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Que tirilew y dlashing en milisegundos desapareciendo
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Que el objeto o home del centro tirilew con dlashing
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Al llegar al objeto del centro del nivel dos se pasa al nivel 3
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Home debe destruirse al colisionar con el playera
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Jugador destruye home y pasa al siguiente nivel
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Reduce el área de colision
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Corrige la colisión ajustarla para que no haya errores
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'radius')' in or related to this line: 'player.lastRadius = player.radius;' Line Number: 1161
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastRadius')' in or related to this line: 'if (player.lastRadius === undefined) {' Line Number: 1157
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'radius')' in or related to this line: 'player.radius = Math.max(80, player.radius - gravityStrength);' Line Number: 1146
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'player.lastX = player.x;' Line Number: 1546
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Borra todo lo que este en el centro
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Revisa si hay un objeto en el centro
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Forza lo que está en el centro a eliminarse
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Se ha blokeado el centro, quita lo que sea que esté ocupando en centro y borrarlo
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Hay una falla en el centro que está evitando poder llegar
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Arregla para que el jugador se logre colocar en el centro
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Hay algo en el centro ocupando el área de goal, debe ser borrado
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Hay un objeto en el centro de la pantalla, elimínalo
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Elimina home del medio de la pantalla
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Eliminar lo que está obstruyendo al jugador en el centro que no lo deja llegar
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Elimina objetos que ocupan el centro
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Home y playera no colisionan, se unen en el centro
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Home y jugador pueden ocupar el mismo espacio
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El jugador debe llegar hasta el centro
/**** * 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 Home class var Home = Container.expand(function () { var self = Container.call(this); // Attach the 'home' asset from Assets section (ensure we use the asset named 'home') var homeGraphics = self.attachAsset('home', { anchorX: 0.5, anchorY: 0.5 }); // Center position self.x = 1024; self.y = 1366; // No update needed (static) 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: 0x001f3f }); /**** * Game Code ****/ // --- Splash Screen Overlay --- var splashOverlay = new Container(); splashOverlay.zIndex = 9999; // Ensure on top // Removed oval 'stage' asset from splash background // Game Title var splashTitle = new Text2('ORBIT', { size: 480, fill: 0xFFFFFF, font: "'Impact','Arial Black',Tahoma", fontWeight: "bold" }); splashTitle.anchor.set(0.5, 0.5); splashTitle.x = 1024; splashTitle.y = 600; splashOverlay.addChild(splashTitle); // Subtitle var splashSubtitle = new Text2('Un universo hostil donde el más grande se traga al más pequeño', { size: 56, fill: 0xE0E0E0, font: "'Arial Rounded MT Bold','Arial Rounded MT','Arial Rounded','Arial','Arial Black',Tahoma" }); splashSubtitle.anchor.set(0.5, 0.5); splashSubtitle.x = 1024; splashSubtitle.y = 900; splashOverlay.addChild(splashSubtitle); // --- Add a single navy blue square to splash --- var splashNavySquare = LK.getAsset('stage', { anchorX: 0.5, anchorY: 0.5 }); splashNavySquare.x = 1024; splashNavySquare.y = 1700; splashNavySquare.width = 180; splashNavySquare.height = 180; splashNavySquare.color = 0x001f3f; // navy blue splashNavySquare.shape = 'box'; splashOverlay.addChild(splashNavySquare); // --- Level Select Buttons (1-10) --- // Place buttons in two horizontal rows of 5, centered horizontally, near the bottom var splashLevelBtns = []; var splashLevelBtnSize = 90; var splashLevelBtnRowSpacing = 120; var splashLevelBtnY1 = 2100; // First row Y var splashLevelBtnY2 = splashLevelBtnY1 + splashLevelBtnRowSpacing; // Second row Y // Calculate perfectly equidistant X positions for 5 buttons per row, centered horizontally, near the bottom var numBtnsPerRow = 5; var totalBtnWidth = numBtnsPerRow * splashLevelBtnSize; var centerMargin = 320; // Increase margin to bring buttons closer to center var availableWidth = 2048 - 2 * centerMargin; var btnSpacing = (availableWidth - totalBtnWidth) / (numBtnsPerRow - 1); var btnStartX = centerMargin + splashLevelBtnSize / 2; for (var i = 1; i <= 10; i++) { var btn = new Text2('Nivel ' + i, { size: 60, fill: 0xFFFFFF, font: "'Arial Rounded MT Bold','Arial Rounded MT','Arial Rounded','Arial','Arial Black',Tahoma" }); btn.anchor.set(0.5, 0.5); // Row 1: i=1..5, Row 2: i=6..10 if (i <= 5) { btn.x = btnStartX + (i - 1) * (splashLevelBtnSize + btnSpacing); btn.y = splashLevelBtnY1; } else { btn.x = btnStartX + (i - 6) * (splashLevelBtnSize + btnSpacing); btn.y = splashLevelBtnY2; } btn.interactive = true; btn.buttonMode = true; btn.alpha = 0.93; // Closure for correct level (function (levelNum) { btn.down = function (x, y, obj) { // Remove splash, show UI, start at selected level if (splashOverlay && splashOverlay.parent) splashOverlay.parent.removeChild(splashOverlay); if (typeof levelText !== "undefined") levelText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = false; if (typeof recordTopText !== "undefined") recordTopText.visible = false; if (typeof scoreText !== "undefined") scoreText.visible = true; if (typeof gotoLevel4Btn !== "undefined") gotoLevel4Btn.visible = true; if (typeof gotoLevel3Btn !== "undefined") gotoLevel3Btn.visible = true; if (typeof currentLevel !== "undefined") currentLevel = levelNum; if (typeof levelText !== "undefined" && levelText.setText) levelText.setText('Nivel ' + levelNum); if (typeof spawnEnemiesForLevel === "function") spawnEnemiesForLevel(levelNum); // Add rotation/orbit variants: some reverse, some elliptical for (var k = 0; typeof enemies !== "undefined" && k < enemies.length; k++) { if ((k + levelNum) % 3 === 0 && levelNum > 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; } if (levelNum > 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) if (typeof player !== "undefined") { player.x = 1024; player.y = 2632; if (typeof centerX !== "undefined" && typeof centerY !== "undefined") { 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); } for (var j = 0; typeof enemies !== "undefined" && j < enemies.length; j++) { enemies[j].orbitAngle = Math.random() * Math.PI * 2; } player.lastRadius = player.radius + 1; } }; })(i); splashOverlay.addChild(btn); splashLevelBtns.push(btn); } // Start Button var splashBtn = new Text2('JUGAR', { size: 160, fill: 0xFFFFFF, font: "'Impact','Arial Black',Tahoma", fontWeight: "bold" }); splashBtn.anchor.set(0.5, 0.5); splashBtn.x = 1024; splashBtn.y = 1400; splashBtn.interactive = true; splashBtn.buttonMode = true; splashBtn.alpha = 0.97; splashOverlay.addChild(splashBtn); // Add overlay to game game.addChild(splashOverlay); // Hide all gameplay UI while splash is visible if (typeof levelText !== "undefined") levelText.visible = false; if (typeof scoreText !== "undefined") scoreText.visible = false; if (typeof recordLabelText !== "undefined") recordLabelText.visible = false; if (typeof recordTopText !== "undefined") recordTopText.visible = false; if (typeof gotoLevel4Btn !== "undefined") gotoLevel4Btn.visible = false; if (typeof gotoLevel3Btn !== "undefined") gotoLevel3Btn.visible = false; // --- Add a single navy blue square to splash --- var splashNavySquare = LK.getAsset('stage', { anchorX: 0.5, anchorY: 0.5 }); splashNavySquare.x = 1024; splashNavySquare.y = 1700; splashNavySquare.width = 180; splashNavySquare.height = 180; splashNavySquare.color = 0x001f3f; // navy blue splashNavySquare.shape = 'box'; splashOverlay.addChild(splashNavySquare); // Start button event: remove splash, show UI, start game splashBtn.down = function (x, y, obj) { if (splashOverlay && splashOverlay.parent) splashOverlay.parent.removeChild(splashOverlay); if (typeof levelText !