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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'player._speedBoostTimeout = setTimeout(function () {' Line Number: 1030
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 907
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 911
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'player._speedBoostTimeout = setTimeout(function () {' Line Number: 967
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 922
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'wait')' in or related to this line: 'tween(shieldEffect).wait(4000).to({' Line Number: 779
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 855
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween({' Line Number: 718
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 855
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 855
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 898
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { milestones: [] }); /**** * Classes ****/ // On-screen left/right controls for mobile var AsciiButton = Container.expand(function () { var self = Container.call(this); self.txt = self.addChild(new Text2("", { size: 120, fill: 0xFFFFFF, font: "monospace" })); self.txt.anchor.set(0.5, 0.5); self.setLabel = function (label) { self.txt.setText(label); }; return self; }); // ASCII Obstacle var AsciiObstacle = Container.expand(function () { var self = Container.call(this); // Randomly choose an ASCII obstacle shape, now with more funny blocks! var shapes = ["#####", "=====", "-----", "|||||", "oOoOo", // funny bouncy "UwU", // cute face "0v0v0", // zigzag "><(((º>", // fish "LOL", // meme ":-)", // smiley "ZZZZZ", // sleepy "MOO", // cow "BEEP", // robot "!!!", // exclamation "T_T", // sad face "12345", // numbers "abcde" // letters ]; var ascii = shapes[Math.floor(Math.random() * shapes.length)]; var obsText = self.addChild(new Text2(ascii, { size: 90, fill: 0xFF5555, font: "monospace" })); obsText.anchor.set(0.5, 0.5); // For collision, define a bounding box self.getBounds = function () { return { x: self.x - 225, y: self.y - 45, width: 450, height: 90 }; }; // Move down at a variable speed (default 12, can be overridden) self.speed = 12; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); // ASCII Player Character var AsciiPlayer = Container.expand(function () { var self = Container.call(this); // ASCII art for the player (simple stick figure) var asciiArt = [" O ", " /|\\ ", " / \\ "].join("\n"); var playerText = self.addChild(new Text2(asciiArt, { size: 90, fill: 0xFFFFFF, font: "monospace" })); playerText.anchor.set(0.5, 0.5); // Cosmetic tag above head (for rewards) self.tagText = self.addChild(new Text2("", { size: 60, fill: 0x00FF99, font: "monospace" })); self.tagText.anchor.set(0.5, 1); self.tagText.x = 0; self.tagText.y = -140; // NEW: Container for power-up effects self.effectsContainer = self.addChild(new Container()); // For collision, define a bounding box self.getBounds = function () { return { x: self.x - 90, y: self.y - 135, width: 180, height: 270 }; }; return self; }); // NEW: Power-up: Score Multiplier var ScoreMultiplierPowerup = Container.expand(function () { var self = Container.call(this); var multiplierText = self.addChild(new Text2("[x2 SCORE]", { size: 80, fill: 0xFF00FF, // Magenta color font: "monospace" })); multiplierText.anchor.set(0.5, 0.5); self.speed = 10; self.getBounds = function () { return { x: self.x - 120, y: self.y - 40, width: 240, height: 80 }; }; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); // Power-up: Shield var ShieldPowerup = Container.expand(function () { var self = Container.call(this); var shieldText = self.addChild(new Text2("[SHIELD]", { size: 80, fill: 0x00FFFF, font: "monospace" })); shieldText.anchor.set(0.5, 0.5); self.speed = 10; self.getBounds = function () { return { x: self.x - 120, y: self.y - 40, width: 240, height: 80 }; }; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); // NEW: Power-up: Speed Boost var SpeedBoostPowerup = Container.expand(function () { var self = Container.call(this); var speedBoostText = self.addChild(new Text2("[SPEED]", { size: 80, fill: 0xFFFF00, // Yellow color font: "monospace" })); speedBoostText.anchor.set(0.5, 0.5); self.speed = 10; self.getBounds = function () { return { x: self.x - 120, y: self.y - 40, width: 240, height: 80 }; }; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // NEW: Dynamic background layers var backgroundText1, backgroundText2; var backgroundSpeed = 1; // Adjust for desired scroll speed function createBackgroundLayer(yPos) { var bgArt = ""; for (var i = 0; i < 20; i++) { for (var j = 0; j < 50; j++) { bgArt += String.fromCharCode(33 + Math.floor(Math.random() * 94)); } bgArt += "\n"; } var bgText = new Text2(bgArt, { size: 50, fill: 0x282828, font: "monospace" }); bgText.anchor.set(0.5, 0); bgText.x = 2048 / 2; bgText.y = yPos; game.addChild(bgText); return bgText; } // Initialize two background layers for seamless scrolling