User prompt
colores vivos y brillantes variados
User prompt
efecto multicolor a enemy
User prompt
varios colores a los enemigos
User prompt
solo colores brillantes en los enemigos, multicolores
User prompt
no deben haber colores oscuros en los enemigos
User prompt
colores mas brillantes a los enemigos
User prompt
la musica se para y da play de nievo siempre que inicie el primer nivel
User prompt
la musica solo se reinicia desde el inicio mientras este en el nivel1
User prompt
la musica vuelve a empezar si vuelve al nivel1
User prompt
add dead sound cuando jugador muere
User prompt
destruir al jugador en miniparticulas
User prompt
loop music
User prompt
play musica de los primeros 5 niveles
User prompt
ad vertigo music desde el nivel1 hasta el 5
User prompt
20 niveles, aumentan enemigos con cada nuevo level
User prompt
agranda un poco radio orbita mayor deco
User prompt
achica tamaño objeto deco orbita menor
User prompt
duplica orbita mayor deco
User prompt
crea una tercera orbita deco un poco mas grande
User prompt
reduce un poco velocidad deco
User prompt
duplica orbita deco
User prompt
aumenta velocidad deco
User prompt
crea una orbita deco de un radio la mitad menor
User prompt
duplica orbitas deco
User prompt
velocidad enemigo2 mas lenta
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Define Bonus class
var Bonus = Container.expand(function () {
var self = Container.call(this);
// Attach a bonus asset (use a star-like color and ellipse shape for visibility)
var bonusGraphics = self.attachAsset('bonus', {
anchorX: 0.5,
anchorY: 0.5
});
// Orbit parameters
self.orbitRadius = 170; // Default closer to center, will be overridden in Game Code
self.orbitAngle = Math.random() * Math.PI * 2; // Random start
// self.orbitSpeed will be set per instance in Game Code
// Update method for orbiting
self.update = function () {
self.orbitAngle += self.orbitSpeed;
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
};
return self;
});
// Define Deco class
var Deco = Container.expand(function () {
var self = Container.call(this);
// Use the 'deco' asset from Assets section
var decoGraphics = self.attachAsset('deco', {
anchorX: 0.5,
anchorY: 0.5
});
// Optionally, scale for visual distinction
decoGraphics.scaleX = 1.5;
decoGraphics.scaleY = 1.5;
// Deco does not move or update by default, but you can add animation here if needed
self.orbitRadius = 170; // Default to match average bonus orbit, will be overridden in Game Code
self.orbitAngle = Math.random() * Math.PI * 2;
self.orbitSpeed = -0.03; // Slower by default, will be overridden in Game Code if needed
self.update = function () {
self.orbitAngle += self.orbitSpeed;
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
};
return self;
});
// Position near the top
// Define Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy2 asset
var enemyGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
// Orbit parameters (will be set per instance in Game Code)
self.orbitRadius = 400; // Default, will be overridden
self.orbitAngle = Math.random() * Math.PI * 2;
self.orbitSpeed = -0.03; // Default, will be overridden
// Elliptical orbit support (optional, set in Game Code)
self.isElliptical = false;
self.ellipseA = undefined;
self.ellipseB = undefined;
// Update method for orbiting and rotation (like Deco)
self.update = function () {
self.orbitAngle += self.orbitSpeed;
if (self.isElliptical && typeof self.ellipseA === "number" && typeof self.ellipseB === "number") {
self.x = 1024 + self.ellipseA * Math.cos(self.orbitAngle);
self.y = 1366 + self.ellipseB * Math.sin(self.orbitAngle);
} else {
self.x = 1024 + self.orbitRadius * Math.cos(self.orbitAngle);
self.y = 1366 + self.orbitRadius * Math.sin(self.orbitAngle);
}
};
return self;
});
// Define Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player asset
var playerGraphics = self.attachAsset('Ballplayer', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position and movement properties
self.speed = 2.5; // Lowered for better perception
// Update method for player movement
self.update = function () {
// Movement handled by keyboard events
};
});
/****
* Initialize Game
****/
// Reset Assets section to initial state
// Reset Asteroid class definition
//<Assets used in the game will automatically appear here>
// Reset Planet class definition
// Reset Star class definition
// Reset Initialize Game section to initial state
// Reset Game Code section to initial state
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// 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 a player to the game
var player = game.addChild(new Player());
// Add 12 deco objects, all sharing the same orbit (same radius, speed, and direction)
var decos = [];
var decoCount = 12;
var sharedDecoOrbitRadius = 800; // Increased: All decos on a wider orbit
var sharedDecoOrbitSpeed = -0.9; // Reduced deco orbit speed (was -1.2)
for (var i = 0; i < decoCount; i++) {
var deco = game.addChild(new Deco());