== "undefined") levelText.visible = true; if (typeof scoreText !== "undefined") scoreText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = false; if (typeof recordTopText !== "undefined") recordTopText.visible = false; if (typeof gotoLevel4Btn !== "undefined") gotoLevel4Btn.visible = true; if (typeof gotoLevel3Btn !== "undefined") gotoLevel3Btn.visible = true; }; // Stages configuration object // Import tween plugin for color cycling 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 the home object at the center var home = game.addChild(new Home()); // Make the home object flash and then disappear with a fade-out after flashing if (home && home.children && home.children.length > 0 && home.children[0]) { // Cycle between two bright colors for a 'flashing' effect, then fade out and remove var _flashHome = function flashHome() { LK.effects.flashObject(home.children[0], 0xfff200, 400); LK.setTimeout(function () { LK.effects.flashObject(home.children[0], 0x00e0ff, 400); // After flashing, fade out and remove home LK.setTimeout(function () { // Fade out using tween, then remove from parent tween(home.children[0], { alpha: 0 }, { duration: 400, easing: tween.linear, onFinish: function onFinish() { if (home.parent) home.parent.removeChild(home); if (typeof home.destroy === "function") home.destroy(); } }); }, 400); }, 400); }; _flashHome(); } // Hide the home object while splashOverlay is visible if (typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent) { home.visible = false; } // Hide the player object while splashOverlay is visible if (typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent) { if (typeof player !== "undefined") player.visible = false; } // When splashOverlay is removed (game starts), show the home object if (typeof splashBtn !== "undefined" && splashBtn && splashBtn.down) { var originalSplashBtnDown = splashBtn.down; splashBtn.down = function (x, y, obj) { if (home) home.visible = true; if (player) player.visible = true; originalSplashBtnDown.call(this, x, y, obj); }; } // Also for level select buttons if (typeof splashLevelBtns !== "undefined" && splashLevelBtns.length) { for (var i = 0; i < splashLevelBtns.length; i++) { if (splashLevelBtns[i] && splashLevelBtns[i].down) { (function (btn) { var originalDown = btn.down; btn.down = function (x, y, obj) { if (home) home.visible = true; if (player) player.visible = true; originalDown.call(this, x, y, obj); }; })(splashLevelBtns[i]); } } } // 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 = [0xff3b3b, // bright red 0xfff200, // yellow 0x00ff90, // bright green 0x00e0ff, // cyan 0x3b6cff, // blue 0xc54ce4, // purple 0xff5ef7, // pink 0xffa500 // orange ]; 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]; 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, 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); // 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); // --- Add a button to jump to level 4 --- var gotoLevel4Btn = new Text2('Ir a Nivel 4', { size: 80, fill: 0xFFFFFF, font: "'Impact','Arial Black',Tahoma" }); gotoLevel4Btn.anchor.set(0.5, 0.5); // Place the button at the bottom right, but not in the very corner (avoid overlap with system UI) gotoLevel4Btn.x = LK.gui.width - 300; gotoLevel4Btn.y = LK.gui.height - 180; gotoLevel4Btn.interactive = true; gotoLevel4Btn.buttonMode = true; gotoLevel4Btn.alpha = 0.92; LK.gui.bottom.addChild(gotoLevel4Btn); // Button event: jump to level 4 gotoLevel4Btn.down = function (x, y, obj) { if (typeof currentLevel !== "undefined" && currentLevel !== 4) { currentLevel = 4; if (typeof levelText !