backgroundText1 = createBackgroundLayer(0); backgroundText2 = createBackgroundLayer(-2732); // Position above the first one // Game states var STATE_MENU = 0; var STATE_PLAY = 1; var STATE_PROFILE = 2; var gameState = STATE_MENU; // Main elements var player; var obstacles = []; var powerups = []; var score = 0; var currentScoreMultiplier = 1; // Track the current score multiplier var bestScore = storage.bestScore || 0; var milestones = storage.milestones || []; var milestoneThresholds = [10, 25, 50, 100, 200, 500, 1000]; // GUI elements var scoreText, bestText, menuTitle, startBtn, profileBtn, profilePanel, profileTitle, profileMilestones, backBtn; var healthText; var leftBtn; var rightBtn; // Game variables var health = 3; var maxHealth = 5; var combo = 0; var lastCosmetic = -1; var cosmeticTags = ["", "ASCII MAN", "ASCII PRO", "RUNNER", "ELITE", "ASCII KING", "GODMODE", "AMAZİNG", "777", "SHİT", "ADMİN"]; // Utility: collision detection (AABB) function intersects(a, b) { var ab = a.getBounds(); var bb = b.getBounds(); return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y; } // --- MENU UI --- function showMenu() { gameState = STATE_MENU; clearGame(); clearProfile(); // Title menuTitle = new Text2("ASCII RUNNER", { size: 140, fill: 0xFFFFFF, font: "monospace" }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 2048 / 2; menuTitle.y = 300; game.addChild(menuTitle); // Start Button (always enabled, no username required) startBtn = new Text2("[ START ]", { size: 110, fill: 0x00FF99, font: "monospace" }); startBtn.anchor.set(0.5, 0.5); startBtn.x = 2048 / 2; startBtn.y = 900; startBtn.alpha = 1; startBtn.down = function () { clearMenu(); startGame(); }; game.addChild(startBtn); // Profile Button profileBtn = new Text2("[ PROFILE ]", { size: 90, fill: 0xCCCCCC, font: "monospace" }); profileBtn.anchor.set(0.5, 0.5); profileBtn.x = 2048 / 2; profileBtn.y = 1600; game.addChild(profileBtn); // Best Score bestText = new Text2("Best: " + bestScore, { size: 80, fill: 0xAAAAAA, font: "monospace" }); bestText.anchor.set(0.5, 0.5); bestText.x = 2048 / 2; bestText.y = 1800; game.addChild(bestText); // Button handlers profileBtn.down = function () { showProfile(); }; } // --- PROFILE UI --- function showProfile() { gameState = STATE_PROFILE; clearMenu(); clearGame(); profilePanel = new Container(); // Username at top var uname = typeof username !== "undefined" && username ? username : storage.username || ""; var unameText = new Text2(uname, { size: 90, fill: 0x00FF99, font: "monospace" }); unameText.anchor.set(0.5, 0); unameText.x = 2048 / 2; unameText.y = 180; profilePanel.addChild(unameText); // Title profileTitle = new Text2("PROFILE", { size: 120, fill: 0xFFFFFF, font: "monospace" }); profileTitle.anchor.set(0.5, 0); profileTitle.x = 2048 / 2; profileTitle.y = 300; profilePanel.addChild(profileTitle); // Milestones var milestoneLines = []; for (var i = 0; i < milestoneThresholds.length; i++) { var th = milestoneThresholds[i]; var unlocked = milestones.indexOf(th) !== -1; milestoneLines.push((unlocked ? "[✓] " : "[ ] ") + "Score " + th); } profileMilestones = new Text2(milestoneLines.join("\n"), { size: 90, fill: 0xFFFF99, font: "monospace" }); profileMilestones.anchor.set(0.5, 0); profileMilestones.x = 2048 / 2; profileMilestones.y = 500; profilePanel.addChild(profileMilestones); // Back Button backBtn = new Text2("[ BACK ]", { size: 90, fill: 0x00FF99, font: "monospace" }); backBtn.anchor.set(0.5, 0.5); backBtn.x = 2048 / 2; backBtn.y = 1800; profilePanel.addChild(backBtn); backBtn.down = function () { showMenu(); }; game.addChild(profilePanel); } // --- GAMEPLAY UI --- function startGame() { gameState = STATE_PLAY; clearMenu(); clearProfile(); clearGame(); score = 0; currentScoreMultiplier = 1; // Reset multiplier at start obstacles = []; powerups = []; health = 3; maxHealth = 5; combo = 0; lastCosmetic = -1; game._lastShieldScore = -1; // Reset shield drop tracker game._lastSpeedBoostScore = -1; // Reset speed boost drop tracker game._lastScoreMultiplierScore = -1; // Reset score multiplier drop tracker // Player player = new AsciiPlayer(); player.x = 2048 / 2; player.y = 2200; game.addChild(player); player.originalMoveSpeed = 180; // Store original player movement speed player.xMoveAmount = player.originalMoveSpeed; // Current horizontal move amount // Cosmetic border container player.borderBox = new Container(); player.addChild(player.borderBox); // Function to update border style player.updateBorder = function (score) { // Remove previous border if (player.borderBox.children.length > 0) { for (var i = 0; i < player.borderBox.children.length; i++) { player.borderBox.children[i].destroy(); } player.borderBox.removeChildren(); } // Choose border style by score var borderStyle = Math.floor(score / 100) % 6; // her 100 puanda değişir var borderArt = ""; var borderColor = 0xFFFFFF; if (score >= 100) { borderColor = Math.random() * 0xFFFFFF; // Rastgele renk (istediğin gibi değiştir) switch (borderStyle) { case 0: borderArt = "+-----+\n| |\n| |\n+-----+"; break; case 1: borderArt = "☆-----☆\n| |\n| |\n☆-----☆"; break; case 2: borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥"; break; case 3: borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓"; break; case 4: borderArt = "♡-----♡\n| |\n| |\n♡-----♡"; break; case 5: borderArt = "◆-----◆\n| |\n| |\n◆-----◆"; break; } } else { switch (borderStyle) { case 0: borderArt = "+-----+\n| |\n| |\n+-----+"; borderColor = 0xAAAAAA; break; case 1: borderArt = "☆-----☆\n| |\n| |\n☆-----☆"; borderColor = 0xFFD700; break; case 2: borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥"; borderColor = 0xFF5500; break; case 3: borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓"; borderColor = 0x00FFFF; break; case 4: borderArt = "♡-----♡\n| |\n| |\n♡-----♡"; borderColor = 0xFF66CC; break; case 5: borderArt = "◆-----◆\n| |\n| |\n◆-----◆"; borderColor = 0x66FF99; break; } } var borderTxt = new Text2(borderArt, { size: 100, fill: borderColor, font: "monospace" }); borderTxt.anchor.set(0.5, 0.5); borderTxt.x = 0; borderTxt.y = 0; player.borderBox.addChild(borderTxt); }; // Puan arttıran fonksiyon function addScore(amount) { score += amount * currentScoreMultiplier; // Apply multiplier here player.updateBorder(score); } // İlk borderı göster player.updateBorder(score); // Score Text scoreText = new Text2("Score: 0", { size: 100, fill: 0xFFFFFF, font: "monospace" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Health Stars above player var stars = ""; for (var h = 0; h < health; h++) { stars += "★"; } healthText = new Text2(stars, { size: 100, fill: 0xFFDD44, // gold/yellow for stars font: "monospace" }); healthText.anchor.set(0.5, 1); healthText.x = 0; healthText.y = -180; player.addChild(healthText); // Cosmetic tag player.tagText.setText(""); // On-screen left/right controls leftBtn = new AsciiButton(); leftBtn.setLabel("<"); leftBtn.x = 200; leftBtn.y = 2600; leftBtn.txt.fill = 0x00FF99; leftBtn.down = function () { if (gameState !== STATE_PLAY) { return; } player.x = Math.max(90, player.x - player.xMoveAmount); // Use dynamic move amount }; game.addChild(leftBtn); rightBtn = new AsciiButton(); rightBtn.setLabel(">"); rightBtn.x = 2048 - 200; rightBtn.y = 2600; rightBtn.txt.fill = 0x00FF99; rightBtn.down = function () { if (gameState !== STATE_PLAY) { return; } player.x = Math.min(2048 - 90, player.x + player.xMoveAmount); // Use dynamic move amount }; game.addChild(rightBtn); // Move handler: player follows finger/mouse horizontally game.move = function (x, y, obj) { if (gameState !== STATE_PLAY) { return; } // Clamp player within screen var px = Math.max(90, Math.min(2048 - 90, x)); player.x = px; }; // Down handler: also move instantly game.down = function (x, y, obj) { if (gameState !== STATE_PLAY) { return; } var px = Math.max(90, Math.min(2048 - 90, x)); player.x = px; }; // Up handler: not used, but required for drag logic game.up = function (x, y, obj) {}; // Start with a clear obstacle and powerup list for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; for (var i = 0; i < powerups.length; i++) { powerups[i].destroy(); } powerups = []; } // --- GAME CLEAR HELPERS --- function clearMenu() { if (menuTitle) { menuTitle.destroy(); menuTitle = null; } if (startBtn) { startBtn.destroy(); startBtn = null; } if (profileBtn) { profileBtn.destroy(); profileBtn = null; } if (bestText) { bestText.destroy(); bestText = null; } } if (game._inputCleanup) { game._inputCleanup(); } function clearProfile() { if (profilePanel) { profilePanel.destroy(); profilePanel = null; } } function clearGame() { if (player) { player.destroy(); player = null; } for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; if (scoreText) { scoreText.destroy(); scoreText = null; } if (healthText) { healthText.destroy(); healthText = null; } if (leftBtn) { leftBtn.destroy(); leftBtn = null; } if (rightBtn) { rightBtn.destroy(); rightBtn = null; } if (powerups) { for (var i = 0; i < powerups.length; i++) { powerups[i].destroy(); } powerups = []; } game.move = null; game.down = null; game.up = null; } // --- GAME LOOP --- game.update = function () { if (gameState !== STATE_PLAY) { // NEW: Scroll background even in menu/profile for a dynamic feel backgroundText1.y += backgroundSpeed; backgroundText2.y += backgroundSpeed; if (backgroundText1.y >= 2732) { backgroundText1.y = backgroundText2.y - 2732; } if (backgroundText2.y >= 2732) { backgroundText2.y = backgroundText1.y - 2732; } return; } // NEW: Scroll background during gameplay backgroundText1.y += backgroundSpeed; backgroundText2.y += backgroundSpeed; if (backgroundText1.y >= 2732) { backgroundText1.y = backgroundText2.y - 2732; } if (backgroundText2.y >= 2732) { backgroundText2.y = backgroundText1.y - 2732; } // Dynamic difficulty: speed and spawn rate increase every 100 points var baseSpeed = 12; var baseSpawn = 40; var speedup = Math.floor(score / 100); var currentSpeed = baseSpeed + speedup * 2; var currentSpawn = Math.max(12, baseSpawn - speedup * 5); // Cosmetic tag reward every 100 points var cosmeticIdx = Math.min(Math.floor(score / 100), cosmeticTags.length - 1); if (cosmeticIdx !