
+ heartInOrbitObj.lastWasIntersecting = heartIntersecting;
+ }
}
// Remove heart if player dies (game over handled elsewhere)
if (heartInOrbitActive && lives <= 0 && heartInOrbitObj) {
if (heartInOrbitObj.parent) heartInOrbitObj.parent.removeChild(heartInOrbitObj);
Dead
Sound effect
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