User prompt
sol alta sadece zıplamaya sağa sola yürümeye yarıyan butonlar koy ateş mekaniği aynı kalsın
User prompt
butonlara tıklanmıyor
User prompt
Please fix the bug: 'btnRight is not defined' in or related to this line: 'btnRight.width = 260;' Line Number: 833
User prompt
fix this buttons
User prompt
butonlar nerede oyun kontrol edilemiyor
User prompt
oyunun kontrollerini butonla yap kodla
User prompt
hatalı yaptın oyun açılmıyor düzelt
User prompt
29. satırı düzelt
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düzelt ozaman
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Herbir Buton icin assets yap kodla
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Butonları görünür yap
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Daha iyi kontroller ekle
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Telefondan oynayinca krakter geri gidemiyor fixle
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Atışları ekranın sol tarfindan kontrol edebilelim
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İleri ve geri gitme sağ tarafta olsun
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Telefon için kontrolleri ekranın sol tarafina 2 kes tiklayinca ateş 1 kez tıklayınca zıplama olarak kodla
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lvları 10 platforma düşür
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2 3 ve 4 kere atlarken ilk bölümdeki gibi sonunda kıraathane olsun oraya atlayınca sonrakine geçsin
User prompt
şimdi oyunu toplam 5 lvl yapacağım boss fightlı lvl ı 5. lvl a koy diğerlerini klasik ilk lvlv daki gibi kodla
User prompt
1. bölümde platform uzunluğunu 30 a çıkart
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karakterin mermileri bazen takılı kalıyor düzelt
User prompt
boss yere düşünce yereden küçük parçacıklar çıksın yani daha etkili gözüksün kodla
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boss sadece ateş etmesin üstümüze atlayıp geri yerine atlasın kodla
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bossun olduğu platformu genişlet
User prompt
bossun olduğu platformu genişlet ama parkura engel olmasın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boss class (for 2nd area end boss) var Boss = Container.expand(function () { var self = Container.call(this); // Use the new unique boss image asset for the boss look var bossAsset = self.attachAsset('bossUnique', { anchorX: 0.5, anchorY: 0.5 }); self.width = bossAsset.width; self.height = bossAsset.height; self.vx = -2; // Slow horizontal movement (optional) self.vy = 0; self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; self.hp = 10; // Boss hit points self.isBoss = true; // Boss fight state self.phase = 1; // 1: normal, 2: jump, 3: fast self.attackTimer = 0; self.attackCooldown = 180; // frames between attacks (3 seconds at 60fps) // Boss only starts firing after player reaches boss platform self.bossStartFiring = false; self.jumpTimer = 0; self.isJumping = false; self.jumpVy = 0; self.groundY = self.y; // y position where boss stands self.shieldActive = false; self.shieldTimer = 0; self.shieldDuration = 60; // frames self.weakSpotOpen = false; self.weakSpotTimer = 0; self.weakSpotDuration = 40; // frames self.lastPhase = 1; self.update = function () { self.lastX = self.x; self.lastY = self.y; // --- Boss Phase Logic --- // Phase changes based on HP if (self.hp <= 6 && self.phase === 1) { self.phase = 2; // Start jumping attacks self.attackCooldown = 180; // 3 seconds at 60fps } if (self.hp <= 3 && self.phase === 2) { self.phase = 3; // Faster, more aggressive self.attackCooldown = 180; // 3 seconds at 60fps } // --- Boss Shield (defense) --- if (!self.shieldActive && Math.random() < 0.008 && self.phase > 1) { self.shieldActive = true; self.shieldTimer = self.shieldDuration; // Optional: visual effect for shield (tint blue) if (self.displayObject) self.displayObject.tint = 0x44aaff; } if (self.shieldActive) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.shieldActive = false; if (self.displayObject) self.displayObject.tint = 0xffffff; } } // --- Weak Spot (vulnerable) --- if (!self.weakSpotOpen && Math.random() < 0.01 && self.phase > 1 && !self.shieldActive) { self.weakSpotOpen = true; self.weakSpotTimer = self.weakSpotDuration; // Optional: visual effect for weak spot (tint yellow) if (self.displayObject) self.displayObject.tint = 0xffee44; } if (self.weakSpotOpen) { self.weakSpotTimer--; if (self.weakSpotTimer <= 0) { self.weakSpotOpen = false; if (self.displayObject) self.displayObject.tint = 0xffffff; } } // --- Boss Attacks --- if (self.bossStartFiring) { self.attackTimer++; if (self.attackTimer >= self.attackCooldown && !self.shieldActive && !self.isJumping && !self.isLeaping) { self.attackTimer = 0; // Choose attack: 50% chance to leap, 50% to fire var doLeap = false; if (self.phase >= 2 && Math.random() < 0.5) { doLeap = true; } if (doLeap) { // Start leap attack: jump toward player, then return self.isLeaping = true; self.leapPhase = 0; // 0: going to player, 1: returning self.leapStartX = self.x; self.leapStartY = self.y; // Target player position at leap start self.leapTargetX = typeof player !== "undefined" ? player.x : self.x; self.leapTargetY = self.groundY; // Calculate leap velocity to reach player in N frames var leapFrames = 24; self.leapTimer = 0; self.leapTotalFrames = leapFrames; self.leapVX = (self.leapTargetX - self.x) / leapFrames; self.leapVY = -44; // Upward velocity self.leapGravity = (self.groundY - self.y - self.leapVY * leapFrames) * 2 / (leapFrames * leapFrames); } else { // Boss always fires projectile at player every attack, regardless of phase if (typeof bossFireProjectile === "function") bossFireProjectile(self, self.phase === 3); } } } // --- Boss Leap Attack --- if (self.isLeaping) { // Leap phase 0: jump toward player if (self.leapPhase === 0) { self.x += self.leapVX; self.y += self.leapVY; self.leapVY += self.leapGravity; self.leapTimer++; // If reached or passed groundY, land and start return if (self.y >= self.groundY) { self.y = self.groundY; self.leapPhase = 1; // On landing, create shockwave (damage if player is close) if (typeof bossShockwave === "function") bossShockwave(self); // Prepare return leap var returnFrames = 24; self.leapTimer = 0; self.leapTotalFrames = returnFrames; self.leapVX = (self.leapStartX - self.x) / returnFrames; self.leapVY = -38; // Upward velocity for return self.leapGravity = (self.groundY - self.y - self.leapVY * returnFrames) * 2 / (returnFrames * returnFrames); } } else if (self.leapPhase === 1) { // Return leap to original position