== "undefined" && levelText.setText) { levelText.setText('Nivel ' + currentLevel); } spawnEnemiesForLevel(currentLevel); // Add rotation/orbit variants: some reverse, some elliptical for (var k = 0; k < enemies.length; k++) { 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; } 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; 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); for (var j = 0; j < enemies.length; j++) { enemies[j].orbitAngle = Math.random() * Math.PI * 2; } player.lastRadius = player.radius + 1; } }; // --- Add a button to jump to level 3 --- var gotoLevel3Btn = new Text2('Ir a Nivel 3', { size: 80, fill: 0xFFFFFF, font: "'Impact','Arial Black',Tahoma" }); gotoLevel3Btn.anchor.set(0.5, 0.5); // Place the button at the bottom right, above the level 4 button gotoLevel3Btn.x = LK.gui.width - 300; gotoLevel3Btn.y = LK.gui.height - 300; gotoLevel3Btn.interactive = true; gotoLevel3Btn.buttonMode = true; gotoLevel3Btn.alpha = 0.92; LK.gui.bottom.addChild(gotoLevel3Btn); // Button event: jump to level 3 gotoLevel3Btn.down = function (x, y, obj) { if (typeof currentLevel !== "undefined" && currentLevel !== 3) { currentLevel = 3; if (typeof levelText !== "undefined" && levelText.setText) { levelText.setText('Nivel ' + currentLevel); } spawnEnemiesForLevel(currentLevel); // Add rotation/orbit variants: some reverse, some elliptical for (var k = 0; k < enemies.length; k++) { 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; } 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; 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); for (var j = 0; j < enemies.length; j++) { enemies[j].orbitAngle = Math.random() * Math.PI * 2; } player.lastRadius = player.radius + 1; } }; // Record always starts at 0 and is not persisted var record = 0; // Set initial position of the player (bottom of the screen for splash/inicio) 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; // Reduce collision area: use a smaller rectangle for the superBonus var superBonusCollisionWidth = (superBonus.width ? superBonus.width : 25) * 0.6; var superBonusCollisionHeight = (superBonus.height ? superBonus.height : 25) * 0.6; var superBonusCollisionLeft = superBonus.x - superBonusCollisionWidth / 2; var superBonusCollisionRight = superBonus.x + superBonusCollisionWidth / 2; var superBonusCollisionTop = superBonus.y - superBonusCollisionHeight / 2; var superBonusCollisionBottom = superBonus.y + superBonusCollisionHeight / 2; var sbIntersecting = player.x > superBonusCollisionLeft && player.x < superBonusCollisionRight && player.y > superBonusCollisionTop && player.y < superBonusCollisionBottom; // Prevent points if splashOverlay is visible var splashActive = typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent; if (!splashActive) { 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; } 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; 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 --- // Deco no longer kills the player; collisions are ignored for game over logic if (player.lastWasIntersectingDeco === undefined) player.lastWasIntersectingDeco = []; if (player.lastWasIntersectingDeco[i] === undefined) player.lastWasIntersectingDeco[i] = false; // Reduce collision area: use a smaller rectangle for the deco var decoCollisionWidth = (deco.width ? deco.width : 15) * 0.6; var decoCollisionHeight = (deco.height ? deco.height : 15) * 0.6; var decoCollisionLeft = deco.x - decoCollisionWidth / 2; var decoCollisionRight = deco.x + decoCollisionWidth / 2; var decoCollisionTop = deco.y - decoCollisionHeight / 2; var decoCollisionBottom = deco.y + decoCollisionHeight / 2; var playerHitsDeco = player.x > decoCollisionLeft && player.x < decoCollisionRight && player.y > decoCollisionTop && player.y < decoCollisionBottom; player.lastWasIntersectingDeco[i] = playerHitsDeco; // --- Deco's own collision detection for legacy/compatibility --- if (deco.lastWasIntersecting === undefined) deco.lastWasIntersecting = false; // Reduce collision area: use a smaller rectangle for the deco var decoCollisionWidth2 = (deco.width ? deco.width : 15) * 0.6; var decoCollisionHeight2 = (deco.height ? deco.height : 15) * 0.6; var decoCollisionLeft2 = deco.x - decoCollisionWidth2 / 2; var decoCollisionRight2 = deco.x + decoCollisionWidth2 / 2; var decoCollisionTop2 = deco.y - decoCollisionHeight2 / 2; var decoCollisionBottom2 = deco.y + decoCollisionHeight2 / 2; var decoIntersecting = player.x > decoCollisionLeft2 && player.x < decoCollisionRight2 && player.y > decoCollisionTop2 && player.y < decoCollisionBottom2; 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; // Reduce collision