User prompt
coloca el record en add 75 de transparencia
User prompt
coloca el outline purpura
User prompt
intentalo
User prompt
en record coloca las cigras abajo de la palabra record y achica la palabra y agranda los numeros y centraliza el texto
User prompt
en los puntos solo deja los numeros, centraliza el texto
User prompt
no hace falta guardar el record, puede volver a cero
User prompt
utiliza la tipografia impact
User prompt
la puntuacion en amarillo colocala cambiala a purpura y colocala en el centro
User prompt
agranda el record y ocultalo, se mostrara al perder
User prompt
elimina el record de abajo de la pantalla
User prompt
coloca el record debajo del nivel
User prompt
el record se quedara guardado ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
la puntuacion en purpura colocala a la derecha y que des para el record
User prompt
baja la puntuacion en amarillo tambien colocala a la izquierda
User prompt
coloca los puntos en la parte inferior de la pantalla en color purpura
User prompt
cada vez que avance entre los 20 level debe cambiar arriba el numero del nivel
User prompt
invierte los click
User prompt
debe ser un movimiento fluido y continuo
User prompt
de la mitad de la pantalla hacia la izquierda al hacer click en la izquierda se movera hacia la izquierda y desde la mitad de la pantalla al hacer click en el lado derecho se movera hacia la derecha
User prompt
si el click se presiona del lado desde la mitad hacia la derecha de la pantalla se mueve en direccion derecha
User prompt
si el click se presiona del lado desde la mitad hacia la derecha de la pantalla entonces cambia la direccion
User prompt
si el click se presiona del lado desde la mitad hacia la derecha de la pantalla entonces se invierte la direccion
User prompt
colores variados
User prompt
pon los enemigos de colores claros
User prompt
que los enemigos tengan colores variados
/****
* 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 enemy2 asset
var enemyGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
// Orbit parameters (will be set per instance in Game Code)
self.orbitRadius = 400; // Default, will be overridden
self.orbitAngle = Math.random() * Math.PI * 2;
self.orbitSpeed = -0.03; // Default, will be overridden
// Elliptical orbit support (optional, set in Game Code)
self.isElliptical = false;
self.ellipseA = undefined;
self.ellipseB = undefined;
// Update method for orbiting and rotation (like Deco)
self.update = function () {
self.orbitAngle += self.orbitSpeed;
if (self.isElliptical && typeof self.ellipseA === "number" && typeof self.ellipseB === "number") {
self.x = 1024 + self.ellipseA * Math.cos(self.orbitAngle);
self.y = 1366 + self.ellipseB * Math.sin(self.orbitAngle);
} else {
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
}
};
return self;
});
// Define Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player asset
var playerGraphics = self.attachAsset('Ballplayer', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position and movement properties
self.speed = 2.5; // Lowered for better perception
// Update method for player movement
self.update = function () {
// Movement handled by keyboard events
};
});
/****
* Initialize Game
****/
// Reset Assets section to initial state
// Reset Asteroid class definition
//<Assets used in the game will automatically appear here>
// Reset Planet class definition
// Reset Star class definition
// Reset Initialize Game section to initial state
// Reset Game Code section to initial state
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Import tween plugin for color cycling
// Stages configuration object
var stages = {};
// --- Create 11 stage objects, each on its own outward orbit ---
var stages = [];
var stageCount = 11;
var baseStageRadius = 200;
var stageRadiusStep = 80; // Each stage is 80px further out
for (var i = 0; i < stageCount; i++) {
var stage = new Container();
var stageGraphics = stage.attachAsset('stage', {
anchorX: 0.5,
anchorY: 0.5
});
stage.orbitRadius = baseStageRadius + i * stageRadiusStep;
stage.orbitSpeed = -3.5 * (0.24 + i * 0.024); // Increased speed: rotate opposite to bonuses
stage.orbitAngle = Math.random() * Math.PI * 2;
stage.isStage = true; // Mark for clarity
// --- Multicolor cycling effect using tween ---
(function (stageGraphics, i) {
// Define a set of bright, vivid colors to cycle through
var colorCycle = [0xff3b3b,
// bright red
0xfff200,
// yellow
0x00ff90,
// bright green
0x00e0ff,
// cyan
0x3b6cff,
// blue
0xc54ce4,
// purple
0xff5ef7,
// pink
0xffa500 // orange
];
var colorIndex = i % colorCycle.length;
var nextColorIndex = (colorIndex + 1) % colorCycle.length;