deco.orbitRadius = sharedDecoOrbitRadius;
deco.orbitAngle = Math.PI * 2 / decoCount * i;
deco.orbitSpeed = sharedDecoOrbitSpeed;
decos.push(deco);
}
// Duplicate the outer deco orbit: add a second set of 12 decos on the same outer orbit, offset for visual separation
var decosOuter2 = [];
for (var i = 0; i < decoCount; i++) {
var deco2 = game.addChild(new Deco());
deco2.orbitRadius = sharedDecoOrbitRadius;
deco2.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for separation
deco2.orbitSpeed = sharedDecoOrbitSpeed;
decosOuter2.push(deco2);
}
// Add a third deco orbit, now with a larger radius for a bigger outer deco ring
var decosOuter3 = [];
var sharedDecoOuter3OrbitRadius = sharedDecoOrbitRadius + 200; // Increased: much larger than outer orbits
var sharedDecoOuter3OrbitSpeed = sharedDecoOrbitSpeed; // Same speed as other outer orbits
for (var i = 0; i < decoCount; i++) {
var deco3 = game.addChild(new Deco());
deco3.orbitRadius = sharedDecoOuter3OrbitRadius;
deco3.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / (decoCount * 2); // offset for visual separation
deco3.orbitSpeed = sharedDecoOuter3OrbitSpeed;
decosOuter3.push(deco3);
}
// Duplicate the largest deco orbit: add a second set of 12 decos on the same largest orbit, offset for visual separation
var decosOuter3b = [];
for (var i = 0; i < decoCount; i++) {
var deco3b = game.addChild(new Deco());
deco3b.orbitRadius = sharedDecoOuter3OrbitRadius;
deco3b.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // further offset for separation
deco3b.orbitSpeed = sharedDecoOuter3OrbitSpeed;
decosOuter3b.push(deco3b);
}
// Add a second deco orbit with half the radius and same count
var decosInner = [];
var sharedDecoInnerOrbitRadius = sharedDecoOrbitRadius / 2;
for (var i = 0; i < decoCount; i++) {
var decoInner = game.addChild(new Deco());
decoInner.orbitRadius = sharedDecoInnerOrbitRadius;
decoInner.orbitAngle = Math.PI * 2 / decoCount * i + Math.PI / decoCount; // offset for visual separation
decoInner.orbitSpeed = sharedDecoOrbitSpeed;
// Reduce the size of the deco object for the inner orbit
if (decoInner.children && decoInner.children.length > 0 && decoInner.children[0]) {
decoInner.children[0].scaleX = 0.7;
decoInner.children[0].scaleY = 0.7;
}
decosInner.push(decoInner);
}
// Add 6 new enemies in a close orbit near the center
var closeEnemyCount = 6;
var closeEnemyOrbitRadius = 400; // Ampliado: más lejos del centro, pero aún dentro de la órbita de deco
var closeEnemyOrbitSpeed = -0.003; // Reduced to 25% speed for enemy2 (slower)
var closeEnemies = [];
for (var i = 0; i < closeEnemyCount; i++) {
var closeEnemy = game.addChild(new Enemy());
// Assign a bright, multicolored, vivid color to the close enemy's graphics
if (closeEnemy.children && closeEnemy.children.length > 0 && closeEnemy.children[0]) {
// Only use a set of high-brightness, vivid colors (no darks)
var brightColors = [0xFF3B3B,
// vivid red
0xFFF200,
// yellow
0x00FF90,
// bright green
0x00E0FF,
// cyan
0x3B6CFF,
// blue
0xC54CE4,
// purple
0xFF5EF7,
// pink
0xFFA500,
// orange
0xFFFFFF,
// white
0xFF66FF,
// magenta
0x66FF66,
// lime
0x66FFFF,
// aqua
0xFFFF66,
// light yellow
0xFFB347,
// bright orange
0xFF69B4,
// hot pink
0xFFD700,
// gold
0x39FF14,
// neon green
0xFF1493,
// deep pink
0x00FFEC,
// electric blue
0xFF00FF,
// fuchsia
0x00FFFB,
// turquoise
0xFFFD37,
// lemon
0xFF6EC7,
// light magenta
0xFFB6C1,
// light pink
0x00FFB3,
// bright teal
0xFF6347,
// tomato
0xFFD1DC,
// pastel pink
0xFFFF00,
// pure yellow
0x00FF00,
// pure green
0x00BFFF,
// deep sky blue
0xFF00CC,
// hot magenta
0xFF4500,
// orange red
0x00FF7F,
// spring green
0x7CFC00,
// lawn green
0x00FA9A,
// medium spring green
0x1E90FF,
// dodger blue
0xFF1493,
// deep pink
0xFFD700,
// gold
0xFF00FF,
// magenta
0x00FFFF,
// cyan
0xFF69B4,
// hot pink
0xFFB6C1,
// light pink
0xADFF2F,
// green yellow
0xFFFFE0,
// light yellow
0xFF7F50,
// coral
0x40E0D0,
// turquoise
0x00CED1,
// dark turquoise
0xE0FFFF,
// light cyan
0xFFDAB9,
// peach puff
0xE6E6FA,
// lavender
0xF08080,
// light coral
0xFA8072,
// salmon
0xFF6347,
// tomato
0xFF4500,
// orange red
0xDA70D6,
// orchid
0xBA55D3,
// medium orchid
0x7B68EE,
// medium slate blue
0x00FFEF,
// bright cyan
0xFF00A2,
// vivid magenta
0xFFB300,
// vivid orange
0x00FFB0,
// bright teal
0xBFFF00,
// chartreuse
0xFF00E6,
// vivid pink
0x00FF66,
// vivid green
0xFF6F00,
// vivid orange
0x00FFCC,
// vivid aqua
0xFF00B3,
// vivid magenta
0x00FF99,
// vivid green
0xFF0099,
// vivid pink
0x00FF33,
// vivid green
0xFF0033,
// vivid red
0x33FF00,
// vivid green
0x3300FF,
// vivid blue
0xFF3300,
// vivid orange
0x33FFFF,
// vivid cyan
0xFF33FF,
// vivid magenta
0xFFFF33,
// vivid yellow
0x33FF33,
// vivid green
0xFF3333,
// vivid red
0x3333FF,
// vivid blue
0xFF6633,
// vivid orange
0x66FF33,
// vivid green
0x3366FF,
// vivid blue
0xFF3366,
// vivid pink
0x66FF66,
// vivid green
0x6666FF,
// vivid blue
0xFF66CC,
