User prompt
Daytime Decorative Clouds: Objective: Implement dynamic, decorative clouds that appear exclusively during the daytime background cycle. Action: Clouds should scroll across the sky horizontally. Vary cloud sizes: Larger cloud sprites should move at a faster speed. Smaller cloud sprites should move at a slower speed. These clouds are purely cosmetic; they should have no additional animations beyond their scrolling movement.
User prompt
el logo del juego un poco mas pequeñlo y mas arriba, agrega nuevos obstaculos y enemigos, 2 estos nuevosn o apareceran tan constantemente como los principales
User prompt
la fuerza del salta sera depende la presion en el click del mouse, a menos presion el salto sera mas corto a maxima presion sera el salto maximo, al doble click un doble salto
User prompt
las estrellas del fondo deben parpadear y tener una dinamica que se note que algunas se hacen mas pequeñas y desaparecen otras mas grandes, como un cielo estrellado animado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
los abejas no deben volar tan bajo, el personaje principal un poco mas pequeño
User prompt
cada vez que pasa un obstaculo el personaje se pone amarillo, repara ese error
User prompt
el personaje principal un poco mas pequeño
User prompt
el salto un poco mas largo y alto pero no tanto
User prompt
"Game Mechanics and Level Design Adjustments for 'Jungle Adventure Slots' 1. Character Spacing and Obstacle Evasion: Objective: Ensure sufficient playable space for increased character count and allow for effective obstacle evasion. Action: Review and adjust level layouts. Increase the horizontal and vertical distances between platforms and obstacles as needed. Conduct thorough playtesting to identify and fine-tune optimal spacing for comfortable player movement and obstacle avoidance. 2. Collision Detection Refinement: Objective: Implement precise collision detection for all game elements. Action: Define accurate hitboxes for all characters and obstacles. Ensure the game engine correctly detects intersections between these hitboxes. Implement appropriate responses to collisions (e.g., damage, bounce, stop) based on game design requirements. 3. Bee Collision Logic (Ground Interaction): Objective: Prevent bees from colliding with the player character when the character is on the ground. Action: Modify the bee collision logic. When the player character is detected as being on a "ground" surface (e.g., through a specific ground layer detection or a 'isGrounded' property), disable or ignore collision detection specifically between the player character and bee entities. 4. Day-to-Night Transition with Twinkling Stars: Objective: Implement a smooth day-to-night background transition with visually appealing twinkling stars. Action: Day-Night Cycle: Develop a system (e.g., a timer or specific in-game event trigger) to manage the day-to-night transition. Upon activation, smoothly transition the background visuals from day to night. Twinkling Stars: Create a separate background layer for stars during the night phase. Use small, white sprite assets for individual stars. Implement a twinkling effect: For each star, randomly vary its opacity (alpha value) over short, independent time intervals (e.g., oscillating between 0.6 and 1.0) to simulate a flickering or twinkling effect. Ensure the twinkling is asynchronous across different stars to create a natural starry sky appearance." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que sea un poco mas grande los personajes, el piso debera estar mas alto debajo del piso debera tener un reecuadro marron simulando un suelo
User prompt
corregiremos lo de la musica mejor seguira sonando normal
User prompt
un poco menos
User prompt
el salto esta muy corto debe ser mas alto
User prompt
la musica debe seguir normal y en lop solo quiero que cuando llega a los 100 puntos se escuche con el pitch mas slowed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
revisa las colisiones, esta fallando, cuando sea la noche quiero que cambies el pich de la musica de fondo para que suene slowed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el cielo cambie cada 100 puntos y que la transcision sea suvae ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