self.x += self.leapVX; self.y += self.leapVY; self.leapVY += self.leapGravity; self.leapTimer++; if (self.y >= self.groundY || self.leapTimer >= self.leapTotalFrames) { self.y = self.groundY; self.x = self.leapStartX; self.isLeaping = false; self.leapPhase = 0; // On landing, create shockwave (damage if player is close) if (typeof bossShockwave === "function") bossShockwave(self); } } } // --- Boss Jumping (old jump attack, only used if not leaping) --- if (self.isJumping) { self.y += self.jumpVy; self.jumpVy += 4.5; // gravity if (self.y >= self.groundY) { self.y = self.groundY; self.isJumping = false; // On landing, create shockwave (damage if player is close) if (typeof bossShockwave === "function") bossShockwave(self); } } // --- Boss Movement (side to side in phase 3) --- if (self.phase === 3 && !self.isJumping && !self.isLeaping) { // Move left and right slowly if (!self.moveDir) self.moveDir = -1; self.x += self.moveDir * 7; // Clamp to wide platform area (assume platform at y = self.groundY + boss.height/2 + 200) var minX = self.x0 || self.x - 600; var maxX = self.x1 || self.x + 600; if (!self.x0) self.x0 = self.x - 600; if (!self.x1) self.x1 = self.x + 600; if (self.x < minX) { self.x = minX; self.moveDir = 1; } if (self.x > maxX) { self.x = maxX; self.moveDir = -1; } } }; return self; }); // BossBullet class: used for boss projectiles, uses bossBullet asset var BossBullet = Container.expand(function () { var self = Container.call(this); var bossBulletAsset = self.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bossBulletAsset.width; self.height = bossBulletAsset.height; self.vx = 0; self.vy = 0; self.lastX = 0; self.lastY = 0; self.isBossProjectile = true; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.vx; self.y += self.vy; // Clamp boss projectiles within boss platform bounds if (typeof platforms !== "undefined" && platforms.length > 0) { // Find the boss platform (the widest one, used for boss) var bossPlat = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].width >= 1800) { bossPlat = platforms[i]; break; } } if (bossPlat) { var minX = bossPlat.x; var maxX = bossPlat.x + bossPlat.width; // Clamp self.x to platform bounds if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; } } }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); // Use the new bullet figure asset var bulletAsset = self.attachAsset('bulletFigure', { anchorX: 0.5, anchorY: 0.5 }); self.width = bulletAsset.width; self.height = bulletAsset.height; self.vx = 40; // Bullet speed (right) self.vy = 0; // Add vy for vertical movement self.active = true; self.lastX = 0; self.lastY = 0; self.isControlled = false; // If true, player can control direction self.update = function () { self.lastX = self.x; self.lastY = self.y; // If controlled, vx/vy may be set by player, else keep moving self.x += self.vx; self.y += self.vy; }; return self; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coinCircle', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; return self; }); // Enemy class: flies from right to left, tries to hit the player var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAsset = self.attachAsset('hazard', { anchorX: 0.5, anchorY: 0.5 }); self.width = enemyAsset.width; self.height = enemyAsset.height; self.vx = -8 - Math.random() * 4; // Move left, much slower speed self.lastX = 0; self.lastWasIntersecting = false; self.update = function () { self.lastX = self.x; self.x += self.vx; // Clamp boss projectiles within boss platform bounds if (self.isBossProjectile && typeof platforms !== "undefined" && platforms.length > 0) { // Find the boss platform (the widest one, used for boss) var bossPlat = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].width >= 1800) { // Wide platform for boss bossPlat = platforms[i]; break; } } if (bossPlat) { var minX = bossPlat.x; var maxX = bossPlat.x + bossPlat.width; // Clamp self.x to platform bounds if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; } } }; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platAsset = self.attachAsset('platformBox', { anchorX: 0, anchorY: 0 }); self.width = platAsset.width; self.height = platAsset.height; return self; }); // Player character class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerAsset = self.attachAsset('playerBox', { anchorX: 0.5, anchorY: 1 }); // Physics properties self.vx = 0; self.vy = 0; self.isOnGround = false; self.width = playerAsset.width; self.height = playerAsset.height; // For jump control self.jumpRequested = false; // Touch down on player (for jump) self.down = function (x, y, obj) { // Only allow jump if on ground if (self.isOnGround) { self.jumpRequested = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // Replace with actual asset id for fire icon // Fire button: red circle with fire icon // Replace with actual asset id for up arrow // Jump button: yellow circle with up arrow // Replace with actual asset id for right arrow // Right button: green circle with right arrow // Replace with actual asset id for left arrow // Left button: blue circle with left arrow // --- Control Button Assets --- // Boss attack: fire projectile at player // Unique boss asset // New bullet figure asset (example: blue ellipse, unique id) // Sun and cloud assets (example IDs, replace with real asset IDs as needed) // --- Asset Initialization (shapes) --- // Tween for animations (jump, enemy movement, etc) // --- Game Variables --- // Boss health bar assets 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 bossFireProjectile(boss, fast) { // Fire 1 or 2 projectiles toward player var num = fast ? 2 : 1; for (var i = 0; i < num; i++) { var proj = new BossBullet(); proj.x = boss.x; proj.y = boss.y + boss.height / 2 - 80 + i * 60; // Aim at player var dx = player.x - boss.x; var dy = player.y - player.height / 2 - proj.y; var len = Math.sqrt(dx * dx + dy * dy); var speed = fast ? 