// vivid pink
0x66CCFF,
// vivid blue
0xCCFF66,
// vivid green
0xCC66FF,
// vivid purple
0xFFCC66,
// vivid orange
0x66FFCC,
// vivid aqua
0xCCFFCC,
// vivid mint
0xCCCCFF,
// vivid lavender
0xFFCCCC,
// vivid pink
0xCCFF99,
// vivid green
0x99FFCC,
// vivid mint
0xFF99CC,
// vivid pink
0x99CCFF,
// vivid blue
0xCC99FF,
// vivid purple
0xFFCC99,
// vivid orange
0x99FF99,
// vivid green
0x9999FF,
// vivid blue
0xFF9999,
// vivid pink
0x99FF66,
// vivid green
0x66FF99,
// vivid mint
0xFF6699,
// vivid pink
0x6699FF,
// vivid blue
0x9966FF,
// vivid purple
0xFF9966,
// vivid orange
0x66FF66,
// vivid green
0x6666FF,
// vivid blue
0xFF66FF,
// vivid magenta
0xFFFF66,
// vivid yellow
0x66FFFF,
// vivid aqua
0xFF66CC,
// vivid pink
0x66CCFF,
// vivid blue
0xCCFF66,
// vivid green
0xCC66FF,
// vivid purple
0xFFCC66,
// vivid orange
0x66FFCC,
// vivid aqua
0xCCFFCC,
// vivid mint
0xCCCCFF,
// vivid lavender
0xFFCCCC,
// vivid pink
0xCCFF99,
// vivid green
0x99FFCC,
// vivid mint
0xFF99CC,
// vivid pink
0x99CCFF,
// vivid blue
0xCC99FF,
// vivid purple
0xFFCC99,
// vivid orange
0x99FF99,
// vivid green
0x9999FF,
// vivid blue
0xFF9999 // vivid pink
];
// Multicolor cycling effect for enemy2
(function (enemyGraphics, brightColors) {
var colorIndex = Math.floor(Math.random() * brightColors.length);
var nextColorIndex = (colorIndex + 1) % brightColors.length;
var tweenDuration = 700 + Math.floor(Math.random() * 500);
function tweenToNextColor() {
var fromColor = brightColors[colorIndex];
var toColor = brightColors[nextColorIndex];
tween(enemyGraphics, {
color: toColor
}, {
duration: tweenDuration,
easing: tween.linear,
onFinish: function onFinish() {
colorIndex = nextColorIndex;
nextColorIndex = (colorIndex + 1) % brightColors.length;
tweenToNextColor();
}
});
}
// Set initial color and start cycling
enemyGraphics.color = brightColors[colorIndex];
if (typeof enemyGraphics.tint !== "undefined") {
enemyGraphics.tint = enemyGraphics.color;
}
tweenToNextColor();
})(closeEnemy.children[0], brightColors);
}
closeEnemy.orbitRadius = closeEnemyOrbitRadius;
closeEnemy.orbitAngle = Math.PI * 2 / closeEnemyCount * i;
closeEnemy.orbitSpeed = closeEnemyOrbitSpeed;
closeEnemies.push(closeEnemy);
}
// Removed orbitingEnemy from the deco orbit
var orbitingEnemy = undefined;
// Define orbits so that all 3 are separated by at least 600px (radius difference)
// Minimum separation between orbits: 600px
var orbits = [170, 770, 1100]; // Reduced the outermost orbit radius from 1370 to 1100
// Create three bonus objects, each occupying a unique orbit
var bonuses = [];
for (var i = 0; i < 3; i++) {
var b = game.addChild(new Bonus());
b.orbitIndex = i;
b.orbitRadius = orbits[i];
b.orbitSpeed = 0.04 + Math.random() * 0.09;
// Distribute bonuses evenly around the circle
b.orbitAngle = Math.PI * 2 / 3 * i;
bonuses.push(b);
}
// Add a new fast-orbiting object (superBonus) that orbits faster than all bonuses
var superBonus = game.addChild(new Bonus());
superBonus.orbitIndex = 3; // Not on the same orbits as bonuses, but can use a new or existing radius
superBonus.orbitRadius = 320; // Reduced radius to keep inside screen
superBonus.orbitSpeed = 0.18 + Math.random() * 0.04; // Much faster than normal bonuses
superBonus.orbitAngle = Math.random() * Math.PI * 2;
// (Removed unnecessary update of deco.orbitRadius)
// Add level number display at the top center of the screen
var levelText = new Text2('Nivel 1', {
size: 100,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0); // Center horizontally, top edge
LK.gui.top.addChild(levelText);
// Add score display at the top right
var score = 0;
var scoreText = new Text2('Puntos: 0', {
size: 100,
fill: 0xFFFF00
});
scoreText.anchor.set(1, 0); // Right aligned, top edge
LK.gui.topRight.addChild(scoreText);
// Set initial position of the player
player.x = 1024; // Center horizontally
player.y = 2632; // Always at the bottom (100px from bottom edge)
// Store the center of the screen for easy reference
var centerX = 1024;
var centerY = 1366;
// Define orbits
var orbits = [110, 170, 230];
// Track the player's current angle and radius from the center
player.angle = Math.atan2(player.y - centerY, player.x - centerX);
player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
// Keyboard controls removed for compatibility; player movement is now handled by other means.
// Function to find the next closest orbit
function getNextOrbit(currentY) {
var currentOrbit = 2732 - currentY;
for (var i = 0; i < orbits.length; i++) {
if (orbits[i] > currentOrbit) {
return 2732 - orbits[i];
}
;
// --- Super Bonus object update and collision (fastest orbiting object) ---
if (typeof superBonus !== "undefined" && superBonus) {
superBonus.update();
if (superBonus.lastWasIntersecting === undefined) superBonus.lastWasIntersecting = false;
var sbIntersecting = superBonus.intersects(player);
if (!superBonus.lastWasIntersecting && sbIntersecting) {
// Player just collected the super bonus!