los puntos me gustaria en una letra mas bold y el bordo mas grueso un estilo kawaii como el logo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
posiciona el logo mas arriba y que el movimiento sea suave pero mas rapido y menos expansion sutil pero que se note que tiene vida ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hay un gran espacio en el centro de la pantalla, me gustaria poner el logo del juego que se mueva suvamente de mas chico a mas grande como si respirara pero delicadamente para que no distraiga tanto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega el cambio entonces ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quisiera que tenga u nefecto los numeros cada vez que suma puntos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
el personaje sigue sin pestañar debe intercambiar entre "fluffball" y "fluffballblink" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
repara la funcion de pestañar del personaje ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
no funciona el pestaneo revisalo bien porfavor
User prompt
recuerda que para haga un pestaneo agregamos ambas imagenes debera hacerlo cada 3 segundos y debera durar medio un cuarto de segundo sus ojos cerados ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Fluffball = Container.expand(function () {
var self = Container.call(this);
var fluffballGraphics = self.attachAsset('fluffball', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityY = 0;
self.isJumping = false;
self.isDucking = false;
self.groundY = 0;
self.jumpPower = -30;
self.gravity = 0.8;
self.duckScale = 0.6;
self.normalScale = 1.0;
self.canDoubleJump = false;
self.hasDoubleJumped = false;
self.blinkTimer = 0;
self.isBlinking = false;
self.nextBlinkTime = 180; // Blink every 3 seconds (180 ticks at 60fps)
self.jump = function () {
if (!self.isJumping) {
self.velocityY = self.jumpPower;
self.isJumping = true;
self.canDoubleJump = true;
self.hasDoubleJumped = false;
LK.getSound('jump').play();
// Rotate backward during jump
tween(fluffballGraphics, {
rotation: -0.5
}, {
duration: 200,
easing: tween.easeOut
});
} else if (self.canDoubleJump && !self.hasDoubleJumped) {
// Double jump
self.velocityY = self.jumpPower * 0.8; // Slightly weaker second jump
self.hasDoubleJumped = true;
self.canDoubleJump = false;
LK.getSound('jump').play();
// Extra rotation for double jump
tween(fluffballGraphics, {
rotation: -0.8
}, {
duration: 150,
easing: tween.easeOut
});
}
};
self.startDuck = function () {
if (!self.isJumping) {
self.isDucking = true;
tween(fluffballGraphics, {
scaleY: self.duckScale
}, {
duration: 100
});
}
};
self.stopDuck = function () {
self.isDucking = false;
tween(fluffballGraphics, {
scaleY: self.normalScale
}, {
duration: 100
});
};
self.update = function () {
if (self.isJumping) {
self.velocityY += self.gravity;
self.y += self.velocityY;
// Rotate forward when falling (positive velocity)
if (self.velocityY > 5) {
tween(fluffballGraphics, {
rotation: 0.3
}, {
duration: 150,
easing: tween.easeIn
});
}
if (self.y >= self.groundY) {
self.y = self.groundY;
self.velocityY = 0;
self.isJumping = false;
self.canDoubleJump = false;
self.hasDoubleJumped = false;
// Return to original rotation when landing
tween(fluffballGraphics, {
rotation: 0
}, {
duration: 200,
easing: tween.easeOut
});
}
}
// Blinking animation
self.blinkTimer++;
if (self.blinkTimer >= self.nextBlinkTime && !self.isBlinking) {
self.isBlinking = true;
self.blinkTimer = 0;
self.nextBlinkTime = 180; // Reset timer for next blink (3 seconds)
// Remove current graphics and add blinking graphics
self.removeChild(fluffballGraphics);
fluffballGraphics = self.attachAsset('fluffballBlink', {
anchorX: 0.5,
anchorY: 0.5
});
// Switch back after blink duration
LK.setTimeout(function () {
if (self.isBlinking) {
// Remove blinking graphics and restore normal graphics
self.removeChild(fluffballGraphics);
fluffballGraphics = self.attachAsset('fluffball', {
anchorX: 0.5,
anchorY: 0.5
});
self.isBlinking = false;
}
}, 250); // Blink duration of 250ms (0.25 seconds)
}
// Bounce animation
if (!self.isJumping && LK.ticks % 30 == 0) {
tween(fluffballGraphics, {
scaleY: 1.1
}, {
duration: 150,
easing: tween.easeOut
});
tween(fluffballGraphics, {
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeIn
});
}
};
return self;
});
var GummyBee = Container.expand(function () {
var self = Container.call(this);
var beeGraphics = self.attachAsset('gummyBee', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.passed = false;
self.bobOffset = Math.random() * Math.PI * 2;
self.update = function () {
self.x -= self.speed;
// Flying animation
self.y += Math.sin(LK.ticks * 0.15 + self.bobOffset) * 1.5;
beeGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.2;
};
return self;
});
var JellyObstacle = Container.expand(function () {
var self = Container.call(this);
var jellyGraphics = self.attachAsset('jellyObstacle', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = 0;
self.passed = false;
self.update = function () {
self.x -= self.speed;
// Wobble animation
jellyGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
jellyGraphics.scaleY = 1 + Math.cos(LK.ticks * 0.08) * 0.05;
};
return self;
});
var SparkleGem = Container.expand(function () {
var self = Container.call(this);
var gemGraphics = self.attachAsset('sparkleGem', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.collected = false;
self.update = function () {
self.x -= self.speed;
// Sparkle animation
gemGraphics.rotation += 0.1;
gemGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
gemGraphics.scaleY = 1 + Math.cos(LK.ticks * 0.2) * 0.3;
};
return self;
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.twinkleSpeed = 0.02 + Math.random() * 0.03;
self.twinkleOffset = Math.random() * Math.PI * 2;
self.minAlpha = 0.6;
self.maxAlpha = 1.0;
self.update = function () {
// Create twinkling effect with random timing
var twinkle = Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset);
starGraphics.alpha = self.minAlpha + (self.maxAlpha - self.minAlpha) * (twinkle + 1) / 2;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
// Game variables
var gameSpeed = 6;
var speedIncrement = 0.002;
var maxSpeed = 12;
var isGameRunning = true;
var perfectPassBonus = 10;
var gemValue = 5;
// Background variables
var currentTheme = 'day';
var isTransitioning = false;
var stars = [];
var starsContainer;
// Background setup
var dayBg = game.addChild(LK.getAsset('dayBackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
var nightBg = game.addChild(LK.getAsset('nightBackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
alpha: 0
}));
// Ground setup
var groundY = 2732 - 500;
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: groundY
}));
// Underground brown rectangle
var underground = game.addChild(LK.getAsset('underground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: groundY + 200
}));
// Create stars container for night theme
starsContainer = game.addChild(new Container());
starsContainer.alpha = 0;
// Generate twinkling stars
for (var i = 0; i < 150; i++) {
var star = starsContainer.addChild(new Star());
star.x = Math.random() * 2048;
star.y = Math.random() * (2732 * 0.6); // Stars only in upper 60% of screen
stars.push(star);
}
// Player setup
var fluffball = game.addChild(new Fluffball());
fluffball.scaleX = 1.5;
fluffball.scaleY = 1.5;
fluffball.x = 300;
fluffball.y = groundY - 80;
fluffball.groundY = groundY - 80;
// Arrays for game objects
var jellyObstacles = [];
var gummyBees = [];
var sparkleGems = [];
// Timers for spawning
var obstacleSpawnTimer = 0;
var gemSpawnTimer = 0;
// Input tracking
var isHolding = false;
var lastClickTime = 0;
var doubleClickDelay = 300; // Maximum time between clicks for double click (ms)
// Score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 8,
font: "'Arial Black', 'Helvetica', sans-serif"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
// Speed display
var speedTxt = new Text2('SPEED: 1x', {
size: 40,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 3
});
speedTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(speedTxt);
speedTxt.x = -50;
speedTxt.y = 50;
// Functions
function spawnJellyObstacle() {
var obstacle = game.addChild(new JellyObstacle());
obstacle.scaleX = 1.3;
obstacle.scaleY = 1.3;
obstacle.x = 2048 + 100;
obstacle.y = groundY;
obstacle.speed = gameSpeed;
jellyObstacles.push(obstacle);
}
function spawnGummyBee() {
var bee = game.addChild(new GummyBee());
bee.scaleX = 1.3;
bee.scaleY = 1.3;
bee.x = 2048 + 100;
bee.y = groundY - 250 - Math.random() * 200;