== lastCosmetic) { player.tagText.setText(cosmeticTags[cosmeticIdx]); lastCosmetic = cosmeticIdx; } // Cosmetic border every 500 score if (player && player.updateBorder) { var borderStyle = Math.floor(score / 500) % 4; if (typeof player._lastBorderStyle === "undefined" || player._lastBorderStyle !== borderStyle) { player.updateBorder(score); player._lastBorderStyle = borderStyle; } } // Unlock new features at milestones (minimal: e.g. new obstacle shapes, color, etc.) var extraShapes = []; if (score >= 200) { extraShapes.push("/////"); } if (score >= 300) { extraShapes.push("\\\\\\\\\\"); } if (score >= 400) { extraShapes.push("#####", "====="); } if (score >= 500) { extraShapes.push("~~~~~"); } if (score >= 1000) { extraShapes.push("*****"); } // --- ASCII ENEMY/DECORATION LOGIC --- // Enemy words that can hurt the player var ENEMY_WORDS = ["LOL", "UwU", "=====", "!!!"]; // Harmless decorations (fun/chaotic) var DECOR_WORDS = ["<3", "⚔", "~*", "★彡", "✿", "☠", "owo", "zzz", "☆", "彡", "♡", "∞", "☀", "☁", "☂", "☃", "☄", "☾", "☽", "☼", "☻", "☺", "♪", "♫", "♬", "♩", "♭", "♯", "♮", "✧", "✪", "✩", "✰", "✶", "✹", "✺", "✻", "✼", "✽", "✾", "✿", "❀", "❁", "❂", "❃", "❄", "❅", "❆", "❇", "❈", "❉", "❊", "❋", "☘", "☾", "☽", "☄", "☀", "☁", "☂", "☃", "☼", "☽", "彡★", "彡☆", "彡✿", "彡♡"]; // All possible shapes for obstacles (enemies + decos) var ALL_ASCII_SHAPES = ["#####", "=====", "-----", "|||||", "oOoOo", "UwU", "0v0v0", "><(((º>", "LOL", ":-)", "ZZZZZ", "MOO", "BEEP", "!!!", "T_T", "12345", "abcde"].concat(extraShapes).concat(ENEMY_WORDS).concat(DECOR_WORDS); // Decide if this spawn is an enemy or a decoration if (LK.ticks % currentSpawn === 0) { var isEnemy = Math.random() < 0.5; // 50% chance for enemy, 50% for deco var ascii; if (isEnemy) { ascii = ENEMY_WORDS[Math.floor(Math.random() * ENEMY_WORDS.length)]; } else { ascii = DECOR_WORDS[Math.floor(Math.random() * DECOR_WORDS.length)]; } var obs = new AsciiObstacle(); // Set the ASCII text if (obs.children[0] && obs.children[0].setText) { obs.children[0].setText(ascii); } obs.x = 200 + Math.floor(Math.random() * (2048 - 400)); obs.y = -60; obs.speed = currentSpeed; // Mark if this is an enemy for collision logic obs.isEnemy = isEnemy; obstacles.push(obs); game.addChild(obs); } // --- POWER-UP DROP LOGIC --- // Drop shield exactly at every 100 points if (score > 0 && score % 100 === 0 && game._lastShieldScore !== score) { var shield = new ShieldPowerup(); shield.x = 200 + Math.floor(Math.random() * (2048 - 400)); shield.y = -60; shield.speed = Math.max(8, currentSpeed - 2); powerups.push(shield); game.addChild(shield); game._lastShieldScore = score; } // Drop Speed Boost Power-up every 150 points if (score > 0 && score % 150 === 0 && game._lastSpeedBoostScore !== score) { var speedBoost = new SpeedBoostPowerup(); speedBoost.x = 200 + Math.floor(Math.random() * (2048 - 400)); speedBoost.y = -60; speedBoost.speed = Math.max(8, currentSpeed - 2); powerups.push(speedBoost); game.addChild(speedBoost); game._lastSpeedBoostScore = score; } // Drop Score Multiplier Power-up every 250 points if (score > 0 && score % 250 === 0 && game._lastScoreMultiplierScore !== score) { var scoreMultiplier = new ScoreMultiplierPowerup(); scoreMultiplier.x = 200 + Math.floor(Math.random() * (2048 - 400)); scoreMultiplier.y = -60; scoreMultiplier.speed = Math.max(8, currentSpeed - 2); powerups.push(scoreMultiplier); game.addChild(scoreMultiplier); game._lastScoreMultiplierScore = score; } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Only process collision if this is an enemy if (obs.isEnemy && intersects(player, obs)) { // Flash screen LK.effects.flashScreen(0xff2222, 800); // NEW: Player character flash on hit player.children[0].fill = 0xFFFFFF; // Reset to white initially tween(player.children[0]).to({ fill: 0xFF0000 }, 100).to({ fill: 0xFFFFFF }, 100).start(); health -= 1; combo = 0; if (healthText) { var stars = ""; for (var h = 0; h < health; h++) { stars += "★"; } healthText.setText(stars); } // Remove obstacle obs.destroy(); obstacles.splice(i, 1); // Game over if health depleted if (health <= 0) { // Update best score if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; } // Update milestones for (var m = 0; m < milestoneThresholds.length; m++) { var th = milestoneThresholds[m]; if (score >= th && milestones.indexOf(th) === -1) { milestones.push(th); } } storage.milestones = milestones; // Show game over (handled by LK) LK.showGameOver(); return; } continue; } // Remove if off screen if (obs.y > 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); if (intersects(player, p)) { // Remove any existing power-up effect text player.effectsContainer.removeChildren(); if (p instanceof ShieldPowerup) { // Collect shield: +1 health (max 5) if (health < maxHealth) { health += 1; var stars = ""; for (var h = 0; h < health; h++) { stars += "★"; } healthText.setText(stars); } LK.effects.flashScreen(0x00ffff, 