28 : 18; if (len > 0) { proj.vx = dx / len * speed; proj.vy = dy / len * speed; } else { proj.vx = speed; proj.vy = 0; } // Mark as boss projectile (for collision logic) proj.isBossProjectile = true; enemies.push(proj); game.addChild(proj); } } // Boss shockwave: damage player if close to boss when landing function bossShockwave(boss) { // If player is within 220px horizontally and below boss, take damage var px = player.x; var py = player.y; var bx = boss.x; var by = boss.y + boss.height / 2; if (Math.abs(px - bx) < 220 && py > by) { LK.effects.flashScreen(0xff0000, 800); playerLives--; updateHearts(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } } // Optional: visual effect for shockwave (flash boss yellow) if (boss.displayObject) { boss.displayObject.tint = 0xffff00; LK.setTimeout(function () { if (boss.displayObject) boss.displayObject.tint = 0xffffff; }, 200); } } var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 950 * 9 + 600 + 500; // 10 platforms, spacing 950, start at 600, plus last platform width var player; var platforms = []; var coins = []; var bullets = []; // Bullets array for shooting var enemies = []; // Array for flying enemies var coffeeHouse = null; var boss = null; // Boss instance for 2nd area var cameraX = 0; var score = 0; var distance = 0; var gameOver = false; // --- GUI --- // Hearts (5 total, left-aligned, with spacing) var heartAssets = []; var heartSpacing = 120; var playerLives = 3; // Total lives/can function updateHearts() { for (var i = 0; i < heartAssets.length; i++) { if (i < playerLives) { heartAssets[i].visible = true; } else { heartAssets[i].visible = false; } } } for (var i = 0; i < 5; i++) { var heart = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 180 + i * heartSpacing; // Shifted 150px left from previous position heart.y = 100; LK.gui.top.addChild(heart); heartAssets.push(heart); } updateHearts(); var scoreTxt = new Text2('0', { size: 100, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var distTxt = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distTxt.anchor.set(0.5, 0); LK.gui.top.addChild(distTxt); distTxt.y = 110; // --- Level Generation --- function createLevel() { // Clear old for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy(); platforms = []; coins = []; coffeeHouse = null; // Add sun to the sky var sun = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = 300; sun.y = 300; game.addChild(sun); // Add a few clouds at different positions var cloud1 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud1.x = 700; cloud1.y = 400; game.addChild(cloud1); var cloud2 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 1400; cloud2.y = 600; game.addChild(cloud2); var cloud3 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud3.x = 2000; cloud3.y = 350; game.addChild(cloud3); // --- Add extra hazards for first level --- if (typeof currentLevel === "undefined" || currentLevel === 1) { if (typeof hazards === "undefined") hazards = []; // Remove old hazards if any for (var i = 0; i < hazards.length; i++) { if (hazards[i] && typeof hazards[i].destroy === "function") hazards[i].destroy(); } hazards = []; // Add 4-6 falling hazards at random X, Y above platforms var hazardCount = 4 + Math.floor(Math.random() * 3); for (var i = 0; i < hazardCount; i++) { var hazard = LK.getAsset('hazard', { anchorX: 0.5, anchorY: 0.5 }); // Place above a random platform (not the first) var platIdx = 1; if (platforms.length > 2) { platIdx = 1 + Math.floor(Math.random() * (platforms.length - 2)); } var plat = platforms[platIdx]; if (plat && typeof plat.x === "number" && typeof plat.width === "number") { hazard.x = plat.x + plat.width / 2 + (Math.random() - 0.5) * 200; hazard.y = plat.y - 500 - Math.random() * 400; } else { // Fallback: place hazard at a default position if platform is missing hazard.x = 600 + i * 300; hazard.y = 1200 - Math.random() * 400; } hazard.vy = 12 + Math.random() * 6; hazard.width = 180; hazard.height = 180; hazard.isHazard = true; hazards.push(hazard); game.addChild(hazard); } } // Platform layout: up/down, not fixed order, player can jump between them // 5 levels: 1-4 classic, 5 is boss fight var isBossLevel = typeof currentLevel !== "undefined" && currentLevel === 5; var numPlatforms = 10; var platSpacingX = 950; // Further increased horizontal spacing for much more space var platMinY = 800; // Lowered min Y for more vertical play area var platMaxY = 1900; // Raised max Y for more vertical play area // Calculate max jump height based on physics // vy = JUMP_VELOCITY, gravity = GRAVITY // maxJumpHeight = - (vy^2) / (2 * gravity) var maxJumpHeight = -(JUMP_VELOCITY * JUMP_VELOCITY) / (2 * GRAVITY); // Use 90% of maxJumpHeight for margin of error var platformGapY = Math.floor(maxJumpHeight * 0.9); var lastY = 1800; // Add start platform at the very beginning var startPlat = new Platform(); startPlat.x = 100; startPlat.y = 2000; platforms.push(startPlat); game.addChild(startPlat); // Place a coin above the start platform var startCoin = new Coin(); startCoin.x = startPlat.x + startPlat.width / 2; startCoin.y = startPlat.y - 80; coins.push(startCoin); game.addChild(startCoin); for (var i = 0; i < numPlatforms; i++) { // If this is the last platform of the boss level, add a wide area instead of a platform if (isBossLevel && i === numPlatforms - 1) { // Create a wide area using a platform asset, but much wider var wideArea = new Platform(); wideArea.x = 600 + i * platSpacingX; wideArea.y = lastY; wideArea.width = 2048; // Full screen width wideArea.height = 300; // Taller for effect // Set the display object size as well if (wideArea.displayObject) { wideArea.displayObject.width = wideArea.width; wideArea.displayObject.height = wideArea.height; } platforms.push(wideArea); game.addChild(wideArea); // Optionally, add a coin or heart in the middle of the wide area var coin = new Coin(); coin.x = wideArea.x + wideArea.width / 2; coin.y = wideArea.y - 80; coins.push(coin); game.addChild(coin); // Add boss at the right end of the wide area if (typeof boss !== "undefined" && boss) { boss.destroy(); } // Remove all hazards before boss fight if (typeof hazards !== "undefined" && hazards.length) { for (var h = 0; h < hazards.length; h++) { if (hazards[h] && typeof hazards[h].destroy === "function") hazards[h].destroy(); } } hazards = []; boss = new Boss(); // Place boss so its feet are 200px above the platform boss.x = wideArea.x + wideArea.width - boss.width / 2 - 60; // Near right edge // Boss anchorY is 0.5, so y is at center. To put feet 200px above platform: y = platform.y + platform.height - boss.height/2 - 200 boss.y = wideArea.y + wideArea.height - boss.height / 2 - 200; // Set boss.groundY to correct y so boss doesn't jump to top boss.groundY = boss.y; game.addChild(boss); // No checkpoint on the wide area continue; } var plat = new Platform(); plat.x = 600 + i * platSpacingX; // Alternate up/down, but keep within jumpable range if (i === 0) { plat.y = lastY; } else { // Randomly go up or down, but clamp to min/max var deltaY = (Math.random() > 0.5 ? -1 : 1) * (platformGapY + Math.floor(Math.random() * 40) - 20); // Small random offset plat.y = lastY + deltaY; if (plat.y < platMinY) plat.y = platMinY; if (plat.y > platMaxY) plat.y = platMaxY; lastY = plat.y; } platforms.push(plat); game.addChild(plat); // Place a coin above every platform, but rarely replace with a heart (extra life) if (Math.random() < 0.07) { // ~7% chance, very rare var heart = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); heart.x = plat.x + plat.width / 2; heart.y = plat.y - 80; heart.isHeart = true; coins.push(heart); game.addChild(heart); } else { var coin = new Coin(); coin.x = plat.x + plat.width / 2; coin.y = plat.y - 80; coins.push(coin); game.addChild(coin); } // Add a checkpoint marker every 10th platform (not the first platform) if (i > 0 && i % 10 === 0) { var checkpoint = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); checkpoint.x = plat.x + plat.width / 2; checkpoint.y = plat.y - 120; checkpoint.width = 120; checkpoint.height = 120; checkpoint.isCheckpoint = true; checkpoint.platformIndex = i; game.addChild(checkpoint); // Store checkpoint objects in an array for respawn logic if (typeof checkpoints === "undefined") checkpoints = []; checkpoints.push(checkpoint); } } // Add coffee house on the last platform for levels 1, 2, 3, 4 (not boss level) if (platforms.length > 0 && (typeof currentLevel === "undefined" || currentLevel === 1 || currentLevel === 2 || currentLevel === 3 || currentLevel === 4)) { var lastPlat = platforms[platforms.length - 1]; coffeeHouse = LK.getAsset('coffeeHouse', { anchorX: 0.5, anchorY: 1 }); coffeeHouse.x = lastPlat.x + lastPlat.width / 2; coffeeHouse.y = lastPlat.y; game.addChild(coffeeHouse); } } // --- Player Initialization --- // Track the last safe platform index for respawn var lastSafePlatformIndex = 0; // Track the platform the player fell from for respawn var lastFallenPlatformIndex = 0; function resetPlayer(respawnToLastSafe) { if (player) player.destroy(); player = new Player(); // Place player on the start platform or the platform where they fell if requested if (platforms.length > 0) { var platIdx = 0; if (respawnToLastSafe && typeof lastFallenPlatformIndex === "number" && lastFallenPlatformIndex >= 0 && lastFallenPlatformIndex < platforms.length) { platIdx = lastFallenPlatformIndex; } else if (respawnToLastSafe && typeof lastSafePlatformIndex === "number" && lastSafePlatformIndex >= 0 && lastSafePlatformIndex < platforms.length) { platIdx = lastSafePlatformIndex; } player.x = platforms[platIdx].x + platforms[platIdx].width / 2; player.y = platforms[platIdx].y; } else { player.x = 200; player.y = 2200; } player.vx = 0; player.vy = 0; player.isOnGround = false; game.addChild(player); } // --- Camera --- function updateCamera() { // Camera always follows player, no clamping cameraX = player.x - 600; // Move all game objects (except GUI) by -cameraX for (var i = 0; i < platforms.length; i++) { platforms[i].xScreen = platforms[i].x - cameraX; } for (var i = 0; i < coins.length; i++) { coins[i].xScreen = coins[i].x - cameraX; } player.xScreen = player.x - cameraX; // Move coffeeHouse relative to camera if (coffeeHouse && platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; coffeeHouse.xScreen = coffeeHouse.x - cameraX; coffeeHouse.yScreen = coffeeHouse.y; } // (hazard removed) } // --- Utility: AABB collision --- function intersectsAABB(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // --- Touch Controls: On-Screen Buttons for Mobile UX --- // Button sizes and positions var BTN_SIZE = 260; var BTN_MARGIN = 60; var BTN_Y = 2732 - BTN_SIZE - 80; // Left button (blue, with white left arrow) var btnLeft = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: BTN_SIZE, height: BTN_SIZE, color: 0x3a7bd5 }); btnLeft.x = BTN_MARGIN + BTN_SIZE / 2; btnLeft.y = BTN_Y; btnLeft.alpha = 0.92; btnLeft.displayObject = btnLeft; LK.gui.bottom.addChild(btnLeft); // Add left arrow icon var leftArrow = new Text2("◀", { size: BTN_SIZE * 0.7, fill: 0xFFFFFF, align: "center" }); leftArrow.anchor.set(0.5, 0.5); leftArrow.x = btnLeft.x; leftArrow.y = btnLeft.y; leftArrow.alpha = 0.95; LK.gui.bottom.addChild(leftArrow); // Right button (green, with white right arrow) var btnRight = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: BTN_SIZE, height: BTN_SIZE, color: 0x3ad57b }); btnRight.x = BTN_MARGIN * 2 + BTN_SIZE * 1.5; btnRight.y = BTN_Y; btnRight.alpha = 0.92; btnRight.displayObject = btnRight; LK.gui.bottom.addChild(btnRight); // Add right arrow icon var rightArrow = new Text2("▶", { size: BTN_SIZE * 0.7, fill: 0xFFFFFF, align: "center" }); rightArrow.anchor.set(0.5, 0.5); rightArrow.x = btnRight.x; rightArrow.y = btnRight.y; rightArrow.alpha = 0.95; LK.gui.bottom.addChild(rightArrow); // Jump button (yellow, with up arrow) var btnJump = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: BTN_SIZE, height: BTN_SIZE, color: 0xf7b731 }); btnJump.x = 2048 - BTN_MARGIN * 2 - BTN_SIZE * 1.5; btnJump.y = BTN_Y; btnJump.alpha = 0.92; btnJump.displayObject = btnJump; LK.gui.bottom.addChild(btnJump); // Add up arrow icon var upArrow = new Text2("▲", { size: BTN_SIZE * 0.7, fill: 0xFFFFFF, align: "center" }); upArrow.anchor.set(0.5, 0.5); upArrow.x = btnJump.x; upArrow.y = btnJump.y; upArrow.alpha = 0.95; LK.gui.bottom.addChild(upArrow); // Fire button (red, with fire emoji) var btnFire = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: BTN_SIZE, height: BTN_SIZE, color: 0xd53343 }); btnFire.x = 2048 - BTN_MARGIN - BTN_SIZE / 2; btnFire.y = BTN_Y; btnFire.alpha = 0.92; btnFire.displayObject = btnFire; LK.gui.bottom.addChild(btnFire); // Add fire icon var fireIcon = new Text2("🔥", { size: BTN_SIZE * 0.6, fill: 0xFFFFFF, align: "center" }); fireIcon.anchor.set(0.5, 0.5); fireIcon.x = btnFire.x; fireIcon.y = btnFire.y; fireIcon.alpha = 0.95; LK.gui.bottom.addChild(fireIcon); // Add a subtle border to all buttons for visibility function addBtnBorder(btn) { var border = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: BTN_SIZE + 16, height: BTN_SIZE + 16, color: 0xffffff }); border.x = btn.x; border.y = btn.y; border.alpha = 0.18; LK.gui.bottom.addChild(border); // Move border below button in display list if (typeof LK.gui.bottom.setChildIndex === "function") { LK.gui.bottom.setChildIndex(border, 0); } } addBtnBorder(btnLeft); addBtnBorder(btnRight); addBtnBorder(btnJump); addBtnBorder(btnFire); // Button state var moveDir = 0; // -1 = left, 1 = right, 0 = none var _leftDown = false; var _rightDown = false; var _jumpDown = false; var _fireDown = false; // Helper: check if (x, y) is inside a button function isInsideBtn(btn, x, y) { var dx = x - btn.x; var dy = y - btn.y; return dx * dx + dy * dy <= btn.width / 2 * (btn.width / 2); } // Touch down: check which button is pressed game.down = function (x, y, obj) { if (gameOver) return; // Convert to GUI coordinates for buttons var guiX = x, guiY = y; // Left if (isInsideBtn(btnLeft, guiX, guiY)) { _leftDown = true; moveDir = -1; } // Right if (isInsideBtn(btnRight, guiX, guiY)) { _rightDown = true; moveDir = 1; } // Jump if (isInsideBtn(btnJump, guiX, guiY)) { _jumpDown = true; if (player.isOnGround) { player.jumpRequested = true; } } // Fire if (isInsideBtn(btnFire, guiX, guiY)) { _fireDown = true; // Fire straight, up, or down depending on vertical drag (if desired, here just straight) var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - player.height / 2; bullet.lastX = bullet.x; bullet.vx = 40; bullet.vy = 0; bullet.isControlled = true; bullets.push(bullet); game.addChild(bullet); } // If both left and right are pressed, prefer last pressed if (_leftDown && _rightDown) { moveDir = _rightDown ? 