bee.speed = gameSpeed;
gummyBees.push(bee);
}
function spawnSparkleGem() {
var gem = game.addChild(new SparkleGem());
gem.scaleX = 1.2;
gem.scaleY = 1.2;
gem.x = 2048 + 100;
gem.y = groundY - 150 - Math.random() * 350;
gem.speed = gameSpeed;
sparkleGems.push(gem);
}
function transitionBackground(newTheme) {
if (isTransitioning || currentTheme === newTheme) return;
isTransitioning = true;
if (newTheme === 'night') {
// Transition to night
tween(dayBg, {
alpha: 0
}, {
duration: 2000,
easing: tween.easeInOut
});
tween(nightBg, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut
});
// Show twinkling stars during night
tween(starsContainer, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentTheme = 'night';
isTransitioning = false;
}
});
} else {
// Transition to day
tween(nightBg, {
alpha: 0
}, {
duration: 2000,
easing: tween.easeInOut
});
tween(dayBg, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut
});
// Hide twinkling stars during day
tween(starsContainer, {
alpha: 0
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentTheme = 'day';
isTransitioning = false;
}
});
}
}
function checkCollisions() {
// Check jelly obstacles
for (var i = jellyObstacles.length - 1; i >= 0; i--) {
var obstacle = jellyObstacles[i];
// Initialize last intersection state if not set
if (obstacle.lastIntersecting === undefined) {
obstacle.lastIntersecting = false;
}
var currentIntersecting = fluffball.intersects(obstacle);
// Only trigger collision on the exact frame when intersection starts
if (!obstacle.lastIntersecting && currentIntersecting) {
// Game over
LK.getSound('hit').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return;
}
// Update last intersection state
obstacle.lastIntersecting = currentIntersecting;
// Perfect pass bonus
if (!obstacle.passed && obstacle.x < fluffball.x - 50) {
obstacle.passed = true;
LK.setScore(LK.getScore() + perfectPassBonus);
LK.effects.flashObject(fluffball, 0xffff00, 300);
// Animate score text
tween(scoreTxt, {
tint: 0xFF0000,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(scoreTxt, {
tint: 0xFFFFFF,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeIn
});
}
});
}
// Remove off-screen obstacles
if (obstacle.x < -100) {
obstacle.destroy();
jellyObstacles.splice(i, 1);
}
}
// Check gummy bees
for (var i = gummyBees.length - 1; i >= 0; i--) {
var bee = gummyBees[i];
var canCollide = true;
// If fluffball is on ground, only allow collision with lower part (not head)
if (!fluffball.isJumping) {
// Character head is roughly in the upper 40% of the sprite
var fluffballHeadTop = fluffball.y - 64; // Half of fluffball height (160/2 = 80, head is upper 80% so 64px)
var fluffballBodyBottom = fluffball.y + 32; // Lower part of character
// Only collide if bee is hitting the lower part of character, not the head
if (bee.y < fluffballHeadTop + 32) {
// Add small buffer for head protection
canCollide = false;
}
}
// Initialize last intersection state if not set
if (bee.lastIntersecting === undefined) {
bee.lastIntersecting = false;
}
var currentIntersecting = fluffball.intersects(bee) && canCollide;
// Only trigger collision on the exact frame when intersection starts
if (!bee.lastIntersecting && currentIntersecting) {
// Game over
LK.getSound('hit').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return;
}
// Update last intersection state
bee.lastIntersecting = currentIntersecting;
// Perfect pass bonus
if (!bee.passed && bee.x < fluffball.x - 50) {
bee.passed = true;
LK.setScore(LK.getScore() + perfectPassBonus);
LK.effects.flashObject(fluffball, 0xffff00, 300);
// Animate score text
tween(scoreTxt, {
tint: 0xFF0000,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(scoreTxt, {
tint: 0xFFFFFF,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeIn
});
}
});
}
// Remove off-screen bees
if (bee.x < -100) {
bee.destroy();
gummyBees.splice(i, 1);
}
}
// Check sparkle gems
for (var i = sparkleGems.length - 1; i >= 0; i--) {
var gem = sparkleGems[i];
// Initialize last intersection state if not set
if (gem.lastIntersecting === undefined) {
gem.lastIntersecting = false;
}
var currentIntersecting = fluffball.intersects(gem) && !gem.collected;
// Only trigger collection on the exact frame when intersection starts
if (!gem.lastIntersecting && currentIntersecting) {