400); // NEW: Visual effect for shield var shieldEffect = new Text2("[SHIELD ON]", { size: 70, fill: 0x00FFFF, font: "monospace" }); shieldEffect.anchor.set(0.5, 0.5); shieldEffect.y = -220; player.effectsContainer.addChild(shieldEffect); tween(shieldEffect).wait(4000).to({ alpha: 0 }, 500).call(function () { shieldEffect.destroy(); }).start(); } else if (p instanceof SpeedBoostPowerup) { LK.effects.flashScreen(0xFFFF00, 400); // Yellow flash // Temporarily increase player's horizontal movement speed player.xMoveAmount = player.originalMoveSpeed * 2; // Double speed // NEW: Visual effect for speed boost var speedEffect = new Text2("[FAST]", { size: 70, fill: 0xFFFF00, font: "monospace" }); speedEffect.anchor.set(0.5, 0.5); speedEffect.y = -220; player.effectsContainer.addChild(speedEffect); setTimeout(function () { player.xMoveAmount = player.originalMoveSpeed; // Revert after 5 seconds if (speedEffect && !speedEffect._isDestroyed) { // Check if not already destroyed tween(speedEffect).to({ alpha: 0 }, 500).call(function () { speedEffect.destroy(); }).start(); } }, 5000); } else if (p instanceof ScoreMultiplierPowerup) { LK.effects.flashScreen(0xFF00FF, 400); // Magenta flash currentScoreMultiplier = 2; // Set multiplier to x2 // NEW: Visual effect for score multiplier var multiplierEffect = new Text2("[x2]", { size: 70, fill: 0xFF00FF, font: "monospace" }); multiplierEffect.anchor.set(0.5, 0.5); multiplierEffect.y = -220; player.effectsContainer.addChild(multiplierEffect); setTimeout(function () { currentScoreMultiplier = 1; // Revert after 7 seconds if (multiplierEffect && !multiplierEffect._isDestroyed) { // Check if not already destroyed tween(multiplierEffect).to({ alpha: 0 }, 500).call(function () { multiplierEffect.destroy(); }).start(); } }, 7000); } p.destroy(); powerups.splice(i, 1); continue; } if (p.y > 2732 + 100) { p.destroy(); powerups.splice(i, 1); } } // Score increases with time if (LK.ticks % 6 === 0) { score += 1 * currentScoreMultiplier; // Apply multiplier here scoreText.setText("Score: " + score); // NEW: Score text "pop" effect scoreText.alpha = 1; scoreText.scale.set(1.1, 1.1); tween(scoreText).to({ alpha: 0.8, scale: { x: 1, y: 1 } }, 150).start(); combo++; } }; // --- GAME OVER HANDLER (reset to menu) --- LK.on('gameover', function () { showMenu(); }); // --- INITIALIZE --- showMenu();
===================================================================
--- original.js
+++ change.js
@@ -83,9 +83,9 @@
// ASCII Player Character
var AsciiPlayer = Container.expand(function () {
var self = Container.call(this);
// ASCII art for the player (simple stick figure)
- var asciiArt = [" O ", " /|\\ ", " / \\ "].join("\n");
+ var asciiArt = [" O ", " /|\\ ", " / \\ "].join("\n");
var playerText = self.addChild(new Text2(asciiArt, {
size: 90,
fill: 0xFFFFFF,
font: "monospace"
@@ -99,8 +99,10 @@
}));
self.tagText.anchor.set(0.5, 1);
self.tagText.x = 0;
self.tagText.y = -140;
+ // NEW: Container for power-up effects
+ self.effectsContainer = self.addChild(new Container());
// For collision, define a bounding box
self.getBounds = function () {
return {
x: self.x - 90,
@@ -110,8 +112,36 @@
};
};
return self;
});
+// NEW: Power-up: Score Multiplier
+var ScoreMultiplierPowerup = Container.expand(function () {
+ var self = Container.call(this);
+ var multiplierText = self.addChild(new Text2("[x2 SCORE]", {
+ size: 80,
+ fill: 0xFF00FF,
+ // Magenta color
+ font: "monospace"
+ }));
+ multiplierText.anchor.set(0.5, 0.5);
+ self.speed = 10;
+ self.getBounds = function () {
+ return {
+ x: self.x - 120,
+ y: self.y - 40,
+ width: 240,
+ height: 80
+ };
+ };
+ self.update = function () {
+ if (typeof self.lastY === "undefined") {
+ self.lastY = self.y;
+ }
+ self.y += self.speed;
+ self.lastY = self.y;
+ };
+ return self;
+});
// Power-up: Shield
var ShieldPowerup = Container.expand(function () {
var self = Container.call(this);
var shieldText = self.addChild(new Text2("[SHIELD]", {
@@ -137,8 +167,36 @@
self.lastY = self.y;
};
return self;
});
+// NEW: Power-up: Speed Boost
+var SpeedBoostPowerup = Container.expand(function () {
+ var self = Container.call(this);
+ var speedBoostText = self.addChild(new Text2("[SPEED]", {
+ size: 80,
+ fill: 0xFFFF00,
+ // Yellow color
+ font: "monospace"
+ }));
+ speedBoostText.anchor.set(0.5, 0.5);
+ self.speed = 10;
+ self.getBounds = function () {
+ return {
+ x: self.x - 120,
+ y: self.y - 40,
+ width: 240,
+ height: 80
+ };
+ };
+ self.update = function () {
+ if (typeof self.lastY === "undefined") {
+ self.lastY = self.y;
+ }
+ self.y += self.speed;
+ self.lastY = self.y;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -148,148 +206,58 @@
/****
* Game Code
****/
-// Game states
-// Tween for possible future use (not used in MVP, but included for extensibility)
-// Storage for persistent profile/milestones
-function _typeof2(o) {
- "@babel/helpers - typeof";
- return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
- return typeof o;
- } : function (o) {
- return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