var tweenDuration = 900 + Math.floor(Math.random() * 600); // Vary duration for each stage
function tweenToNextColor() {
var fromColor = colorCycle[colorIndex];
var toColor = colorCycle[nextColorIndex];
// Animate color property using tween (correct API)
tween(stageGraphics, {
color: toColor
}, {
duration: tweenDuration,
easing: tween.linear,
onFinish: function onFinish() {
colorIndex = nextColorIndex;
nextColorIndex = (colorIndex + 1) % colorCycle.length;
tweenToNextColor();
}
});
}
// Set initial color and start cycling
stageGraphics.color = colorCycle[colorIndex];
if (typeof stageGraphics.tint !== "undefined") {
stageGraphics.tint = stageGraphics.color;
}
tweenToNextColor();
})(stageGraphics, i);
// --- End multicolor cycling effect ---
stage.update = function () {
this.orbitAngle += this.orbitSpeed;
this.x = 1024 + this.orbitRadius * Math.cos(this.orbitAngle);
this.y = 1366 + this.orbitRadius * Math.sin(this.orbitAngle);
};
stage.setSize = function (newSize) {
// Defensive: Only allow positive numbers
if (typeof newSize === "number" && newSize > 0) {
// The asset is always the first child
if (this.children && this.children.length > 0 && this.children[0]) {
var asset = this.children[0];
// Set both width and height to newSize (ellipse remains circular)
asset.width = newSize;
asset.height = newSize;
}
}
};
game.addChild(stage);
stages.push(stage);
}
// Add a player to the game
var player = game.addChild(new Player());
// Add 12 deco objects, all sharing the same orbit (same radius, speed, and direction)
var decos = [];
var decoCount = 12;
var sharedDecoOrbitRadius = 800; // Increased: All decos on a wider orbit
var sharedDecoOrbitSpeed = -0.9; // Reduced deco orbit speed (was -1.2)
for (var i = 0; i < decoCount; i++) {
var deco = game.addChild(new Deco());
// 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 = [];
for (var i = 0; i < closeEnemyCount; i++) {
var closeEnemy = game.addChild(new Enemy());
// Assign a random light color to the close enemy's graphics
if (closeEnemy.children && closeEnemy.children.length > 0 && closeEnemy.children[0]) {
// Generate a random light color (high RGB values)
var r = 200 + Math.floor(Math.random() * 56); // 200-255
var g = 200 + Math.floor(Math.random() * 56);
var b = 200 + Math.floor(Math.random() * 56);
var lightColor = r << 16 | g << 8 | b;
closeEnemy.children[0].color = lightColor;
if (typeof closeEnemy.children[0].tint !== "undefined") {
closeEnemy.children[0].tint = lightColor;
}
}
closeEnemy.orbitRadius = closeEnemyOrbitRadius;
closeEnemy.orbitAngle = Math.PI * 2 / closeEnemyCount * i;
closeEnemy.orbitSpeed = closeEnemyOrbitSpeed;
closeEnemies.push(closeEnemy);
}
// Removed orbitingEnemy from the deco orbit
var orbitingEnemy = undefined;
// Define orbits so that all 3 are separated by at least 600px (radius difference)
// Minimum separation between orbits: 600px
var orbits = [170, 770, 1100]; // Reduced the outermost orbit radius from 1370 to 1100
// Create three bonus objects, each occupying a unique orbit
var bonuses = [];
for (var i = 0; i < 3; i++) {
var b = game.addChild(new Bonus());
b.orbitIndex = i;
b.orbitRadius = orbits[i];
b.orbitSpeed = 0.04 + Math.random() * 0.09;
// Distribute bonuses evenly around the circle
b.orbitAngle = Math.PI * 2 / 3 * i;
bonuses.push(b);
}
// Add a new fast-orbiting object (superBonus) that orbits faster than all bonuses
var superBonus = game.addChild(new Bonus());
superBonus.orbitIndex = 3; // Not on the same orbits as bonuses, but can use a new or existing radius
superBonus.orbitRadius = 320; // Reduced radius to keep inside screen
superBonus.orbitSpeed = 0.18 + Math.random() * 0.04; // Much faster than normal bonuses
superBonus.orbitAngle = Math.random() * Math.PI * 2;
// (Removed unnecessary update of deco.orbitRadius)
// Add level number display at the top center of the screen
var levelText = new Text2('Nivel 1', {
size: 100,
fill: 0xFFFFFF,
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: 60,
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: 180,
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);
// Record always starts at 0 and is not persisted
var record = 0;
// Set initial position of the player
player.x = 1024; // Center horizontally
player.y = 2632; // Always at the bottom (100px from bottom edge)
// Store the center of the screen for easy reference
var centerX = 1024;
var centerY = 1366;
// Define orbits
var orbits = [110, 170, 230];
// Track the player's current angle and radius from the center
player.angle = Math.atan2(player.y - centerY, player.x - centerX);
player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
// Keyboard controls removed for compatibility; player movement is now handled by other means.