area: use a smaller rectangle for the deco vs playerball var decoCollisionWidth3 = (deco.width ? deco.width : 15) * 0.6; var decoCollisionHeight3 = (deco.height ? deco.height : 15) * 0.6; var decoCollisionLeft3 = deco.x - decoCollisionWidth3 / 2; var decoCollisionRight3 = deco.x + decoCollisionWidth3 / 2; var decoCollisionTop3 = deco.y - decoCollisionHeight3 / 2; var decoCollisionBottom3 = deco.y + decoCollisionHeight3 / 2; var decoHitsPlayerball = playerball.x > decoCollisionLeft3 && playerball.x < decoCollisionRight3 && playerball.y > decoCollisionTop3 && playerball.y < decoCollisionBottom3; deco.lastWasIntersectingPlayerball = decoHitsPlayerball; } // --- Deco collides with playerball or player (combined logic) --- if (typeof playerball !== "undefined" && playerball) { if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false; // Reduce collision area: use a smaller rectangle for the deco vs player or playerball var decoCollisionWidth4 = (deco.width ? deco.width : 15) * 0.6; var decoCollisionHeight4 = (deco.height ? deco.height : 15) * 0.6; var decoCollisionLeft4 = deco.x - decoCollisionWidth4 / 2; var decoCollisionRight4 = deco.x + decoCollisionWidth4 / 2; var decoCollisionTop4 = deco.y - decoCollisionHeight4 / 2; var decoCollisionBottom4 = deco.y + decoCollisionHeight4 / 2; var decoHitsPlayerOrBall = player.x > decoCollisionLeft4 && player.x < decoCollisionRight4 && player.y > decoCollisionTop4 && player.y < decoCollisionBottom4 || playerball.x > decoCollisionLeft4 && playerball.x < decoCollisionRight4 && playerball.y > decoCollisionTop4 && playerball.y < decoCollisionBottom4; deco.lastWasIntersectingPlayerOrBall = decoHitsPlayerOrBall; } else { // Only player exists if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false; // Reduce collision area: use a smaller rectangle for the deco vs player (only player exists) var decoCollisionWidth5 = (deco.width ? deco.width : 15) * 0.6; var decoCollisionHeight5 = (deco.height ? deco.height : 15) * 0.6; var decoCollisionLeft5 = deco.x - decoCollisionWidth5 / 2; var decoCollisionRight5 = deco.x + decoCollisionWidth5 / 2; var decoCollisionTop5 = deco.y - decoCollisionHeight5 / 2; var decoCollisionBottom5 = deco.y + decoCollisionHeight5 / 2; var decoHitsPlayer = player.x > decoCollisionLeft5 && player.x < decoCollisionRight5 && player.y > decoCollisionTop5 && player.y < decoCollisionBottom5; 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 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]; 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 = [0xff3b3b, // bright red 0xfff200, // yellow 0x00ff90, // bright green 0x00e0ff, // cyan 0x3b6cff, // blue 0xc54ce4, // purple 0xff5ef7, // pink 0xffa500 // orange ]; 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); 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); }, 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 = 1.2; } else { // Increase gravityStrength by 0.002 per level (slower acceleration) var gravityStrength = 1.2 + (currentLevel - 1) * 0.002; } // Prevent player from moving from the bottom during splash screen (inicio) var splashActive = typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent; if (splashActive) { // Keep player at bottom center 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); } else { // Smooth and continuous player movement if (typeof playerMoveDirection !== "undefined" && playerMoveDirection !== 0) { // Adjust this value for desired rotation speed (radians per frame) // Further reduced moveSpeed for even slower left/right movement var moveSpeed = 0.012; player.angle += playerMoveDirection * moveSpeed; } 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; // Check if player just reached the home object at the center this frame if (home && player && home.lastWasIntersecting === undefined) home.lastWasIntersecting = false; var playerAtHome = home && player && home.intersects(player); if (home && !home.lastWasIntersecting && playerAtHome) { // Player just reached the home! // Destroy home and advance to next level if (home.parent) { home.parent.removeChild(home); } if (typeof home.destroy === "function") { home.destroy(); } // This is the goal: finish the stage and advance to the next level if (typeof currentLevel === "undefined") currentLevel = 1; if (typeof maxLevels === "undefined") maxLevels = 20; // Advance to next level if not at max if (currentLevel < maxLevels) { // If we are at level 2, jump directly to level 3 if (currentLevel === 2) { currentLevel = 3; } else { currentLevel = currentLevel + 1; } // 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 if (typeof spawnEnemiesForLevel === "function") { spawnEnemiesForLevel(currentLevel); } // Add rotation/orbit variants: some reverse, some elliptical for (var k = 0; typeof enemies !