- }, _typeof2(o);
-}
-function _classCallCheck2(a, n) {
- if (!(a instanceof n)) {
- throw new TypeError("Cannot call a class as a function");
- }
-}
-function __defineProperties(e, r) {
- for (var t = 0; t < r.length; t++) {
- var o = r[t];
- o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey2(o.key), o);
- }
-}
-function _createClass2(e, r, t) {
- return r && __defineProperties(e.prototype, r), t && __defineProperties(e, t), Object.defineProperty(e, "prototype", {
- writable: !1
- }), e;
-}
-function _toPropertyKey2(t) {
- var i = _toPrimitive2(t, "string");
- return "symbol" == _typeof2(i) ? i : i + "";
-}
-function _toPrimitive2(t, r) {
- if ("object" != _typeof2(t) || !t) {
- return t;
- }
- var e = t[Symbol.toPrimitive];
- if (void 0 !== e) {
- var i = e.call(t, r || "default");
- if ("object" != _typeof2(i)) {
- return i;
+// NEW: Dynamic background layers
+var backgroundText1, backgroundText2;
+var backgroundSpeed = 1; // Adjust for desired scroll speed
+function createBackgroundLayer(yPos) {
+ var bgArt = "";
+ for (var i = 0; i < 20; i++) {
+ for (var j = 0; j < 50; j++) {
+ bgArt += String.fromCharCode(33 + Math.floor(Math.random() * 94));
}
- throw new TypeError("@@toPrimitive must return a primitive value.");
+ bgArt += "\n";
}
- return ("string" === r ? String : Number)(t);
+ var bgText = new Text2(bgArt, {
+ size: 50,
+ fill: 0x282828,
+ font: "monospace"
+ });
+ bgText.anchor.set(0.5, 0);
+ bgText.x = 2048 / 2;
+ bgText.y = yPos;
+ game.addChild(bgText);
+ return bgText;
}
-var SpeedBoostPowerup = /*#__PURE__*/function () {
- function SpeedBoostPowerup() {
- _classCallCheck2(this, SpeedBoostPowerup);
- this.x = Math.floor(Math.random() * (canvas.width - 20));
- this.y = -20;
- this.width = 20;
- this.height = 20;
- this.speed = 2; // Power-up düşme hızı
- this.duration = 5000; // 5 saniye hız artışı süresi
- this.active = false;
- }
- return _createClass2(SpeedBoostPowerup, [{
- key: "update",
- value: function update() {
- this.y += this.speed;
- // Çarpışma kontrolü (player ile)
- if (this.y + this.height > player.y && this.x < player.x + player.width && this.x + this.width > player.x) {
- this.active = true;
- applySpeedBoost();
- this.remove = true; // Koleksiyondan silmek için işaretle
- }
- }
- }, {
- key: "draw",
- value: function draw(ctx) {
- ctx.fillStyle = 'yellow';
- ctx.fillRect(this.x, this.y, this.width, this.height);
- }
- }]);
-}();
-function applySpeedBoost() {
- player.speed *= 2; // Hızı 2 katına çıkar
- setTimeout(function () {
- player.speed /= 2; // Süre bitince normale dön
- }, 5000);
-}
-function _typeof(o) {
- "@babel/helpers - typeof";
- return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
- return typeof o;
- } : function (o) {
- return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
- }, _typeof(o);
-}
-function _classCallCheck(a, n) {
- if (!(a instanceof n)) {
- throw new TypeError("Cannot call a class as a function");
- }
-}
-function _defineProperties(e, r) {
- for (var t = 0; t < r.length; t++) {
- var o = r[t];
- o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
- }
-}
-function _createClass(e, r, t) {
- return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
- writable: !1
- }), e;
-}
-function _toPropertyKey(t) {
- var i = _toPrimitive(t, "string");
- return "symbol" == _typeof(i) ? i : i + "";
-}
-function _toPrimitive(t, r) {
- if ("object" != _typeof(t) || !t) {
- return t;
- }
- var e = t[Symbol.toPrimitive];
- if (void 0 !== e) {
- var i = e.call(t, r || "default");
- if ("object" != _typeof(i)) {
- return i;
- }
- throw new TypeError("@@toPrimitive must return a primitive value.");
- }
- return ("string" === r ? String : Number)(t);
-}
+// Initialize two background layers for seamless scrolling
+backgroundText1 = createBackgroundLayer(0);
+backgroundText2 = createBackgroundLayer(-2732); // Position above the first one
+// Game states
var STATE_MENU = 0;
var STATE_PLAY = 1;
var STATE_PROFILE = 2;
var gameState = STATE_MENU;
// Main elements
var player;
var obstacles = [];
-var powerups = []; // Make powerups globally defined so it is accessible everywhere
+var powerups = [];
var score = 0;
+var currentScoreMultiplier = 1; // Track the current score multiplier
var bestScore = storage.bestScore || 0;
var milestones = storage.milestones || [];
var milestoneThresholds = [10, 25, 50, 100, 200, 500, 1000];
// GUI elements
var scoreText, bestText, menuTitle, startBtn, profileBtn, profilePanel, profileTitle, profileMilestones, backBtn;
-var healthText; // Make healthText globally defined so it is accessible everywhere
-var leftBtn; // Make leftBtn globally defined so it is accessible everywhere
-var rightBtn; // Make rightBtn globally defined so it is accessible everywhere
+var healthText;
+var leftBtn;
+var rightBtn;
+// Game variables
+var health = 3;
+var maxHealth = 5;
+var combo = 0;
+var lastCosmetic = -1;
+var cosmeticTags = ["", "ASCII MAN", "ASCII PRO", "RUNNER", "ELITE", "ASCII KING", "GODMODE", "AMAZİNG", "777", "SHİT", "ADMİN"];