1 : -1; } }; // Touch up: release buttons game.up = function (x, y, obj) { var guiX = x, guiY = y; if (isInsideBtn(btnLeft, guiX, guiY)) { _leftDown = false; if (_rightDown) { moveDir = 1; } else { moveDir = 0; } } if (isInsideBtn(btnRight, guiX, guiY)) { _rightDown = false; if (_leftDown) { moveDir = -1; } else { moveDir = 0; } } if (isInsideBtn(btnJump, guiX, guiY)) { _jumpDown = false; } if (isInsideBtn(btnFire, guiX, guiY)) { _fireDown = false; } // If both released, stop if (!_leftDown && !_rightDown) { moveDir = 0; } }; // Touch move: update button state if finger slides between buttons game.move = function (x, y, obj) { var guiX = x, guiY = y; // Update left/right var wasLeft = _leftDown, wasRight = _rightDown; _leftDown = isInsideBtn(btnLeft, guiX, guiY); _rightDown = isInsideBtn(btnRight, guiX, guiY); if (_leftDown && !_rightDown) moveDir = -1;else if (_rightDown && !_leftDown) moveDir = 1;else moveDir = 0; // Jump _jumpDown = isInsideBtn(btnJump, guiX, guiY); // Fire _fireDown = isInsideBtn(btnFire, guiX, guiY); }; // --- Game Update Loop --- game.update = function () { if (gameOver) return; // --- Player Movement --- // Horizontal movement player.vx = moveDir * PLAYER_SPEED; // Apply gravity player.vy += GRAVITY; // Jump if (player.jumpRequested) { player.vy = JUMP_VELOCITY; player.jumpRequested = false; player.isOnGround = false; } // Move horizontally, check collisions player.x += player.vx; var collidedX = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided horizontally, push player out if (player.vx > 0) { player.x = plat.x - player.width / 2; } else if (player.vx < 0) { player.x = plat.x + plat.width + player.width / 2; } collidedX = true; } } // Move vertically, check collisions player.y += player.vy; var collidedY = false; player.isOnGround = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided vertically if (player.vy > 0) { // Falling, land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; // Update last safe platform index to this platform lastSafePlatformIndex = i; // If this is the boss platform and boss exists, start boss firing if (boss && plat.width >= 1800 && // Boss platform is the wide one typeof boss.bossStartFiring !== "undefined") { boss.bossStartFiring = true; } } else if (player.vy < 0) { // Hitting head player.y = plat.y + plat.height + player.height; player.vy = 0; } collidedY = true; } } // --- Coin/Heart Collection --- for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coin.x - coin.width / 2, y: coin.y - coin.height / 2, width: coin.width, height: coin.height })) { // If this is a heart (centerCircle), increase playerLives, up to max 5 if (coin.isHeart) { if (playerLives < 5) { playerLives++; updateHearts(); } else { // If already at max health, give 20 points instead score += 20; scoreTxt.setText(score); // Every 20 points, convert to 1 life (up to max 5) if (score >= 20) { var extraLives = Math.floor(score / 20); var livesToAdd = Math.min(extraLives, 5 - playerLives); if (livesToAdd > 0) { playerLives += livesToAdd; updateHearts(); score -= livesToAdd * 20; scoreTxt.setText(score); } } } } else { // Otherwise, it's a coin, increase score score += 1; scoreTxt.setText(score); // Every 20 points, convert to 1 life (up to max 5) if (score >= 20) { var extraLives = Math.floor(score / 20); var livesToAdd = Math.min(extraLives, 5 - playerLives); if (livesToAdd > 0) { playerLives += livesToAdd; updateHearts(); score -= livesToAdd * 20; scoreTxt.setText(score); } } } coin.destroy(); coins.splice(i, 1); } } // --- Checkpoint Collection --- // Only mark checkpoint as collected when falling, not on touch // (handled in fall logic below) // --- Bullets Update --- var bossFightActive = boss && boss.bossStartFiring === true; // Only update bullets if not in boss fight, or if they are boss/player bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // During boss fight, only allow boss/player bullets to move (skip all others) if (bossFightActive && !bullet.isBossProjectile) { // Pause non-boss bullets (do not update position) // Optionally, you could hide or destroy them here if desired continue; } bullet.update(); // Remove bullet if off screen (right side) if (bullet.lastX <= LEVEL_LENGTH && bullet.x > LEVEL_LENGTH) { bullet.destroy(); bullets.splice(i, 1); continue; } // Remove bullet if off left or out of vertical bounds, respawn at top if falls below if (bullet.x < 0 || bullet.y < 0) { bullet.destroy(); bullets.splice(i, 1); continue; } else if (bullet.y > 2732) { // Respawn bullet at the top of the screen, keep its x and vx/vy bullet.y = 0; // Optionally, you can randomize x or keep as is // bullet.x = Math.random() * 2048; // Keep lastY in sync to avoid false triggers bullet.lastY = bullet.y; } // --- Bullet stuck detection: remove if not moving for 12 frames --- if (typeof bullet.stuckFrames === "undefined") bullet.stuckFrames = 0; if (Math.abs(bullet.x - bullet.lastX) < 1 && Math.abs(bullet.y - bullet.lastY) < 1) { bullet.stuckFrames++; if (bullet.stuckFrames > 12) { bullet.destroy(); bullets.splice(i, 1); continue; } } else { bullet.stuckFrames = 0; } // Render bullet at camera-relative position bullet.displayObject = bullet.displayObject || bullet; bullet.displayObject.x = bullet.x - cameraX; bullet.displayObject.y = bullet.y; } // --- Auto-fire at boss when visible --- if (!bossFightActive) { if (boss && _typeof(boss) === "object" && typeof boss.x === "number" && typeof boss.y === "number") { // Check if boss is visible on screen (simple check: boss.x - cameraX in [0, 2048]) var bossScreenX = boss.x - cameraX; if (bossScreenX > 0 && bossScreenX < 2048) { // Only fire if enough time has passed since last auto-fire