// Function to find the next closest orbit
function getNextOrbit(currentY) {
var currentOrbit = 2732 - currentY;
for (var i = 0; i < orbits.length; i++) {
if (orbits[i] > currentOrbit) {
return 2732 - orbits[i];
}
;
// --- Super Bonus object update and collision (fastest orbiting object) ---
if (typeof superBonus !== "undefined" && superBonus) {
superBonus.update();
if (superBonus.lastWasIntersecting === undefined) superBonus.lastWasIntersecting = false;
var sbIntersecting = superBonus.intersects(player);
if (!superBonus.lastWasIntersecting && sbIntersecting) {
// Player just collected the super bonus!
score += 200;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('' + 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 ---
if (player.lastWasIntersectingDeco === undefined) player.lastWasIntersectingDeco = [];
if (player.lastWasIntersectingDeco[i] === undefined) player.lastWasIntersectingDeco[i] = false;
var playerHitsDeco = player.intersects(deco);
if (!player.lastWasIntersectingDeco[i] && playerHitsDeco) {
// Player collides with deco: flash blue and trigger game over
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
if (typeof recordTopText !== "undefined") recordTopText.visible = true;
if (typeof recordLabelText !== "undefined") recordLabelText.visible = true;
LK.showGameOver();
}
player.lastWasIntersectingDeco[i] = playerHitsDeco;
// --- Deco's own collision detection for legacy/compatibility ---
if (deco.lastWasIntersecting === undefined) deco.lastWasIntersecting = false;
var decoIntersecting = deco.intersects(player);
if (!deco.lastWasIntersecting && decoIntersecting) {
// Deco kills the player: flash blue and trigger game over
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
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 = deco.intersects(playerball);
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 = deco.intersects(player) || deco.intersects(playerball);
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 = deco.intersects(player);
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
var currentLevel = 1;
var maxLevels = 20;
var enemies = [];
function spawnEnemiesForLevel(level) {
// Remove existing enemies from game
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].parent) enemies[i].parent.removeChild(enemies[i]);
}
enemies = [];
// Number of enemies increases by 1 per level, starting at 3, max 22 at level 20
var numEnemies = Math.min(3 + (level - 1), 3 + (maxLevels - 1));
// Amplified enemy orbits: increase all base radii for even wider orbits
var baseRadii = [370, 540, 710, 880, 1050, 1220, 1390, 1560];
for (var i = 0; i < numEnemies; i++) {
var enemy = game.addChild(new Enemy());
// Assign a random light color to the enemy's graphics
if (enemy.children && enemy.children.length > 0 && enemy.children[0]) {
// Generate a random light color (high RGB values)
var r = 200 + Math.floor(Math.random() * 56); // 200-255
var g = 200 + Math.floor(Math.random() * 56);
var b = 200 + Math.floor(Math.random() * 56);
var lightColor = r << 16 | g << 8 | b;
enemy.children[0].color = lightColor;
if (typeof enemy.children[0].tint !== "undefined") {
enemy.children[0].tint = lightColor;
}
}
enemy.x = 1024;
enemy.y = 1366;
// Distribute orbits and angles for variety
var baseRadius = baseRadii[i % baseRadii.length];
enemy.orbitRadius = baseRadius + Math.floor(Math.random() * 120);
enemy.orbitAngle = Math.random() * Math.PI * 2;
enemy.orbitSpeed = 0.004 + Math.random() * 0.003;
// Alternate direction: odd = counterclockwise, even = clockwise
if (i % 2 === 1) {
enemy.orbitSpeed *= -1;
enemy.isCounterClockwise = true;
} else {
enemy.isCounterClockwise = false;
}
enemy.speed = 1.2 + Math.random() * 1.5;