// Utility: collision detection (AABB)
function intersects(a, b) {
var ab = a.getBounds();
var bb = b.getBounds();
@@ -414,21 +382,25 @@
clearMenu();
clearProfile();
clearGame();
score = 0;
+ currentScoreMultiplier = 1; // Reset multiplier at start
obstacles = [];
powerups = [];
health = 3;
maxHealth = 5;
combo = 0;
lastCosmetic = -1;
- cosmeticTags = ["", "ASCII MAN", "ASCII PRO", "RUNNER", "ELITE", "ASCII KING", "GODMODE", "AMAZİNG", "777", "SHİT", "ADMİN"];
game._lastShieldScore = -1; // Reset shield drop tracker
+ game._lastSpeedBoostScore = -1; // Reset speed boost drop tracker
+ game._lastScoreMultiplierScore = -1; // Reset score multiplier drop tracker
// Player
player = new AsciiPlayer();
player.x = 2048 / 2;
player.y = 2200;
game.addChild(player);
+ player.originalMoveSpeed = 180; // Store original player movement speed
+ player.xMoveAmount = player.originalMoveSpeed; // Current horizontal move amount
// Cosmetic border container
player.borderBox = new Container();
player.addChild(player.borderBox);
// Function to update border style
@@ -447,50 +419,50 @@
if (score >= 100) {
borderColor = Math.random() * 0xFFFFFF; // Rastgele renk (istediğin gibi değiştir)
switch (borderStyle) {
case 0:
- borderArt = "+-----+\n| |\n| |\n+-----+";
+ borderArt = "+-----+\n| |\n| |\n+-----+";
break;
case 1:
- borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
+ borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
break;
case 2:
- borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
+ borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
break;
case 3:
- borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
+ borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
break;
case 4:
- borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
+ borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
break;
case 5:
- borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
+ borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
break;
}
} else {
switch (borderStyle) {
case 0:
- borderArt = "+-----+\n| |\n| |\n+-----+";
+ borderArt = "+-----+\n| |\n| |\n+-----+";
borderColor = 0xAAAAAA;
break;
case 1:
- borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
+ borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
borderColor = 0xFFD700;
break;
case 2:
- borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
+ borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
borderColor = 0xFF5500;
break;
case 3:
- borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
+ borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
borderColor = 0x00FFFF;
break;
case 4:
- borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
+ borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
borderColor = 0xFF66CC;
break;
case 5:
- borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
+ borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
borderColor = 0x66FF99;
break;
}
}
@@ -505,9 +477,9 @@
player.borderBox.addChild(borderTxt);
};
// Puan arttıran fonksiyon
function addScore(amount) {
- score += amount;
+ score += amount * currentScoreMultiplier; // Apply multiplier here
player.updateBorder(score);
}
// İlk borderı göster
player.updateBorder(score);
@@ -545,9 +517,9 @@
leftBtn.down = function () {
if (gameState !== STATE_PLAY) {
return;
}
- player.x = Math.max(90, player.x - 180);
+ player.x = Math.max(90, player.x - player.xMoveAmount); // Use dynamic move amount
};
game.addChild(leftBtn);
rightBtn = new AsciiButton();
rightBtn.setLabel(">");
@@ -557,9 +529,9 @@
rightBtn.down = function () {
if (gameState !== STATE_PLAY) {
return;
}
- player.x = Math.min(2048 - 90, player.x + 180);
+ player.x = Math.min(2048 - 90, player.x + player.xMoveAmount); // Use dynamic move amount
};
game.addChild(rightBtn);
// Move handler: player follows finger/mouse horizontally
game.move = function (x, y, obj) {
@@ -579,9 +551,9 @@
player.x = px;
};
// Up handler: not used, but required for drag logic
game.up = function (x, y, obj) {};
- // Start with a clear obstacle list
+ // Start with a clear obstacle and powerup list
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
@@ -655,10 +627,28 @@
}
// --- GAME LOOP ---
game.update = function () {
if (gameState !== STATE_PLAY) {
+ // NEW: Scroll background even in menu/profile for a dynamic feel
+ backgroundText1.y += backgroundSpeed;
+ backgroundText2.y += backgroundSpeed;
+ if (backgroundText1.y >= 2732) {
+ backgroundText1.y = backgroundText2.y - 2732;
+ }
+ if (backgroundText2.y >= 2732) {
+ backgroundText2.y = backgroundText1.y - 2732;
+ }
return;
}
+ // NEW: Scroll background during gameplay
+ backgroundText1.y += backgroundSpeed;
+ backgroundText2.y += backgroundSpeed;
+ if (backgroundText1.y >= 2732) {
+ backgroundText1.y = backgroundText2.y - 2732;
+ }
+ if (backgroundText2.y >= 2732) {
+ backgroundText2.y = backgroundText1.y - 2732;
+ }
// Dynamic difficulty: speed and spawn rate increase every 100 points
var baseSpeed = 12;
var baseSpawn = 40;
var speedup = Math.floor(score / 100);
@@ -723,28 +713,54 @@
obs.isEnemy = isEnemy;
obstacles.push(obs);
game.addChild(obs);
}
- // --- SHIELD DROP LOGIC ---
- // Drop shield exactly at every 100 points (not random, not more than once per 100)
+ // --- POWER-UP DROP LOGIC ---
+ // Drop shield exactly at every 100 points
if (score > 0 && score % 100 === 0 && game._lastShieldScore !== score) {
- // Only drop once per 100 points
var shield = new ShieldPowerup();
shield.x = 200 + Math.floor(Math.random() * (2048 - 400));
shield.y = -60;
shield.speed = Math.max(8, currentSpeed - 2);
powerups.push(shield);
game.addChild(shield);
game._lastShieldScore = score;
}
+ // Drop Speed Boost Power-up every 150 points
+ if (score > 0 && score % 150 === 0 && game._lastSpeedBoostScore !== score) {
+ var speedBoost = new SpeedBoostPowerup();
+ speedBoost.x = 200 + Math.floor(Math.random() * (2048 - 400));
+ speedBoost.y = -60;
+ speedBoost.speed = Math.max(8, currentSpeed - 2);
+ powerups.push(speedBoost);
+ game.addChild(speedBoost);
+ game._lastSpeedBoostScore = score;
+ }
+ // Drop Score Multiplier Power-up every 250 points
+ if (score > 0 && score % 250 === 0 && game._lastScoreMultiplierScore !== score) {
+ var scoreMultiplier = new ScoreMultiplierPowerup();
+ scoreMultiplier.x = 200 + Math.floor(Math.random() * (2048 - 400));
+ scoreMultiplier.y = -60;
+ scoreMultiplier.speed = Math.max(8, currentSpeed - 2);
+ powerups.push(scoreMultiplier);
+ game.addChild(scoreMultiplier);
+ game._lastScoreMultiplierScore = score;
+ }
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Only process collision if this is an enemy
if (obs.isEnemy && intersects(player, obs)) {
// Flash screen
LK.effects.flashScreen(0xff2222, 800);
+ // NEW: Player character flash on hit
+ player.children[0].fill = 0xFFFFFF; // Reset to white initially
+ tween(player.children[0]).to({
+ fill: 0xFF0000
+ }, 100).to({
+ fill: 0xFFFFFF
+ }, 100).start();
health -= 1;
combo = 0;
if (healthText) {
var stars = "";
@@ -787,19 +803,83 @@
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (intersects(player, p)) {
- // Collect shield: +1 health (max 5)
- if (health < maxHealth) {
- health += 1;
- var stars = "";
- for (var h = 0; h < health; h++) {
- stars += "★";
+ // Remove any existing power-up effect text
+ player.effectsContainer.removeChildren();
+ if (p instanceof ShieldPowerup) {
+ // Collect shield: +1 health (max 5)
+ if (health < maxHealth) {
+ health += 1;
+ var stars = "";
+ for (var h = 0; h < health; h++) {
+ stars += "★";
+ }
+ healthText.setText(stars);
}
- healthText.setText(stars);
+ LK.effects.flashScreen(0x00ffff, 400);
+ // NEW: Visual effect for shield
+ var shieldEffect = new Text2("[SHIELD ON]", {
+ size: 70,
+ fill: 0x00FFFF,
+ font: "monospace"
+ });
+ shieldEffect.anchor.set(0.5, 0.5);
+ shieldEffect.y = -220;
+ player.effectsContainer.addChild(shieldEffect);
+ tween(shieldEffect).wait(4000).to({
+ alpha: 0
+ }, 500).call(function () {
+ shieldEffect.destroy();
+ }).start();
+ } else if (p instanceof SpeedBoostPowerup) {
+ LK.effects.flashScreen(0xFFFF00, 400); // Yellow flash
+ // Temporarily increase player's horizontal movement speed
+ player.xMoveAmount = player.originalMoveSpeed * 2; // Double speed
+ // NEW: Visual effect for speed boost
+ var speedEffect = new Text2("[FAST]", {
+ size: 70,
+ fill: 0xFFFF00,
+ font: "monospace"
+ });
+ speedEffect.anchor.set(0.5, 0.5);
+ speedEffect.y = -220;
+ player.effectsContainer.addChild(speedEffect);
+ setTimeout(function () {
+ player.xMoveAmount = player.originalMoveSpeed; // Revert after 5 seconds
+ if (speedEffect && !speedEffect._isDestroyed) {
+ // Check if not already destroyed
+ tween(speedEffect).to({
+ alpha: 0
+ }, 500).call(function () {
+ speedEffect.destroy();
+ }).start();
+ }
+ }, 5000);
+ } else if (p instanceof ScoreMultiplierPowerup) {
+ LK.effects.flashScreen(0xFF00FF, 400); // Magenta flash
+ currentScoreMultiplier = 2; // Set multiplier to x2
+ // NEW: Visual effect for score multiplier
+ var multiplierEffect = new Text2("[x2]", {
+ size: 70,
+ fill: 0xFF00FF,
+ font: "monospace"
+ });
+ multiplierEffect.anchor.set(0.5, 0.5);
+ multiplierEffect.y = -220;
+ player.effectsContainer.addChild(multiplierEffect);
+ setTimeout(function () {
+ currentScoreMultiplier = 1; // Revert after 7 seconds
+ if (multiplierEffect && !multiplierEffect._isDestroyed) {
+ // Check if not already destroyed
+ tween(multiplierEffect).to({
+ alpha: 0
+ }, 500).call(function () {
+ multiplierEffect.destroy();
+ }).start();
+ }
+ }, 7000);
}
- // Flash blue
- LK.effects.flashScreen(0x00ffff, 400);
p.destroy();
powerups.splice(i, 1);
continue;
}
@@ -809,10 +889,20 @@
}
}
// Score increases with time
if (LK.ticks % 6 === 0) {
- score++;
+ score += 1 * currentScoreMultiplier; // Apply multiplier here
scoreText.setText("Score: " + score);
+ // NEW: Score text "pop" effect
+ scoreText.alpha = 1;
+ scoreText.scale.set(1.1, 1.1);
+ tween(scoreText).to({
+ alpha: 0.8,
+ scale: {
+ x: 1,
+ y: 1
+ }
+ }, 150).start();
combo++;
}
};
// --- GAME OVER HANDLER (reset to menu) ---