if (typeof bossAutoFireTimer === "undefined") bossAutoFireTimer = 0; bossAutoFireTimer++; // Fire every 18 frames (~3 shots per second) if (bossAutoFireTimer > 18) { bossAutoFireTimer = 0; // Create a bullet aimed at boss var autoBullet = new Bullet(); autoBullet.x = player.x; autoBullet.y = player.y - player.height / 2; autoBullet.lastX = autoBullet.x; // Aim at boss center var dx = boss.x - autoBullet.x; var dy = boss.y - boss.height / 2 - autoBullet.y; var len = Math.sqrt(dx * dx + dy * dy); var speed = 40; if (len > 0) { autoBullet.vx = dx / len * speed; autoBullet.vy = dy / len * speed; } else { autoBullet.vx = speed; autoBullet.vy = 0; } autoBullet.isControlled = false; bullets.push(autoBullet); game.addChild(autoBullet); } } else { // Reset timer if boss is not visible bossAutoFireTimer = 18; } } } // --- Enemy Update & Collision --- if (!bossFightActive) { // Delay enemy movement for 3 seconds after game start if (typeof enemyStartDelay === "undefined") enemyStartDelay = 180; // 3 seconds at 60fps if (enemyStartDelay > 0) { enemyStartDelay--; } else { if (typeof enemySpawnTimer === "undefined") enemySpawnTimer = 0; enemySpawnTimer++; // Spawn a new enemy every 120-200 frames (randomized) if (enemySpawnTimer > 120 + Math.floor(Math.random() * 80)) { var enemy = new Enemy(); // Spawn at right edge, random Y within play area enemy.x = cameraX + 2048 + enemy.width / 2; // Avoid top 200px and bottom 400px enemy.y = 400 + Math.random() * (2100 - 400); enemy.lastX = enemy.x; enemy.lastWasIntersecting = false; enemies.push(enemy); game.addChild(enemy); enemySpawnTimer = 0; } // Update and render enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove if off left side if (enemy.lastX >= -enemy.width && enemy.x < -enemy.width) { enemy.destroy(); enemies.splice(i, 1); continue; } // Render at camera-relative position enemy.displayObject = enemy.displayObject || enemy; enemy.displayObject.x = enemy.x - cameraX; enemy.displayObject.y = enemy.y; // --- Bullet-Enemy Collision --- var enemyDestroyed = false; for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; // Boss projectiles do not collide with other enemies if (enemy.isBossProjectile) continue; // Use AABB for bullet-enemy collision if (intersectsAABB({ x: bullet.x - bullet.width / 2, y: bullet.y - bullet.height / 2, width: bullet.width, height: bullet.height }, { x: enemy.x - enemy.width / 2, y: enemy.y - enemy.height / 2, width: enemy.width, height: enemy.height })) { // Destroy both bullet and enemy bullet.destroy(); bullets.splice(j, 1); enemy.destroy(); enemies.splice(i, 1); // Optionally, add score or effect here score += 5; scoreTxt.setText(score); // Every 20 points, convert to 1 life (up to max 5) if (score >= 20) { var extraLives = Math.floor(score / 20); var livesToAdd = Math.min(extraLives, 5 - playerLives); if (livesToAdd > 0) { playerLives += livesToAdd; updateHearts(); score -= livesToAdd * 20; scoreTxt.setText(score); } } enemyDestroyed = true; break; } } if (enemyDestroyed) continue; // Check collision with player (only on the frame it starts) var isIntersecting = intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: enemy.x - enemy.width / 2, y: enemy.y - enemy.height / 2, width: enemy.width, height: enemy.height }); if (!enemy.lastWasIntersecting && isIntersecting) { // If this is a boss projectile, damage player and destroy projectile if (enemy.isBossProjectile) { LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } enemy.destroy(); enemies.splice(i, 1); continue; } // Player hit by enemy! LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } // Do not respawn or move player, just continue playing } enemy.lastWasIntersecting = isIntersecting; } } // end else for enemyStartDelay } // --- Boss Fight: Boss projectiles damage player --- if (bossFightActive) { for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove if off left side or out of bounds if (enemy.lastX >= -enemy.width && enemy.x < -enemy.width) { enemy.destroy(); enemies.splice(i, 1); continue; } // Render at camera-relative position enemy.displayObject = enemy.displayObject || enemy; enemy.displayObject.x = enemy.x - cameraX; enemy.displayObject.y = enemy.y; // Only check boss projectiles for player collision if (enemy.isBossProjectile) { var isIntersecting = intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: enemy.x - enemy.width / 2, y: enemy.y - enemy.height / 2, width: enemy.width, height: enemy.height }); if (!enemy.lastWasIntersecting && isIntersecting) { LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } enemy.destroy(); enemies.splice(i, 1); continue; } enemy.lastWasIntersecting = isIntersecting; } } } // --- Boss Update & Collision --- // Boss health bar setup (global, so only one at a time) if (typeof bossHealthBarBg === "undefined") bossHealthBarBg = null; if (typeof bossHealthBarFill === "undefined") bossHealthBarFill = null; if (boss && typeof boss.update === "function") { boss.update(); // Render boss at camera-relative position boss.displayObject = boss.displayObject || boss; boss.displayObject.x = boss.x - cameraX; boss.displayObject.y = boss.y; // --- Boss Health Bar --- // Create health bar if not exists if (!bossHealthBarBg) { // Background bar (custom asset) bossHealthBarBg = LK.getAsset('bossHealthBarBg', { anchorX: 0.5, anchorY: 0.5 }); bossHealthBarBg.alpha = 0.7; game.addChild(bossHealthBarBg); // Fill bar (custom asset) bossHealthBarFill = LK.getAsset('bossHealthBarFill', { anchorX: 0, anchorY: 0.5 }); bossHealthBarFill.alpha = 0.95; game.addChild(bossHealthBarFill); } // Update health bar position above boss if (bossHealthBarBg && bossHealthBarFill) { // Bar width and percent var barW = boss.width * 0.8; var barH = 44; var fillW = boss.width * 0.78; var fillH = 32; var percent = Math.max(0, boss.hp / 10); // Position above boss head (50px above top) var barX = boss.x - cameraX; var barY = boss.y - boss.height / 2 - 50; bossHealthBarBg.x = barX; bossHealthBarBg.y = barY; bossHealthBarBg.width = barW; bossHealthBarBg.height = barH; bossHealthBarBg.visible = true; bossHealthBarFill.x = barX - fillW / 2; bossHealthBarFill.y = barY; bossHealthBarFill.width = fillW * percent; bossHealthBarFill.height = fillH; bossHealthBarFill.visible = true; } // Bullet-boss collision for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; if (intersectsAABB({ x: bullet.x - bullet.width / 2, y: bullet.y - bullet.height / 2, width: bullet.width, height: bullet.height }, { x: boss.x - boss.width / 2, y: boss.y - boss.height / 2, width: boss.width, height: boss.height })) { // Boss can only