gem.collected = true;
LK.setScore(LK.getScore() + gemValue);
LK.getSound('collect').play();
LK.effects.flashObject(gem, 0xffffff, 200);
// Animate score text
tween(scoreTxt, {
tint: 0xFF0000,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(scoreTxt, {
tint: 0xFFFFFF,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeIn
});
}
});
// Remove gem with tween
tween(gem, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 200,
onFinish: function onFinish() {
gem.destroy();
}
});
sparkleGems.splice(i, 1);
} else if (gem.x < -100) {
gem.destroy();
sparkleGems.splice(i, 1);
}
// Update last intersection state
gem.lastIntersecting = currentIntersecting;
}
}
// Input handlers
game.down = function (x, y, obj) {
if (isGameRunning) {
var currentTime = Date.now();
var timeSinceLastClick = currentTime - lastClickTime;
// Check for double click
if (timeSinceLastClick < doubleClickDelay) {
// Double click detected - trigger jump again for double jump
fluffball.jump();
} else {
// Single click
fluffball.jump();
}
lastClickTime = currentTime;
isHolding = true;
// Start ducking after a short delay if still holding
LK.setTimeout(function () {
if (isHolding) {
fluffball.startDuck();
}
}, 200);
}
};
game.up = function (x, y, obj) {
isHolding = false;
fluffball.stopDuck();
};
// Main game loop
game.update = function () {
if (!isGameRunning) return;
// Increase speed gradually
if (gameSpeed < maxSpeed) {
gameSpeed += speedIncrement;
}
// Update speed display
var speedMultiplier = Math.floor(gameSpeed / 6 * 10) / 10;
speedTxt.setText('SPEED: ' + speedMultiplier + 'x');
// Update score display
scoreTxt.setText(LK.getScore().toString());
// Spawn obstacles with increased spacing
obstacleSpawnTimer++;
if (obstacleSpawnTimer > 160 - gameSpeed * 4) {
obstacleSpawnTimer = 0;
if (Math.random() < 0.6) {
spawnJellyObstacle();
} else {
spawnGummyBee();
}
}
// Spawn gems with increased spacing
gemSpawnTimer++;
if (gemSpawnTimer > 220) {
gemSpawnTimer = 0;
if (Math.random() < 0.4) {
spawnSparkleGem();
}
}
// Update all objects speeds
for (var i = 0; i < jellyObstacles.length; i++) {
jellyObstacles[i].speed = gameSpeed;
}
for (var i = 0; i < gummyBees.length; i++) {
gummyBees[i].speed = gameSpeed;
}
for (var i = 0; i < sparkleGems.length; i++) {
sparkleGems[i].speed = gameSpeed;
}
// Check collisions
checkCollisions();
// Background transition based on score every 100 points
var score = LK.getScore();
var scoreThreshold = Math.floor(score / 100);
if (scoreThreshold % 2 === 1) {
// Odd hundreds (100, 300, 500...) = night
transitionBackground('night');
} else {
// Even hundreds (0, 200, 400...) = day
transitionBackground('day');
}
};
// Game logo setup
var gameLogo = game.addChild(LK.getAsset('gameLogo', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 500,
alpha: 0.7
}));
// Start breathing animation for logo
function startLogoBreathing() {
tween(gameLogo, {
scaleX: 1.02,
scaleY: 1.02
}, {
duration: 1200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gameLogo, {
scaleX: 0.98,
scaleY: 0.98
}, {
duration: 1200,
easing: tween.easeInOut,
onFinish: function onFinish() {
startLogoBreathing(); // Loop the animation
}
});
}
});
}
// Start the breathing animation
startLogoBreathing();
// Start background music
LK.playMusic('backgroundMusic');
; ===================================================================
--- original.js
+++ change.js
@@ -192,8 +192,25 @@
gemGraphics.scaleY = 1 + Math.cos(LK.ticks * 0.2) * 0.3;
};
return self;
});
+var Star = Container.expand(function () {
+ var self = Container.call(this);
+ var starGraphics = self.attachAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.twinkleSpeed = 0.02 + Math.random() * 0.03;
+ self.twinkleOffset = Math.random() * Math.PI * 2;
+ self.minAlpha = 0.6;
+ self.maxAlpha = 1.0;
+ self.update = function () {
+ // Create twinkling effect with random timing
+ var twinkle = Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset);
+ starGraphics.alpha = self.minAlpha + (self.maxAlpha - self.minAlpha) * (twinkle + 1) / 2;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -213,8 +230,10 @@
var gemValue = 5;
// Background variables
var currentTheme = 'day';
var isTransitioning = false;
+var stars = [];
+var starsContainer;
// Background setup