== "undefined" && 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) if (typeof player !== "undefined") { player.x = 1024; // Center horizontally player.y = 2632; // 100px from bottom edge if (typeof centerX !== "undefined" && typeof centerY !== "undefined") { 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; typeof enemies !== "undefined" && j < enemies.length; j++) { enemies[j].orbitAngle = Math.random() * Math.PI * 2; } // Ensure player.lastRadius is reset so next level can be reached player.lastRadius = player.radius + 1; } // Re-create home for the next level home = game.addChild(new Home()); } else { // Completed all levels, show win LK.showYouWin(); } } if (home) home.lastWasIntersecting = playerAtHome; 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; // Reduce collision area: use a smaller rectangle for the enemy var enemyCollisionWidth = (enemy.width ? enemy.width : 150) * 0.7; var enemyCollisionHeight = (enemy.height ? enemy.height : 150) * 0.7; var enemyCollisionLeft = enemy.x - enemyCollisionWidth / 2; var enemyCollisionRight = enemy.x + enemyCollisionWidth / 2; var enemyCollisionTop = enemy.y - enemyCollisionHeight / 2; var enemyCollisionBottom = enemy.y + enemyCollisionHeight / 2; var isIntersecting = player.x > enemyCollisionLeft && player.x < enemyCollisionRight && player.y > enemyCollisionTop && player.y < enemyCollisionBottom; // Prevent player death/game over if splashOverlay is visible var splashActive = typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent; if (!splashActive) { 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 () { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); }, miniparticleLifetime); } else { if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; 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; // Reduce collision area: use a smaller rectangle for the closeEnemy var cEnemyCollisionWidth = (cEnemy.width ? cEnemy.width : 90) * 0.7; var cEnemyCollisionHeight = (cEnemy.height ? cEnemy.height : 90) * 0.7; var cEnemyCollisionLeft = cEnemy.x - cEnemyCollisionWidth / 2; var cEnemyCollisionRight = cEnemy.x + cEnemyCollisionWidth / 2; var cEnemyCollisionTop = cEnemy.y - cEnemyCollisionHeight / 2; var cEnemyCollisionBottom = cEnemy.y + cEnemyCollisionHeight / 2; var cEnemyIntersecting = player.x > cEnemyCollisionLeft && player.x < cEnemyCollisionRight && player.y > cEnemyCollisionTop && player.y < cEnemyCollisionBottom; // Prevent player death/game over if splashOverlay is visible var splashActive = typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent; if (!splashActive) { 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(); if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; LK.showGameOver(); } } cEnemy.lastWasIntersecting = cEnemyIntersecting; } } if (typeof orbitingEnemy !== "undefined" && orbitingEnemy) { if (orbitingEnemy.lastWasIntersecting === undefined) orbitingEnemy.lastWasIntersecting = false; // Reduce collision area: use a smaller rectangle for the orbitingEnemy var oEnemyCollisionWidth = (orbitingEnemy.width ? orbitingEnemy.width : 90) * 0.7; var oEnemyCollisionHeight = (orbitingEnemy.height ? orbitingEnemy.height : 90) * 0.7; var oEnemyCollisionLeft = orbitingEnemy.x - oEnemyCollisionWidth / 2; var oEnemyCollisionRight = orbitingEnemy.x + oEnemyCollisionWidth / 2; var oEnemyCollisionTop = orbitingEnemy.y - oEnemyCollisionHeight / 2; var oEnemyCollisionBottom = orbitingEnemy.y + oEnemyCollisionHeight / 2; var oEnemyIntersecting = player.x > oEnemyCollisionLeft && player.x < oEnemyCollisionRight && player.y > oEnemyCollisionTop && player.y < oEnemyCollisionBottom; // Prevent player death/game over if splashOverlay is visible var splashActive = typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent; if (!splashActive) { if (!orbitingEnemy.lastWasIntersecting && oEnemyIntersecting) { LK.effects.flashScreen(0xff0000, 1000); // Play dead sound LK.getSound('Dead').play(); if (typeof recordTopText !