be damaged if not shielded, or if weak spot is open if (!boss.shieldActive && (boss.phase === 1 || boss.weakSpotOpen || boss.phase === 1)) { boss.hp--; bullet.destroy(); bullets.splice(j, 1); // Flash boss on hit LK.effects.flashObject(boss, 0xff0000, 200); // If boss defeated if (boss.hp <= 0) { LK.effects.flashScreen(0x00ff00, 1000); boss.destroy(); boss = null; score += 50; scoreTxt.setText(score); // Remove boss health bar if (bossHealthBarBg) { bossHealthBarBg.visible = false; bossHealthBarBg.destroy(); bossHealthBarBg = null; } if (bossHealthBarFill) { bossHealthBarFill.visible = false; bossHealthBarFill.destroy(); bossHealthBarFill = null; } // Show win overlay for defeating boss var bossWinOverlay = new Text2("Boss'u Yendin!", { size: 140, fill: 0xffffff, align: "center" }); bossWinOverlay.anchor.set(0.5, 0.5); bossWinOverlay.x = 2048 / 2; bossWinOverlay.y = 2732 / 2; LK.gui.center.addChild(bossWinOverlay); LK.setTimeout(function () { bossWinOverlay.destroy(); }, 1800); } break; } else { // Boss is shielded or not vulnerable, bullet bounces off (destroy bullet) bullet.destroy(); bullets.splice(j, 1); // Optional: flash boss blue for shield if (boss.shieldActive && boss.displayObject) { LK.effects.flashObject(boss, 0x44aaff, 120); } break; } } } // Boss-player collision (only on the frame it starts) if (boss) { // Defensive: boss may have been destroyed above var bossIntersect = intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: boss.x - boss.width / 2, y: boss.y - boss.height / 2, width: boss.width, height: boss.height }); if (!boss.lastWasIntersecting && bossIntersect) { LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); // Remove boss health bar if (bossHealthBarBg) { bossHealthBarBg.visible = false; bossHealthBarBg.destroy(); bossHealthBarBg = null; } if (bossHealthBarFill) { bossHealthBarFill.visible = false; bossHealthBarFill.destroy(); bossHealthBarFill = null; } return; } } boss.lastWasIntersecting = bossIntersect; } } else { // No boss: remove health bar if exists if (bossHealthBarBg) { bossHealthBarBg.visible = false; bossHealthBarBg.destroy(); bossHealthBarBg = null; } if (bossHealthBarFill) { bossHealthBarFill.visible = false; bossHealthBarFill.destroy(); bossHealthBarFill = null; } } // --- Hazard Update & Collision --- // Remove hazards during boss fight (currentLevel === 2 and boss exists) if (typeof hazards !== "undefined" && hazards.length && (typeof currentLevel === "undefined" || currentLevel === 1 || typeof currentLevel !== "undefined" && currentLevel === 2 && !boss)) { for (var i = hazards.length - 1; i >= 0; i--) { var hazard = hazards[i]; // Move hazard down hazard.y += hazard.vy || 14; // Render at camera-relative position hazard.displayObject = hazard.displayObject || hazard; hazard.displayObject.x = hazard.x - cameraX; hazard.displayObject.y = hazard.y; // Remove if off screen if (hazard.y > 2732 + 200) { hazard.destroy(); hazards.splice(i, 1); continue; } // Check collision with player (AABB) if (player.x - player.width / 2 < hazard.x + hazard.width / 2 && player.x + player.width / 2 > hazard.x - hazard.width / 2 && player.y - player.height < hazard.y + hazard.height / 2 && player.y > hazard.y - hazard.height / 2) { LK.effects.flashScreen(0xff0000, 800); playerLives--; updateHearts(); hazard.destroy(); hazards.splice(i, 1); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } } } } else if (typeof hazards !== "undefined" && hazards.length && typeof currentLevel !== "undefined" && currentLevel === 2 && boss) { // If boss fight is active, despawn all hazards immediately for (var i = hazards.length - 1; i >= 0; i--) { if (hazards[i] && typeof hazards[i].destroy === "function") hazards[i].destroy(); } hazards = []; } // --- Camera & Distance --- updateCamera(); // Move all objects to screen position (for rendering only, do not overwrite world position) for (var i = 0; i < platforms.length; i++) { platforms[i].displayObject = platforms[i].displayObject || platforms[i]; platforms[i].displayObject.x = platforms[i].xScreen; platforms[i].displayObject.y = platforms[i].y; } for (var i = 0; i < coins.length; i++) { coins[i].displayObject = coins[i].displayObject || coins[i]; coins[i].displayObject.x = coins[i].xScreen; coins[i].displayObject.y = coins[i].y; } player.displayObject = player.displayObject || player; player.displayObject.x = player.xScreen; player.displayObject.y = player.y; // Move coffeeHouse to screen position if exists if (coffeeHouse && typeof coffeeHouse.xScreen !== "undefined") { coffeeHouse.x = coffeeHouse.xScreen; coffeeHouse.y = coffeeHouse.yScreen; } // (hazard removed) // --- Distance --- distance = Math.floor((player.x + cameraX) / 10); distTxt.setText(distance + "m"); // --- Win/Lose Conditions --- // Fall off screen if (player.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); // Find the platform the player was last above before falling if (typeof lastFallenPlatformIndex === "undefined") lastFallenPlatformIndex = 0; lastFallenPlatformIndex = 0; var minDist = Infinity; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Check if player was horizontally above this platform when falling if (player.x + player.width / 2 >= plat.x && player.x - player.width / 2 <= plat.x + plat.width) { // Find the closest platform vertically below the player var dy = player.y - plat.y; if (dy >= 0 && dy < minDist) { minDist = dy; lastFallenPlatformIndex = i; } } } // Find the nearest checkpoint at or before the fallen platform var checkpointToRespawn = 0; if (typeof checkpoints !== "undefined" && checkpoints.length) { var closestCheckpointIndex = -1; for (var i = 0; i < checkpoints.length; i++) { var checkpoint = checkpoints[i]; if (checkpoint.platformIndex <= lastFallenPlatformIndex) { if (closestCheckpointIndex === -1 || checkpoint.platformIndex > checkpoints[closestCheckpointIndex].platformIndex) { closestCheckpointIndex = i; } } } if (closestCheckpointIndex !== -1) { checkpointToRespawn = checkpoints[closestCheckpointIndex].platformIndex; // Mark checkpoint as collected if (!checkpoints[closestCheckpointIndex].collected) { checkpoints[closestCheckpointIndex].collected = true; lastCheckpointIndex = checkpointToRespawn; checkpoints[closestCheckpointIndex].alpha = 0.5; } } } if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } else { // Respawn player at the nearest checkpoint (every 10th platform), or at the platform they fell from if no checkpoint reached if (typeof checkpointToRespawn !