score += 200;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('Puntos: ' + score);
}
// Move superBonus to a new random angle and randomize its speed (always fast)
superBonus.orbitAngle = Math.random() * Math.PI * 2;
superBonus.orbitSpeed = 0.18 + Math.random() * 0.04;
}
superBonus.lastWasIntersecting = sbIntersecting;
}
;
// --- Deco fast counter-orbit update for all decos ---
if (typeof decos !== "undefined" && decos.length) {
for (var i = 0; i < decos.length; i++) {
var deco = decos[i];
deco.orbitAngle += deco.orbitSpeed;
deco.x = centerX + deco.orbitRadius * Math.cos(deco.orbitAngle);
deco.y = centerY + deco.orbitRadius * Math.sin(deco.orbitAngle);
// --- Collision detection: player initiates collision with deco ---
if (player.lastWasIntersectingDeco === undefined) player.lastWasIntersectingDeco = [];
if (player.lastWasIntersectingDeco[i] === undefined) player.lastWasIntersectingDeco[i] = false;
var playerHitsDeco = player.intersects(deco);
if (!player.lastWasIntersectingDeco[i] && playerHitsDeco) {
// Player collides with deco: flash blue and trigger game over
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
player.lastWasIntersectingDeco[i] = playerHitsDeco;
// --- Deco's own collision detection for legacy/compatibility ---
if (deco.lastWasIntersecting === undefined) deco.lastWasIntersecting = false;
var decoIntersecting = deco.intersects(player);
if (!deco.lastWasIntersecting && decoIntersecting) {
// Deco kills the player: flash blue and trigger game over
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersecting = decoIntersecting;
// --- Deco kills playerball as well (if playerball is a different object) ---
if (typeof playerball !== "undefined" && playerball) {
if (deco.lastWasIntersectingPlayerball === undefined) deco.lastWasIntersectingPlayerball = false;
var decoHitsPlayerball = deco.intersects(playerball);
if (!deco.lastWasIntersectingPlayerball && decoHitsPlayerball) {
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersectingPlayerball = decoHitsPlayerball;
}
// --- Deco collides with playerball or player (combined logic) ---
if (typeof playerball !== "undefined" && playerball) {
if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false;
var decoHitsPlayerOrBall = deco.intersects(player) || deco.intersects(playerball);
if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayerOrBall) {
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersectingPlayerOrBall = decoHitsPlayerOrBall;
} else {
// Only player exists
if (deco.lastWasIntersectingPlayerOrBall === undefined) deco.lastWasIntersectingPlayerOrBall = false;
var decoHitsPlayer = deco.intersects(player);
if (!deco.lastWasIntersectingPlayerOrBall && decoHitsPlayer) {
LK.effects.flashScreen(0x00e0ff, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
deco.lastWasIntersectingPlayerOrBall = decoHitsPlayer;
}
}
}
}
;
;
// Add a new orbit to the end of the array to create an infinite loop
var newOrbit = orbits[orbits.length - 1] + 400;
orbits.push(newOrbit);
return 2732 - newOrbit;
}
// Track if right mouse button is held down
var rightMouseDown = false;
// Track if left mouse button is held down
var leftMouseDown = false;
// Add event listener for mouse click
game.down = function (x, y, obj) {
// Detect left or right click
var isRightClick = false;
if (obj && obj.event && obj.event.button !== undefined) {
isRightClick = obj.event.button === 2;
}
if (isRightClick) {
rightMouseDown = true;
} else {
leftMouseDown = true;
}
// Update player position based on new angle and current radius
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
};
// Add event listener for mouse up to stop moving towards center
game.up = function (x, y, obj) {
var isRightClick = false;
if (obj && obj.event && obj.event.button !== undefined) {
isRightClick = obj.event.button === 2;
}
if (isRightClick) {
rightMouseDown = false;
} else {
leftMouseDown = false;
}
};
// Set initial number of enemies for level 1 (3 enemies), and increase by 1 per level up to 20 levels
var currentLevel = 1;
var maxLevels = 20;
var enemies = [];
function spawnEnemiesForLevel(level) {
// Remove existing enemies from game
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].parent) enemies[i].parent.removeChild(enemies[i]);
}
enemies = [];
// Number of enemies increases by 1 per level, starting at 3, max 22 at level 20
var numEnemies = Math.min(3 + (level - 1), 3 + (maxLevels - 1));
// Amplified enemy orbits: increase all base radii for even wider orbits
var baseRadii = [370, 540, 710, 880, 1050, 1220, 1390, 1560];
for (var i = 0; i < numEnemies; i++) {
var enemy = game.addChild(new Enemy());
// Assign a bright, multicolored, vivid color to the enemy's graphics
if (enemy.children && enemy.children.length > 0 && enemy.children[0]) {
// Only use a set of high-brightness, vivid colors (no darks)
var brightColors = [0xFF3B3B,
// vivid red
0xFFF200,
// yellow
0x00FF90,
// bright green
0x00E0FF,
// cyan
0x3B6CFF,
// blue
0xC54CE4,
// purple
0xFF5EF7,
// pink
0xFFA500,
// orange
0xFFFFFF,
// white
0xFF66FF,
// magenta
0x66FF66,
// lime
0x66FFFF,
// aqua
0xFFFF66,
// light yellow
0xFFB347,
// bright orange
0xFF69B4,
// hot pink
0xFFD700,
// gold
0x39FF14,
// neon green
0xFF1493,
// deep pink
0x00FFEC,
// electric blue
0xFF00FF,
// fuchsia
0x00FFFB,
// turquoise
0xFFFD37,
// lemon
0xFF6EC7,
// light magenta
0xFFB6C1,
// light pink
0x00FFB3,
// bright teal
0xFF6347,
// tomato
0xFFD1DC,
// pastel pink
0xFFFF00,
// pure yellow
0x00FF00,
// pure green
0x00BFFF,
// deep sky blue
0xFF00CC,
// hot magenta
0xFF4500,
// orange red
0x00FF7F,
// spring green
0x7CFC00,
// lawn green
0x00FA9A,
// medium spring green
0x1E90FF,
// dodger blue
0xFF1493,
// deep pink
0xFFD700,
// gold
0xFF00FF,
// magenta
0x00FFFF,
// cyan
0xFF69B4,
// hot pink
0xFFB6C1,
// light pink
0xADFF2F,
// green yellow
0xFFFFE0,
// light yellow
0xFF7F50,
// coral
0x40E0D0,
// turquoise
0x00CED1,
// dark turquoise
0xE0FFFF,
// light cyan
0xFFDAB9,
// peach puff
0xE6E6FA,
// lavender
0xF08080,
// light coral
0xFA8072,
// salmon
0xFF6347,
// tomato
0xFF4500,
// orange red
0xDA70D6,