== "undefined") recordTopText.visible = true; if (typeof recordLabelText !== "undefined") recordLabelText.visible = true; 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; // Reduce collision area: use a smaller rectangle for the bonus var bonusCollisionWidth = (bonus.width ? bonus.width : 25) * 0.6; var bonusCollisionHeight = (bonus.height ? bonus.height : 25) * 0.6; var bonusCollisionLeft = bonus.x - bonusCollisionWidth / 2; var bonusCollisionRight = bonus.x + bonusCollisionWidth / 2; var bonusCollisionTop = bonus.y - bonusCollisionHeight / 2; var bonusCollisionBottom = bonus.y + bonusCollisionHeight / 2; var bIntersecting = player.x > bonusCollisionLeft && player.x < bonusCollisionRight && player.y > bonusCollisionTop && player.y < bonusCollisionBottom; // Prevent points if splashOverlay is visible var splashActive = typeof splashOverlay !== "undefined" && splashOverlay && splashOverlay.parent; if (!splashActive) { if (!bonus.lastWasIntersecting && bIntersecting) { // Player just collected the bonus! // Defensive: always initialize lastX/lastY if (player.lastX === undefined) player.lastX = player.x; if (player.lastY === undefined) player.lastY = player.y; // Get bonus bounds for entry logic var bonusLeft = bonus.x - (bonus.width ? bonus.width / 2 : 0); var bonusRight = bonus.x + (bonus.width ? bonus.width / 2 : 0); var bonusTop = bonus.y - (bonus.height ? bonus.height / 2 : 0); var bonusBottom = bonus.y + (bonus.height ? bonus.height / 2 : 0); // Entry direction logic: use best-practice for collision entry var entryPoints = 0; // Entered from above (top edge) if (player.lastY <= bonusTop && player.y > bonusTop) { entryPoints = 100; } // Entered from below (bottom edge) else if (player.lastY >= bonusBottom && player.y < bonusBottom) { entryPoints = 5; } // Entered from left (crossed left edge, not above or below) else if (player.lastX <= bonusLeft && player.x > bonusLeft && player.lastY > bonusTop && player.lastY < bonusBottom) { entryPoints = 30; } // Entered from right (crossed right edge, not above or below) else if (player.lastX >= bonusRight && player.x < bonusRight && player.lastY > bonusTop && player.lastY < bonusBottom) { entryPoints = 30; } // Fallback: default to 50 if can't determine if (entryPoints === 0) entryPoints = 50; score += entryPoints; if (typeof scoreText !== "undefined" && scoreText.setText) { scoreText.setText('' + score); } // Update record if needed if (score > record) { record = score; } 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; bonus.orbitSpeed = 0.04 + Math.random() * 0.09; } // Track last player position for next frame player.lastX = player.x; player.lastY = player.y; } bonus.lastWasIntersecting = bIntersecting; } } };
===================================================================
--- original.js
+++ change.js
@@ -372,16 +372,29 @@
stages.push(stage);
}
// Add the home object at the center
var home = game.addChild(new Home());
-// Make the home object flash with a cycling color effect
+// Make the home object flash and then disappear with a fade-out after flashing
if (home && home.children && home.children.length > 0 && home.children[0]) {
- // Cycle between two bright colors for a 'flashing' effect
+ // Cycle between two bright colors for a 'flashing' effect, then fade out and remove
var _flashHome = function flashHome() {
LK.effects.flashObject(home.children[0], 0xfff200, 400);
LK.setTimeout(function () {
LK.effects.flashObject(home.children[0], 0x00e0ff, 400);
- LK.setTimeout(_flashHome, 400);
+ // After flashing, fade out and remove home
+ LK.setTimeout(function () {
+ // Fade out using tween, then remove from parent
+ tween(home.children[0], {
+ alpha: 0
+ }, {
+ duration: 400,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ if (home.parent) home.parent.removeChild(home);
+ if (typeof home.destroy === "function") home.destroy();
+ }
+ });
+ }, 400);
}, 400);
};
_flashHome();
}
Dead
Sound effect
MusicaInicio
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