var dayBg = game.addChild(LK.getAsset('dayBackground', {
anchorX: 0,
anchorY: 0,
@@ -242,8 +261,18 @@
anchorY: 0,
x: 0,
y: groundY + 200
}));
+// Create stars container for night theme
+starsContainer = game.addChild(new Container());
+starsContainer.alpha = 0;
+// Generate twinkling stars
+for (var i = 0; i < 150; i++) {
+ var star = starsContainer.addChild(new Star());
+ star.x = Math.random() * 2048;
+ star.y = Math.random() * (2732 * 0.6); // Stars only in upper 60% of screen
+ stars.push(star);
+}
// Player setup
var fluffball = game.addChild(new Fluffball());
fluffball.scaleX = 1.5;
fluffball.scaleY = 1.5;
@@ -297,18 +326,18 @@
var bee = game.addChild(new GummyBee());
bee.scaleX = 1.3;
bee.scaleY = 1.3;
bee.x = 2048 + 100;
- bee.y = groundY - 200 - Math.random() * 150;
+ bee.y = groundY - 250 - Math.random() * 200;
bee.speed = gameSpeed;
gummyBees.push(bee);
}
function spawnSparkleGem() {
var gem = game.addChild(new SparkleGem());
gem.scaleX = 1.2;
gem.scaleY = 1.2;
gem.x = 2048 + 100;
- gem.y = groundY - 120 - Math.random() * 300;
+ gem.y = groundY - 150 - Math.random() * 350;
gem.speed = gameSpeed;
sparkleGems.push(gem);
}
function transitionBackground(newTheme) {
@@ -325,8 +354,15 @@
tween(nightBg, {
alpha: 1
}, {
duration: 2000,
+ easing: tween.easeInOut
+ });
+ // Show twinkling stars during night
+ tween(starsContainer, {
+ alpha: 1
+ }, {
+ duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentTheme = 'night';
isTransitioning = false;
@@ -343,8 +379,15 @@
tween(dayBg, {
alpha: 1
}, {
duration: 2000,
+ easing: tween.easeInOut
+ });
+ // Hide twinkling stars during day
+ tween(starsContainer, {
+ alpha: 0
+ }, {
+ duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentTheme = 'day';
isTransitioning = false;
@@ -554,21 +597,21 @@
var speedMultiplier = Math.floor(gameSpeed / 6 * 10) / 10;
speedTxt.setText('SPEED: ' + speedMultiplier + 'x');
// Update score display
scoreTxt.setText(LK.getScore().toString());
- // Spawn obstacles
+ // Spawn obstacles with increased spacing
obstacleSpawnTimer++;
- if (obstacleSpawnTimer > 120 - gameSpeed * 5) {
+ if (obstacleSpawnTimer > 160 - gameSpeed * 4) {
obstacleSpawnTimer = 0;
if (Math.random() < 0.6) {
spawnJellyObstacle();
} else {
spawnGummyBee();
}
}
- // Spawn gems
+ // Spawn gems with increased spacing
gemSpawnTimer++;
- if (gemSpawnTimer > 180) {
+ if (gemSpawnTimer > 220) {
gemSpawnTimer = 0;
if (Math.random() < 0.4) {
spawnSparkleGem();
}
Chibi style, incredibly cute, perfectly round, puffy creature. **It has no visible legs or limbs, appearing as a soft, adorable ball with a friendly, expressive face (big, innocent eyes and a small smile).** Implied motion is a gentle bounce or glide. Predominant color: light pink with subtle fluffy texture. Minimalist, clean lines, vibrant colors. Solid light blue background. Mobile game character asset, running/gliding animation frame.. In-Game asset. 2d. High contrast. No shadows
ojos cerrados
Kawaii, cute, pink logo for 'Fluffball's Endless Adventure'. The design should feature a whimsical, bubbly, and rounded font for the text, with soft, sweet aesthetics and subtle playful elements integrated into the typography itself (e.g., tiny sparkles, soft gradients, or a slight bouncy feel to the letters). No character or drawing should be included, only the stylized text.. In-Game asset. 2d. High contrast. No shadows
nube blanca sin bordes minimalista, silueta unica y original. In-Game asset. 2d. High contrast. No shadows
circulo blanco sin bordes. In-Game asset. 2d. High contrast. No shadows
kawaii shadown bat de lado. In-Game asset. 2d. High contrast. No shadows
pink cute rec tangle kawaii. In-Game asset. 2d. High contrast. No shadows
a single simple kawaii tree without outlines and no face, for a non-distracting game background. In-Game asset. 2d. High contrast. No shadows
a single simple kawaii house without outlines and no face, for a non-distracting game background. In-Game asset. 2d. High contrast. No shadows
a single simple kawaii house without outlines and no face, for a non-distracting game background. In-Game asset. 2d. High contrast. No shadows
a single simple kawaii house without outlines and no face, for a non-distracting game background. In-Game asset. 2d. High contrast. No shadows