// Add random direction change timer for some enemies
enemy.canChangeDirection = Math.random() < 0.5; // 50% chance
if (enemy.canChangeDirection) {
enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120); // 1-3 seconds
enemy.directionChangeTick = 0;
}
enemies.push(enemy);
}
}
// Spawn initial enemies for level 1
spawnEnemiesForLevel(currentLevel);
// Play Vertigo music at the start of the game, ensure it loops
LK.playMusic('Vertigo', {
loop: true
});
// Update method for orbiting
game.update = function () {
// Gravity: each frame, pull the player a bit toward the center
if (typeof currentLevel === "undefined") {
var gravityStrength = 1.1;
} else {
// Increase gravityStrength by 0.001 per level (in thousandths)
var gravityStrength = 1.1 + (currentLevel - 1) * 0.001;
}
// Smooth and continuous player movement
if (typeof playerMoveDirection !== "undefined" && playerMoveDirection !== 0) {
// Adjust this value for desired rotation speed (radians per frame)
var moveSpeed = 0.045;
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;
if (player.lastRadius > 80 && player.radius <= 80) {
// Player just reached the center!
// Give 100 points for reaching the center
if (typeof score !== "undefined") {
score += 100;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('' + 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);
}
}
if (currentLevel < maxLevels) {
currentLevel++;
// --- Vertigo music control: play from level 1 to 5, stop after level 5 ---
// Only restart Vertigo music from the beginning if we are currently in level 1
if (currentLevel === 1 && LK.getMusicId() !== 'Vertigo') {
LK.playMusic('Vertigo', {
loop: true
});
}
if (currentLevel === 6) {
LK.stopMusic();
}
// Update level number display
if (typeof levelText !== "undefined" && levelText.setText) {
levelText.setText('Nivel ' + currentLevel);
}
// Intensify enemy orbits and speed for new level, but clamp to max for perception
for (var i = 0; i < enemies.length; i++) {
enemies[i].orbitSpeed = Math.min(enemies[i].orbitSpeed * 1.5, 0.045); // Clamp to max
enemies[i].speed = Math.min(enemies[i].speed * 1.25, 7); // Clamp to max
}
// Always set number of enemies to 3 + (currentLevel - 1)
spawnEnemiesForLevel(currentLevel);
// Add rotation/orbit variants: some reverse, some elliptical
for (var k = 0; k < enemies.length; k++) {
// Every 3rd enemy or at higher levels, make elliptical orbits
if ((k + currentLevel) % 3 === 0 && currentLevel > 4) {
enemies[k].ellipseA = enemies[k].orbitRadius;
enemies[k].ellipseB = Math.max(120, enemies[k].orbitRadius - 60 - Math.random() * 80);
enemies[k].isElliptical = true;
} else {
enemies[k].isElliptical = false;
}
// Alternate direction for more chaos
if (currentLevel > 6 && k % 2 === 0) {
enemies[k].orbitSpeed = -Math.abs(enemies[k].orbitSpeed);
} else {
enemies[k].orbitSpeed = Math.abs(enemies[k].orbitSpeed);
}
}
// Reset player to starting position for next level (center bottom of the screen)
player.x = 1024; // Center horizontally
player.y = 2632; // 100px from bottom edge
player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
player.angle = Math.atan2(player.y - centerY, player.x - centerX);
// Optionally, randomize enemy orbits a bit for variety
for (var j = 0; j < enemies.length; j++) {
enemies[j].orbitAngle = Math.random() * Math.PI * 2;
}
} else {
// Completed all levels, show win
LK.showYouWin();
}
}
player.lastRadius = player.radius;
// Move player towards the center if right mouse button is held down (extra boost)
if (typeof rightMouseDown !== "undefined" && rightMouseDown) {
// Each frame, move the player 3.5px closer to the center, but not below a minimum radius of 80