// orchid
0xBA55D3,
// medium orchid
0x7B68EE,
// medium slate blue
0x00FFEF,
// bright cyan
0xFF00A2,
// vivid magenta
0xFFB300,
// vivid orange
0x00FFB0,
// bright teal
0xBFFF00,
// chartreuse
0xFF00E6,
// vivid pink
0x00FF66,
// vivid green
0xFF6F00,
// vivid orange
0x00FFCC,
// vivid aqua
0xFF00B3,
// vivid magenta
0x00FF99,
// vivid green
0xFF0099,
// vivid pink
0x00FF33,
// vivid green
0xFF0033,
// vivid red
0x33FF00,
// vivid green
0x3300FF,
// vivid blue
0xFF3300,
// vivid orange
0x33FFFF,
// vivid cyan
0xFF33FF,
// vivid magenta
0xFFFF33,
// vivid yellow
0x33FF33,
// vivid green
0xFF3333,
// vivid red
0x3333FF,
// vivid blue
0xFF6633,
// vivid orange
0x66FF33,
// vivid green
0x3366FF,
// vivid blue
0xFF3366,
// vivid pink
0x66FF66,
// vivid green
0x6666FF,
// vivid blue
0xFF66CC,
// vivid pink
0x66CCFF,
// vivid blue
0xCCFF66,
// vivid green
0xCC66FF,
// vivid purple
0xFFCC66,
// vivid orange
0x66FFCC,
// vivid aqua
0xCCFFCC,
// vivid mint
0xCCCCFF,
// vivid lavender
0xFFCCCC,
// vivid pink
0xCCFF99,
// vivid green
0x99FFCC,
// vivid mint
0xFF99CC,
// vivid pink
0x99CCFF,
// vivid blue
0xCC99FF,
// vivid purple
0xFFCC99,
// vivid orange
0x99FF99,
// vivid green
0x9999FF,
// vivid blue
0xFF9999,
// vivid pink
0x99FF66,
// vivid green
0x66FF99,
// vivid mint
0xFF6699,
// vivid pink
0x6699FF,
// vivid blue
0x9966FF,
// vivid purple
0xFF9966,
// vivid orange
0x66FF66,
// vivid green
0x6666FF,
// vivid blue
0xFF66FF,
// vivid magenta
0xFFFF66,
// vivid yellow
0x66FFFF,
// vivid aqua
0xFF66CC,
// vivid pink
0x66CCFF,
// vivid blue
0xCCFF66,
// vivid green
0xCC66FF,
// vivid purple
0xFFCC66,
// vivid orange
0x66FFCC,
// vivid aqua
0xCCFFCC,
// vivid mint
0xCCCCFF,
// vivid lavender
0xFFCCCC,
// vivid pink
0xCCFF99,
// vivid green
0x99FFCC,
// vivid mint
0xFF99CC,
// vivid pink
0x99CCFF,
// vivid blue
0xCC99FF,
// vivid purple
0xFFCC99,
// vivid orange
0x99FF99,
// vivid green
0x9999FF,
// vivid blue
0xFF9999 // vivid pink
];
var colorIdx = Math.floor(Math.random() * brightColors.length);
var brightColor = brightColors[colorIdx];
enemy.children[0].color = brightColor;
// If the asset supports .tint, set it as well for visual effect
if (typeof enemy.children[0].tint !== "undefined") {
enemy.children[0].tint = brightColor;
}
}
enemy.x = 1024;
enemy.y = 1366;
// Distribute orbits and angles for variety
var baseRadius = baseRadii[i % baseRadii.length];
enemy.orbitRadius = baseRadius + Math.floor(Math.random() * 120);
enemy.orbitAngle = Math.random() * Math.PI * 2;
enemy.orbitSpeed = 0.004 + Math.random() * 0.003;
// Alternate direction: odd = counterclockwise, even = clockwise
if (i % 2 === 1) {
enemy.orbitSpeed *= -1;
enemy.isCounterClockwise = true;
} else {
enemy.isCounterClockwise = false;
}
enemy.speed = 1.2 + Math.random() * 1.5;
// Add random direction change timer for some enemies
enemy.canChangeDirection = Math.random() < 0.5; // 50% chance
if (enemy.canChangeDirection) {
enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120); // 1-3 seconds
enemy.directionChangeTick = 0;
}
enemies.push(enemy);
}
}
// Spawn initial enemies for level 1
spawnEnemiesForLevel(currentLevel);
// Play Vertigo music at the start of the game, ensure it loops
LK.playMusic('Vertigo', {
loop: true
});
// Update method for orbiting
game.update = function () {
// Gravity: each frame, pull the player a bit toward the center
if (typeof currentLevel === "undefined") {
var gravityStrength = 1.1;
} else {
// Increase gravityStrength by 0.001 per level (in thousandths)
var gravityStrength = 1.1 + (currentLevel - 1) * 0.001;
}
player.radius = Math.max(80, player.radius - gravityStrength);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
// --- LEVEL SYSTEM: Track and progress levels up to 20 ---
if (typeof currentLevel === "undefined") {
var currentLevel = 1;
var maxLevels = 20;
}
if (player.lastRadius === undefined) player.lastRadius = player.radius;
if (player.lastRadius > 80 && player.radius <= 80) {
// Player just reached the center!
// Give 100 points for reaching the center
if (typeof score !== "undefined") {
score += 100;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('Puntos: ' + score);
}
}
if (currentLevel < maxLevels) {
currentLevel++;
// --- Vertigo music control: play from level 1 to 5, stop after level 5 ---
// Always stop and play Vertigo music from the beginning if we are currently in level 1
if (currentLevel === 1) {
LK.stopMusic();
LK.playMusic('Vertigo', {
loop: true
});
}
if (currentLevel === 6) {
LK.stopMusic();
}
// Update level number display
if (typeof levelText !== "undefined" && levelText.setText) {
levelText.setText('Nivel ' + currentLevel);
}
// Intensify enemy orbits and speed for new level, but clamp to max for perception
for (var i = 0; i < enemies.length; i++) {
enemies[i].orbitSpeed = Math.min(enemies[i].orbitSpeed * 1.5, 0.045); // Clamp to max
enemies[i].speed = Math.min(enemies[i].speed * 1.25, 7); // Clamp to max
}
// Always set number of enemies to 3 + (currentLevel - 1)
spawnEnemiesForLevel(currentLevel);
// Add rotation/orbit variants: some reverse, some elliptical
for (var k = 0; k < enemies.length; k++) {
// Every 3rd enemy or at higher levels, make elliptical orbits
if ((k + currentLevel) % 3 === 0 && currentLevel > 4) {
enemies[k].ellipseA = enemies[k].orbitRadius;
enemies[k].ellipseB = Math.max(120, enemies[k].orbitRadius - 60 - Math.random() * 80);
enemies[k].isElliptical = true;
} else {
enemies[k].isElliptical = false;
}
// Alternate direction for more chaos
if (currentLevel > 6 && k % 2 === 0) {
enemies[k].orbitSpeed = -Math.abs(enemies[k].orbitSpeed);
} else {
enemies[k].orbitSpeed = Math.abs(enemies[k].orbitSpeed);
}
}
// Reset player to starting position for next level (center bottom of the screen)
player.x = 1024; // Center horizontally
player.y = 2632; // 100px from bottom edge
player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
player.angle = Math.atan2(player.y - centerY, player.x - centerX);
// Optionally, randomize enemy orbits a bit for variety
for (var j = 0; j < enemies.length; j++) {
enemies[j].orbitAngle = Math.random() * Math.PI * 2;
}
} else {
// Completed all levels, show win
LK.showYouWin();
}
}
player.lastRadius = player.radius;
// Move player towards the center if right mouse button is held down (extra boost)
if (typeof rightMouseDown !== "undefined" && rightMouseDown) {
// Each frame, move the player 3.5px closer to the center, but not below a minimum radius of 80
player.radius = Math.max(80, player.radius - 3.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Rotate player if left mouse button is held down
if (typeof leftMouseDown !== "undefined" && leftMouseDown) {
player.angle += 0.035; // Slower, smoother rotation for perception
// When rotating, accelerate gravity (move faster to center)
player.radius = Math.max(80, player.radius - gravityStrength * 2.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Update all miniparticles (if any)
if (game.children && game.children.length) {
for (var i = game.children.length - 1; i >= 0; i--) {
var c = game.children[i];
if (c && typeof c.update === "function" && c.vx !== undefined && c.vy !== undefined && c.life !== undefined) {
c.update();
}
}
}
enemies.forEach(function (enemy) {
// Randomly change direction if enabled, but only after 3 full orbits in one direction
if (enemy.canChangeDirection) {
if (enemy.directionChangeTick === undefined) enemy.directionChangeTick = 0;
if (enemy.orbitDirectionStartAngle === undefined) enemy.orbitDirectionStartAngle = enemy.orbitAngle;
if (enemy.orbitsInCurrentDirection === undefined) enemy.orbitsInCurrentDirection = 0;
enemy.directionChangeTick++;
// Calculate how many full orbits have been completed in the current direction
var angleDiff = enemy.orbitAngle - enemy.orbitDirectionStartAngle;
// Normalize to [0, 2PI)
var fullOrbits = Math.abs(angleDiff) / (Math.PI * 2);
// Only increment if we passed a full orbit since last check
if (enemy.lastFullOrbits === undefined) enemy.lastFullOrbits = 0;
if (Math.floor(fullOrbits) > enemy.lastFullOrbits) {
enemy.orbitsInCurrentDirection += Math.floor(fullOrbits) - enemy.lastFullOrbits;
enemy.lastFullOrbits = Math.floor(fullOrbits);
}
if (enemy.directionChangeTick >= enemy.directionChangeInterval && enemy.orbitsInCurrentDirection >= 3) {
// Flip direction
enemy.orbitSpeed *= -1;
enemy.directionChangeTick = 0;
// Reset orbit tracking for new direction
enemy.orbitDirectionStartAngle = enemy.orbitAngle;
enemy.orbitsInCurrentDirection = 0;
enemy.lastFullOrbits = 0;
// Optionally, randomize next interval
enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120);
}
}
enemy.orbitAngle += enemy.orbitSpeed;
if (enemy.isElliptical) {
// Elliptical orbit
var a = enemy.ellipseA || enemy.orbitRadius;
var b = enemy.ellipseB || enemy.orbitRadius - 60;
enemy.x = centerX + a * Math.cos(enemy.orbitAngle);
enemy.y = centerY + b * Math.sin(enemy.orbitAngle);
} else {
// Circular orbit
enemy.x = centerX + enemy.orbitRadius * Math.cos(enemy.orbitAngle);
enemy.y = centerY + enemy.orbitRadius * Math.sin(enemy.orbitAngle);
}
// --- Collision detection with player ---
if (enemy.lastWasIntersecting === undefined) enemy.lastWasIntersecting = false;
var isIntersecting = enemy.intersects(player);
if (!enemy.lastWasIntersecting && isIntersecting) {
// Collision just started, trigger miniparticle explosion and then game over
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
// Miniparticle explosion effect
if (player && player.parent) {
var miniparticleCount = 18;
var miniparticleSpeed = 12;
var miniparticleLifetime = 700;
for (var mp = 0; mp < miniparticleCount; mp++) {
var angle = Math.PI * 2 / miniparticleCount * mp + Math.random() * 0.2;
var p = new Container();
var g = p.attachAsset('Ballplayer', {
anchorX: 0.5,
anchorY: 0.5
});
g.width = player.children[0].width * 0.22;
g.height = player.children[0].height * 0.22;
g.alpha = 0.85;
p.x = player.x;
p.y = player.y;
p.vx = Math.cos(angle) * (miniparticleSpeed + Math.random() * 2);
p.vy = Math.sin(angle) * (miniparticleSpeed + Math.random() * 2);
p.life = miniparticleLifetime;
p.update = function () {
this.x += this.vx;
this.y += this.vy;
this.vx *= 0.96;
this.vy *= 0.96;
this.life -= 16;
if (this.children[0]) this.children[0].alpha = Math.max(0, this.children[0].alpha - 0.045);
if (this.life <= 0 && this.parent) this.parent.removeChild(this);
};
game.addChild(p);
}
// Hide player immediately
player.visible = false;
// After miniparticleLifetime, show game over
LK.setTimeout(function () {
LK.showGameOver();
}, miniparticleLifetime);
} else {
LK.showGameOver();
}
}
enemy.lastWasIntersecting = isIntersecting;
});
// --- enemy2 (closeEnemies and orbitingEnemy) kill the player on collision ---
if (typeof closeEnemies !== "undefined" && closeEnemies.length) {
for (var i = 0; i < closeEnemies.length; i++) {
var cEnemy = closeEnemies[i];
if (cEnemy.lastWasIntersecting === undefined) cEnemy.lastWasIntersecting = false;
var cEnemyIntersecting = cEnemy.intersects(player);
if (!cEnemy.lastWasIntersecting && cEnemyIntersecting) {
// enemy2 kills the player: flash red and trigger game over
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
cEnemy.lastWasIntersecting = cEnemyIntersecting;
}
}
if (typeof orbitingEnemy !== "undefined" && orbitingEnemy) {
if (orbitingEnemy.lastWasIntersecting === undefined) orbitingEnemy.lastWasIntersecting = false;
var oEnemyIntersecting = orbitingEnemy.intersects(player);
if (!orbitingEnemy.lastWasIntersecting && oEnemyIntersecting) {
LK.effects.flashScreen(0xff0000, 1000);
// Play dead sound
LK.getSound('Dead').play();
LK.showGameOver();
}
orbitingEnemy.lastWasIntersecting = oEnemyIntersecting;
}
// --- Stage object update (orbiting) ---
if (typeof stage !== "undefined" && stage) {
stage.update();
}
// --- Bonus objects update and collision (three bonuses, one per orbit) ---
if (bonuses && bonuses.length) {
for (var i = 0; i < bonuses.length; i++) {
var bonus = bonuses[i];
bonus.update();
if (bonus.lastWasIntersecting === undefined) bonus.lastWasIntersecting = false;
var bIntersecting = bonus.intersects(player);
if (!bonus.lastWasIntersecting && bIntersecting) {
// Player just collected the bonus!
