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jugador colisiona con deco
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deco mata al jugador
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deco debe girar mas lento
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deco colisiona al jugador
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Please fix the bug: 'tween is not defined' in or related to this line: 'var toColor = colorCycle[nextColorIndex];' Line Number: 156 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'tween is not defined' in or related to this line: 'tween.to(stageGraphics, {' Line Number: 152 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
crea efecto multicolores a stages, colores brillantes
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stages rota contrario a bonus
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agrega otra orbita mas de stages
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mas rapido
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mas rapido
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aumenta velocidad rotacioon a stages
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a partir de su radio y orbita hacia afuera duplica a stages 10 veces
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agrega a stages a los assets
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agregalo para cambiarle tamaño
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crea una orbita de un radio de 200px con stage
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coloca stage en una orbita
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crea objeto llamado stages
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amplia orbita enemigos un poquito mas
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amplia orbita de enemigos
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deco colisiona al jugador
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el bonus que orbita a fuera reduce el radio
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que las 3 orbitas de bonus esten separadas al menos 600px
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la distancia entre los bonus separala un poco
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amplia un poco la orbita de bonus
/**** * 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 enemy asset var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position and movement properties self.speed = 1.2; // Lowered for better perception self.direction = 1; // 1 for right, -1 for left // Update method for enemy movement self.update = function () { self.x += self.speed * self.direction; // Reverse direction if enemy hits screen bounds if (self.x < 0 || self.x > 2048) { self.direction *= -1; } }; }); // 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 = -(0.24 + i * 0.024); // Negative: 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 6 deco objects, all sharing the same orbit (same radius, speed, and direction) var decos = []; var decoCount = 6; var sharedDecoOrbitRadius = 600; // All decos on the same orbit, now covers a smaller area var sharedDecoOrbitSpeed = -0.003; // Much slower for visual clarity 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); } // 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); 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); LK.showGameOver(); } deco.lastWasIntersecting = decoIntersecting; } } } ; ; // 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 var currentLevel = 1; 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 = []; var numEnemies = 3 * level; // Amplified enemy orbits: increase all base radii for even wider orbits var baseRadii = [370, 540, 710, 880, 1050, 1220, 1390, 1560]; for (var i = 0; i < numEnemies; i++) { var enemy = game.addChild(new Enemy()); // Assign a random color to the enemy's graphics if (enemy.children && enemy.children.length > 0 && enemy.children[0]) { // Generate a random color in 0xRRGGBB format var randomColor = Math.floor(Math.random() * 0xFFFFFF) | 0; enemy.children[0].color = randomColor; // If the asset supports .tint, set it as well for visual effect if (typeof enemy.children[0].tint !== "undefined") { enemy.children[0].tint = randomColor; } } enemy.x = 1024; enemy.y = 1366; // Distribute orbits and angles for variety var baseRadius = baseRadii[i % baseRadii.length]; enemy.orbitRadius = baseRadius + Math.floor(Math.random() * 120); enemy.orbitAngle = Math.random() * Math.PI * 2; enemy.orbitSpeed = 0.004 + Math.random() * 0.003; // Alternate direction: odd = counterclockwise, even = clockwise if (i % 2 === 1) { enemy.orbitSpeed *= -1; enemy.isCounterClockwise = true; } else { enemy.isCounterClockwise = false; } enemy.speed = 1.2 + Math.random() * 1.5; // Add random direction change timer for some enemies enemy.canChangeDirection = Math.random() < 0.5; // 50% chance if (enemy.canChangeDirection) { enemy.directionChangeInterval = 60 + Math.floor(Math.random() * 120); // 1-3 seconds enemy.directionChangeTick = 0; } enemies.push(enemy); } } // Spawn initial enemies for level 1 spawnEnemiesForLevel(currentLevel); // 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++; // 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); } 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 game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } enemy.lastWasIntersecting = isIntersecting; }); // --- 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
@@ -280,9 +280,19 @@
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 with player for deco ---
+ // --- 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);
+ 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
Dead
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