player.radius = Math.max(80, player.radius - 3.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Rotate player if left mouse button is held down
if (typeof leftMouseDown !== "undefined" && leftMouseDown) {
player.angle += 0.035; // Slower, smoother rotation for perception
// When rotating, accelerate gravity (move faster to center)
player.radius = Math.max(80, player.radius - gravityStrength * 2.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Update all miniparticles (if any)
if (game.children && game.children.length) {
for (var i = game.children.length - 1; i >= 0; i--) {
var c = game.children[i];
if (c && typeof c.update === "function" && c.vx !== undefined && c.vy !== undefined && c.life !== undefined) {
c.update();
}
}
}
enemies.forEach(function (enemy) {
// Randomly change direction if enabled, but only after 3 full orbits in one direction
if (enemy.canChangeDirection) {
if (enemy.directionChangeTick === undefined) enemy.directionChangeTick = 0;
if (enemy.orbitDirectionStartAngle === undefined) enemy.orbitDirectionStartAngle = enemy.orbitAngle;
if (enemy.orbitsInCurrentDirection === undefined) enemy.orbitsInCurrentDirection = 0;
enemy.directionChangeTick++;
// Calculate how many full orbits have been completed in the current direction
var angleDiff = enemy.orbitAngle - enemy.orbitDirectionStartAngle;
// Normalize to [0, 2PI)
var fullOrbits = Math.abs(angleDiff) / (Math.PI * 2);
// Only increment if we passed a full orbit since last check
if (enemy.lastFullOrbits === undefined) enemy.lastFullOrbits = 0;
if (Math.floor(fullOrbits) > enemy.lastFullOrbits) {
enemy.orbitsInCurrentDirection += Math.floor(fullOrbits) - enemy.lastFullOrbits;
enemy.lastFullOrbits = Math.floor(fullOrbits);
}
if (enemy.directionChangeTick >= enemy.directionChangeInterval && enemy.orbitsInCurrentDirection >= 3) {
// Flip direction
enemy.orbitSpeed *= -1;
enemy.directionChangeTick = 0;
// Reset orbit tracking for new direction
enemy.orbitDirectionStartAngle = enemy.orbitAngle;
enemy.orbitsInCurrentDirection = 0;
enemy.lastFullOrbits = 0;
// Optionally, randomize next interval
enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120);
}
}
enemy.orbitAngle += enemy.orbitSpeed;
if (enemy.isElliptical) {
// Elliptical orbit
var a = enemy.ellipseA || enemy.orbitRadius;
var b = enemy.ellipseB || enemy.orbitRadius - 60;
enemy.x = centerX + a * Math.cos(enemy.orbitAngle);
enemy.y = centerY + b * Math.sin(enemy.orbitAngle);
} else {
// Circular orbit
enemy.x = centerX + enemy.orbitRadius * Math.cos(enemy.orbitAngle);
enemy.y = centerY + enemy.orbitRadius * Math.sin(enemy.orbitAngle);
}
// --- Collision detection with player ---
if (enemy.lastWasIntersecting === undefined) enemy.lastWasIntersecting = false;
var isIntersecting = enemy.intersects(player);
if (!enemy.lastWasIntersecting && isIntersecting) {
// Collision just started, trigger miniparticle explosion and then game over
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
// Miniparticle explosion effect
if (player && player.parent) {
var miniparticleCount = 18;
var miniparticleSpeed = 12;
var miniparticleLifetime = 700;
for (var mp = 0; mp < miniparticleCount; mp++) {
var angle = Math.PI * 2 / miniparticleCount * mp + Math.random() * 0.2;
var p = new Container();
var g = p.attachAsset('Ballplayer', {
anchorX: 0.5,
anchorY: 0.5
});
g.width = player.children[0].width * 0.22;
g.height = player.children[0].height * 0.22;
g.alpha = 0.85;
p.x = player.x;
p.y = player.y;
p.vx = Math.cos(angle) * (miniparticleSpeed + Math.random() * 2);
p.vy = Math.sin(angle) * (miniparticleSpeed + Math.random() * 2);
p.life = miniparticleLifetime;
p.update = function () {
this.x += this.vx;
this.y += this.vy;
this.vx *= 0.96;