score += 50;
if (typeof scoreText !== "undefined" && scoreText.setText) {
scoreText.setText('Puntos: ' + score);
}
// Move this bonus to a new random angle on its own orbit (keep orbitIndex fixed)
bonus.orbitAngle = Math.random() * Math.PI * 2;
bonus.orbitSpeed = 0.04 + Math.random() * 0.09;
}
bonus.lastWasIntersecting = bIntersecting;
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -322,9 +322,213 @@
0x00FF00,
// pure green
0x00BFFF,
// deep sky blue
- 0xFF00CC // hot magenta
+ 0xFF00CC,
+ // hot magenta
+ 0xFF4500,
+ // orange red
+ 0x00FF7F,
+ // spring green
+ 0x7CFC00,
+ // lawn green
+ 0x00FA9A,
+ // medium spring green
+ 0x1E90FF,
+ // dodger blue
+ 0xFF1493,
+ // deep pink
+ 0xFFD700,
+ // gold
+ 0xFF00FF,
+ // magenta
+ 0x00FFFF,
+ // cyan
+ 0xFF69B4,
+ // hot pink
+ 0xFFB6C1,
+ // light pink
+ 0xADFF2F,
+ // green yellow
+ 0xFFFFE0,
+ // light yellow
+ 0xFF7F50,
+ // coral
+ 0x40E0D0,
+ // turquoise
+ 0x00CED1,
+ // dark turquoise
+ 0xE0FFFF,
+ // light cyan
+ 0xFFDAB9,
+ // peach puff
+ 0xE6E6FA,
+ // lavender
+ 0xF08080,
+ // light coral
+ 0xFA8072,
+ // salmon
+ 0xFF6347,
+ // tomato
+ 0xFF4500,
+ // orange red
+ 0xDA70D6,
+ // orchid
+ 0xBA55D3,
+ // medium orchid
+ 0x7B68EE,
+ // medium slate blue
+ 0x00FFEF,
+ // bright cyan
+ 0xFF00A2,
+ // vivid magenta
+ 0xFFB300,
+ // vivid orange
+ 0x00FFB0,
+ // bright teal
+ 0xBFFF00,
+ // chartreuse
+ 0xFF00E6,
+ // vivid pink
+ 0x00FF66,
+ // vivid green
+ 0xFF6F00,
+ // vivid orange
+ 0x00FFCC,
+ // vivid aqua
+ 0xFF00B3,
+ // vivid magenta
+ 0x00FF99,
+ // vivid green
+ 0xFF0099,
+ // vivid pink
+ 0x00FF33,
+ // vivid green
+ 0xFF0033,
+ // vivid red
+ 0x33FF00,
+ // vivid green
+ 0x3300FF,
+ // vivid blue
+ 0xFF3300,
+ // vivid orange
+ 0x33FFFF,
+ // vivid cyan
+ 0xFF33FF,
+ // vivid magenta
+ 0xFFFF33,
+ // vivid yellow
+ 0x33FF33,
+ // vivid green
+ 0xFF3333,
+ // vivid red
+ 0x3333FF,
+ // vivid blue
+ 0xFF6633,
+ // vivid orange
+ 0x66FF33,
+ // vivid green
+ 0x3366FF,
+ // vivid blue
+ 0xFF3366,
+ // vivid pink
+ 0x66FF66,
+ // vivid green
+ 0x6666FF,
+ // vivid blue
+ 0xFF66CC,
+ // vivid pink
+ 0x66CCFF,
+ // vivid blue
+ 0xCCFF66,
+ // vivid green
+ 0xCC66FF,
+ // vivid purple
+ 0xFFCC66,
+ // vivid orange
+ 0x66FFCC,
+ // vivid aqua
+ 0xCCFFCC,
+ // vivid mint
+ 0xCCCCFF,
+ // vivid lavender
+ 0xFFCCCC,
+ // vivid pink
+ 0xCCFF99,
+ // vivid green
+ 0x99FFCC,
+ // vivid mint
+ 0xFF99CC,
+ // vivid pink
+ 0x99CCFF,
+ // vivid blue
+ 0xCC99FF,
+ // vivid purple
+ 0xFFCC99,
+ // vivid orange
+ 0x99FF99,
+ // vivid green
+ 0x9999FF,
+ // vivid blue
+ 0xFF9999,
+ // vivid pink
+ 0x99FF66,
+ // vivid green
+ 0x66FF99,
+ // vivid mint
+ 0xFF6699,
+ // vivid pink
+ 0x6699FF,
+ // vivid blue
+ 0x9966FF,
+ // vivid purple
+ 0xFF9966,
+ // vivid orange
+ 0x66FF66,
+ // vivid green
+ 0x6666FF,
+ // vivid blue
+ 0xFF66FF,
+ // vivid magenta
+ 0xFFFF66,
+ // vivid yellow
+ 0x66FFFF,
+ // vivid aqua
+ 0xFF66CC,
+ // vivid pink
+ 0x66CCFF,
+ // vivid blue
+ 0xCCFF66,
+ // vivid green
+ 0xCC66FF,
+ // vivid purple
+ 0xFFCC66,
+ // vivid orange
+ 0x66FFCC,
+ // vivid aqua
+ 0xCCFFCC,
+ // vivid mint
+ 0xCCCCFF,
+ // vivid lavender
+ 0xFFCCCC,
+ // vivid pink
+ 0xCCFF99,
+ // vivid green
+ 0x99FFCC,
+ // vivid mint
+ 0xFF99CC,
+ // vivid pink
+ 0x99CCFF,
+ // vivid blue
+ 0xCC99FF,
+ // vivid purple
+ 0xFFCC99,
+ // vivid orange
+ 0x99FF99,
+ // vivid green
+ 0x9999FF,
+ // vivid blue
+ 0xFF9999 // vivid pink