== "undefined" && checkpointToRespawn > 0 && checkpointToRespawn < platforms.length) { lastFallenPlatformIndex = checkpointToRespawn; } resetPlayer(true); // Optionally, move camera to player updateCamera(); return; } } // Reached coffee house (win condition) if (coffeeHouse && intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coffeeHouse.x - coffeeHouse.width / 2, y: coffeeHouse.y - coffeeHouse.height, width: coffeeHouse.width, height: coffeeHouse.height })) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); // If on level 1, 2, 3, or 4, transition to next level if (typeof currentLevel === "undefined" || currentLevel === 1 || currentLevel === 2 || currentLevel === 3 || currentLevel === 4) { if (typeof showKiraathaneSection === "function") { showKiraathaneSection(); } else { // Fallback: just pause the game and show a message overlay var overlay = new Text2("Kıraathaneye ulaştın!\nYeni bölüm geliyor...", { size: 120, fill: 0x222222, align: "center" }); overlay.anchor.set(0.5, 0.5); overlay.x = 2048 / 2; overlay.y = 2732 / 2; LK.gui.center.addChild(overlay); gameOver = true; } return; } } // Win condition: player reaches the last platform // (Removed win condition when stepping on the last platform so the game does not end) // if (platforms.length > 0) { // var lastPlat = platforms[platforms.length - 1]; // if (player.x + player.width / 2 >= lastPlat.x && player.x - player.width / 2 <= lastPlat.x + lastPlat.width && player.y >= lastPlat.y && player.y - player.height <= lastPlat.y + lastPlat.height) { // LK.effects.flashScreen(0x00ff00, 1000); // LK.setScore(score); // LK.showYouWin(); // gameOver = true; // return; // } // } }; // --- Game Start --- function startGame() { score = 0; distance = 0; gameOver = false; playerLives = 3; scoreTxt.setText(score); distTxt.setText(distance + "m"); // Reset level to 1 at game start currentLevel = 1; // Reset enemies array and destroy old enemies if any if (typeof enemies !== "undefined" && enemies && enemies.length) { for (var i = 0; i < enemies.length; i++) { if (enemies[i] && typeof enemies[i].destroy === "function") enemies[i].destroy(); } } enemies = []; // Reset checkpoints and lastCheckpointIndex checkpoints = []; lastCheckpointIndex = 0; createLevel(); resetPlayer(); updateHearts(); // (hazard removed) // Remove hazards if any if (typeof hazards !== "undefined" && hazards.length) { for (var i = 0; i < hazards.length; i++) { if (hazards[i] && typeof hazards[i].destroy === "function") hazards[i].destroy(); } } hazards = []; cameraX = 0; moveDir = 0; enemyStartDelay = 180; // 3 seconds at 60fps } // --- Start --- startGame(); // Show new section/scene after reaching coffeehouse (placeholder, can be customized) // Track current level globally (1-based) if (typeof currentLevel === "undefined") currentLevel = 1; function showKiraathaneSection() { // Increase level up to 5 if (typeof currentLevel === "undefined") currentLevel = 1; if (currentLevel < 5) { currentLevel++; } // Remove all game objects except GUI for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); if (player) player.destroy(); if (coffeeHouse) coffeeHouse.destroy(); for (var i = 0; i < enemies.length; i++) enemies[i].destroy(); for (var i = 0; i < bullets.length; i++) bullets[i].destroy(); if (typeof boss !== "undefined" && boss) { boss.destroy(); boss = null; } // Reset arrays platforms = []; coins = []; enemies = []; bullets = []; coffeeHouse = null; // Optionally, clear checkpoints for the new section checkpoints = []; lastCheckpointIndex = 0; // Remove hazards if any if (typeof hazards !== "undefined" && hazards.length) { for (var i = 0; i < hazards.length; i++) { if (hazards[i] && typeof hazards[i].destroy === "function") hazards[i].destroy(); } } hazards = []; // Move camera to the start cameraX = 0; // Create a new set of platforms, coins, and coffeehouse (same as first section) createLevel(); resetPlayer(); // Reset game state for the new section gameOver = false; moveDir = 0; enemyStartDelay = 180; // 3 seconds at 60fps // Show overlay for transition, indicating level number with black background and white text var levelText = currentLevel + ". lvl"; var overlayBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 900, height: 300, color: 0x000000 }); overlayBg.x = 2048 / 2; overlayBg.y = 2732 / 2; overlayBg.alpha = 0.85; LK.gui.center.addChild(overlayBg); var kiraathaneOverlay = new Text2(levelText, { size: 180, fill: 0xffffff, align: "center" }); kiraathaneOverlay.anchor.set(0.5, 0.5); kiraathaneOverlay.x = 2048 / 2; kiraathaneOverlay.y = 2732 / 2; LK.gui.center.addChild(kiraathaneOverlay); // Remove overlay after 1.5 seconds LK.setTimeout(function () { kiraathaneOverlay.destroy(); overlayBg.destroy(); }, 1500); }
===================================================================
--- original.js
+++ change.js
@@ -343,8 +343,17 @@
/****
* Game Code
****/
+// Replace with actual asset id for fire icon
+// Fire button: red circle with fire icon
+// Replace with actual asset id for up arrow
+// Jump button: yellow circle with up arrow
+// Replace with actual asset id for right arrow
+// Right button: green circle with right arrow
+// Replace with actual asset id for left arrow
+// Left button: blue circle with left arrow
+// --- Control Button Assets ---
// Boss attack: fire projectile at player
// Unique boss asset
// New bullet figure asset (example: blue ellipse, unique id)
// Sun and cloud assets (example IDs, replace with real asset IDs as needed)
cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
çay bardağı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a kebap. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
baba terliği. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kızgın ve canlı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
geleneksel türk kıraathanesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kaslı ve kıravartı olan sinirli bir starbucks kahvesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
180 derece stabucks kahvesi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
kırmızı ok. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
okun ucu sola baksın ve hiçbirşey değişmesin
şimdi ok yine değişmesin sadece ucu sağa baksın
şiş in içine geçmiş bir şekilde play yazıcak ama domates biber ve etten yani gerçek kebab gibi ama harfler var. daha çizgifilmsel olacak mesela "p" et "l" biber "a" domates "y" et
"Kebab Runner" yaz ama 1 şiş kebab yazının üstünde duracak olacak yani oyunun
çaydanlık adam. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
buzlu bir americano ama stabucks kahvesi çevresi beyaz olsun içinde çok buz olsun No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat