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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) ---