this.vy *= 0.96;
this.life -= 16;
if (this.children[0]) this.children[0].alpha = Math.max(0, this.children[0].alpha - 0.045);
if (this.life <= 0 && this.parent) this.parent.removeChild(this);
};
game.addChild(p);
}
// Hide player immediately
player.visible = false;
// After miniparticleLifetime, show game over
LK.setTimeout(function () {
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;
var cEnemyIntersecting = cEnemy.intersects(player);
if (!cEnemy.lastWasIntersecting && cEnemyIntersecting) {
// enemy2 kills the player: flash red and trigger game over
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
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;
var oEnemyIntersecting = orbitingEnemy.intersects(player);
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;
var bIntersecting = bonus.intersects(player);
if (!bonus.lastWasIntersecting && bIntersecting) {
// Player just collected the bonus!
score += 50;
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;
}
bonus.lastWasIntersecting = bIntersecting;
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -111,10 +111,10 @@
/****
* Game Code
****/
-// Stages configuration object
// Import tween plugin for color cycling
+// Stages configuration object
var stages = {};
// --- Create 11 stage objects, each on its own outward orbit ---
var stages = [];
var stageCount = 11;
@@ -360,49 +360,29 @@
font: "'Impact','Arial Black',Tahoma"
});
levelText.anchor.set(0.5, 0); // Center horizontally, top edge
LK.gui.top.addChild(levelText);
-// --- Simulate outline-only effect for record label and number by overlaying multiple Text2 objects with offsets and transparent fill ---
-// Helper to create outline text overlays
-function createOutlineText(text, size, color, font, anchorX, anchorY, y, visible, outlineColor, outlineWidth) {
- var group = new Container();
- var offsets = [[-outlineWidth, 0], [outlineWidth, 0], [0, -outlineWidth], [0, outlineWidth], [-outlineWidth, -outlineWidth], [outlineWidth, -outlineWidth], [-outlineWidth, outlineWidth], [outlineWidth, outlineWidth]];
- // Outline layers
- for (var i = 0; i < offsets.length; i++) {
- var t = new Text2(text, {
- size: size,
- fill: outlineColor,
- font: font
- });
- t.anchor.set(anchorX, anchorY);
- t.x = offsets[i][0];
- t.y = offsets[i][1];
- t.alpha = 1;
- group.addChild(t);
- }
- // Main text (transparent fill)
- var tMain = new Text2(text, {
- size: size,
- fill: 0x000000,
- // Black, but will be made transparent
- font: font
- });
- tMain.anchor.set(anchorX, anchorY);
- tMain.alpha = 0; // Hide fill
- group.addChild(tMain);
- group.y = y;
- group.visible = visible;
- return group;
-}
-// Record label (smaller, outlined in purple)
-var recordLabelTextGroup = createOutlineText('Record', 60, 0xA020F0, "'Impact','Arial Black',Tahoma", 0.5, 0, levelText.height + 10, false, 0x8000FF, 3);
-LK.gui.top.addChild(recordLabelTextGroup);
-// Record number (larger, outlined in purple)
-var recordTopTextGroup = createOutlineText('0', 180, 0xA020F0, "'Impact','Arial Black',Tahoma", 0.5, 0, recordLabelTextGroup.y + 60 - 10, false, 0x8000FF, 6);
-LK.gui.top.addChild(recordTopTextGroup);
-// For compatibility with rest of code, create references to the main (transparent) text objects for updating
-var recordLabelText = recordLabelTextGroup.children[recordLabelTextGroup.children.length - 1];
-var recordTopText = recordTopTextGroup.children[recordTopTextGroup.children.length - 1];
+// 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: 60,
+ 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: 180,
+ 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);
}
Dead
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