];
// Multicolor cycling effect for enemy2
(function (enemyGraphics, brightColors) {
var colorIndex = Math.floor(Math.random() * brightColors.length);
@@ -619,9 +823,213 @@
0x00FF00,
// pure green
0x00BFFF,
// deep sky blue
- 0xFF00CC // hot magenta
+ 0xFF00CC,
+ // hot magenta
+ 0xFF4500,
+ // orange red
+ 0x00FF7F,
+ // spring green
+ 0x7CFC00,
+ // lawn green
+ 0x00FA9A,
+ // medium spring green
+ 0x1E90FF,
+ // dodger blue
+ 0xFF1493,
+ // deep pink
+ 0xFFD700,
+ // gold
+ 0xFF00FF,
+ // magenta
+ 0x00FFFF,
+ // cyan
+ 0xFF69B4,
+ // hot pink
+ 0xFFB6C1,
+ // light pink
+ 0xADFF2F,
+ // green yellow
+ 0xFFFFE0,
+ // light yellow
+ 0xFF7F50,
+ // coral
+ 0x40E0D0,
+ // turquoise
+ 0x00CED1,
+ // dark turquoise
+ 0xE0FFFF,
+ // light cyan
+ 0xFFDAB9,
+ // peach puff
+ 0xE6E6FA,
+ // lavender
+ 0xF08080,
+ // light coral
+ 0xFA8072,
+ // salmon
+ 0xFF6347,
+ // tomato
+ 0xFF4500,
+ // orange red
+ 0xDA70D6,
+ // orchid
+ 0xBA55D3,
+ // medium orchid
+ 0x7B68EE,
+ // medium slate blue
+ 0x00FFEF,
+ // bright cyan
+ 0xFF00A2,
+ // vivid magenta
+ 0xFFB300,
+ // vivid orange
+ 0x00FFB0,
+ // bright teal
+ 0xBFFF00,
+ // chartreuse
+ 0xFF00E6,
+ // vivid pink
+ 0x00FF66,
+ // vivid green
+ 0xFF6F00,
+ // vivid orange
+ 0x00FFCC,
+ // vivid aqua
+ 0xFF00B3,
+ // vivid magenta
+ 0x00FF99,
+ // vivid green
+ 0xFF0099,
+ // vivid pink
+ 0x00FF33,
+ // vivid green
+ 0xFF0033,
+ // vivid red
+ 0x33FF00,
+ // vivid green
+ 0x3300FF,
+ // vivid blue
+ 0xFF3300,
+ // vivid orange
+ 0x33FFFF,
+ // vivid cyan
+ 0xFF33FF,
+ // vivid magenta
+ 0xFFFF33,
+ // vivid yellow
+ 0x33FF33,
+ // vivid green
+ 0xFF3333,
+ // vivid red
+ 0x3333FF,
+ // vivid blue
+ 0xFF6633,
+ // vivid orange
+ 0x66FF33,
+ // vivid green
+ 0x3366FF,
+ // vivid blue
+ 0xFF3366,
+ // vivid pink
+ 0x66FF66,
+ // vivid green
+ 0x6666FF,
+ // vivid blue
+ 0xFF66CC,
+ // vivid pink
+ 0x66CCFF,
+ // vivid blue
+ 0xCCFF66,
+ // vivid green
+ 0xCC66FF,
+ // vivid purple
+ 0xFFCC66,
+ // vivid orange
+ 0x66FFCC,
+ // vivid aqua
+ 0xCCFFCC,
+ // vivid mint
+ 0xCCCCFF,
+ // vivid lavender
+ 0xFFCCCC,
+ // vivid pink
+ 0xCCFF99,
+ // vivid green
+ 0x99FFCC,
+ // vivid mint
+ 0xFF99CC,
+ // vivid pink
+ 0x99CCFF,
+ // vivid blue
+ 0xCC99FF,
+ // vivid purple
+ 0xFFCC99,
+ // vivid orange
+ 0x99FF99,
+ // vivid green
+ 0x9999FF,
+ // vivid blue
+ 0xFF9999,
+ // vivid pink
+ 0x99FF66,
+ // vivid green
+ 0x66FF99,
+ // vivid mint
+ 0xFF6699,
+ // vivid pink
+ 0x6699FF,
+ // vivid blue
+ 0x9966FF,
+ // vivid purple
+ 0xFF9966,
+ // vivid orange
+ 0x66FF66,
+ // vivid green
+ 0x6666FF,
+ // vivid blue
+ 0xFF66FF,
+ // vivid magenta
+ 0xFFFF66,
+ // vivid yellow
+ 0x66FFFF,
+ // vivid aqua
+ 0xFF66CC,
+ // vivid pink
+ 0x66CCFF,
+ // vivid blue
+ 0xCCFF66,
+ // vivid green
+ 0xCC66FF,
+ // vivid purple
+ 0xFFCC66,
+ // vivid orange
+ 0x66FFCC,
+ // vivid aqua
+ 0xCCFFCC,
+ // vivid mint
+ 0xCCCCFF,
+ // vivid lavender
+ 0xFFCCCC,
+ // vivid pink
+ 0xCCFF99,
+ // vivid green
+ 0x99FFCC,
+ // vivid mint
+ 0xFF99CC,
+ // vivid pink
+ 0x99CCFF,
+ // vivid blue
+ 0xCC99FF,
+ // vivid purple
+ 0xFFCC99,
+ // vivid orange
+ 0x99FF99,
+ // vivid green
+ 0x9999FF,
+ // vivid blue
+ 0xFF9999 // vivid pink
];
var colorIdx = Math.floor(Math.random() * brightColors.length);
var brightColor = brightColors[colorIdx];
enemy.children[0].color = brightColor;
Dead
Sound effect
MusicaInicio
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