User prompt
add background feature
User prompt
added new rule. player win when all coin collected
User prompt
can double jump
User prompt
erase long jump
User prompt
long range jump into upper
User prompt
erase long jump controler
User prompt
fix long jump function
User prompt
duck can long jump reach a upper
User prompt
speed attack movement
Code edit (1 edits merged)
Please save this source code
User prompt
Duck Dash: Fox Hunt Adventure
Initial prompt
JavaScript 2D Platformer Game jumping attack duck. duck jump attack all fox. collect all coins. time race end 300 second. game over when duck got hit fox. touchscreen controler button for move left adn right. touch controler button for jump attack
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
// Coin animation
self.animateCoin = function () {
tween(coinGraphics, {
rotation: Math.PI * 2
}, {
duration: 1500,
easing: tween.linear,
onFinish: function onFinish() {
coinGraphics.rotation = 0;
self.animateCoin();
}
});
};
self.animateCoin();
return self;
});
var ControlButton = Container.expand(function (type) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
// Store the button type
self.type = type;
// Label for the button
var label = new Text2(type, {
size: 40,
fill: 0xFFFFFF
});
label.anchor.set(0.5, 0.5);
self.addChild(label);
// Button events
self.down = function (x, y, obj) {
buttonGraphics.alpha = 0.8;
// Trigger the appropriate action based on button type
switch (self.type) {
case "←":
duck.moveLeft();
break;
case "→":
duck.moveRight();
break;
case "JUMP":
duck.jump();
break;
case "ATTACK":
duck.attack();
break;
}
};
self.up = function (x, y, obj) {
buttonGraphics.alpha = 0.5;
// Stop movement for direction buttons
if (self.type === "←" || self.type === "→") {
duck.stop();
}
};
return self;
});
var Duck = Container.expand(function () {
var self = Container.call(this);
var duckGraphics = self.attachAsset('duck', {
anchorX: 0.5,
anchorY: 0.5
});
// Duck properties
self.vx = 0;
self.vy = 0;
self.speed = 8;
self.jumpVelocity = -20;
self.gravity = 1;
self.isOnGround = false;
self.isJumping = false;
self.isAttacking = false;
self.facingRight = true;
self.jump = function () {
if (self.isOnGround) {
self.vy = self.jumpVelocity;
self.isJumping = true;
self.isOnGround = false;
LK.getSound('jump').play();
}
};
self.attack = function () {
if (!self.isAttacking) {
self.isAttacking = true;
// Visual feedback for attack
tween(duckGraphics, {
rotation: self.facingRight ? 0.5 : -0.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(duckGraphics, {
rotation: 0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isAttacking = false;
}
});
}
});
LK.getSound('attack').play();
}
};
self.moveLeft = function () {
self.vx = -self.speed;
if (self.facingRight) {
self.facingRight = false;
duckGraphics.scaleX = -1;
}
};
self.moveRight = function () {
self.vx = self.speed;
if (!self.facingRight) {
self.facingRight = true;
duckGraphics.scaleX = 1;
}
};
self.stop = function () {
self.vx = 0;
};
self.update = function () {
// Apply gravity
if (!self.isOnGround) {
self.vy += self.gravity;
}
// Update position
self.x += self.vx;
self.y += self.vy;
// Boundary checks
if (self.x < 50) {
self.x = 50;
}
if (self.x > 2048 - 50) {
self.x = 2048 - 50;
}
// Check if duck hits the ground or platforms
self.checkCollisions();
};
self.checkCollisions = function () {
// This will be implemented in the game class
};
return self;
});
var Fox = Container.expand(function () {
var self = Container.call(this);
var foxGraphics = self.attachAsset('fox', {
anchorX: 0.5,
anchorY: 0.5
});
// Fox properties
self.vx = -3; // Initially move left
self.leftBoundary = 0;
self.rightBoundary = 0;
self.facingRight = false;
self.update = function () {
// Move fox
self.x += self.vx;
// Change direction if reaching boundaries
if (self.x <= self.leftBoundary) {
self.vx = Math.abs(self.vx);
self.facingRight = true;
foxGraphics.scaleX = 1;
} else if (self.x >= self.rightBoundary) {
self.vx = -Math.abs(self.vx);
self.facingRight = false;
foxGraphics.scaleX = -1;
}
};
self.setBoundaries = function (left, right) {
self.leftBoundary = left;
self.rightBoundary = right;
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
// If needed, we can add more platform-specific properties and methods here
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue
});
/****
* Game Code
****/
// Game variables
var duck;
var platforms = [];
var foxes = [];
var coins = [];
var score = 0;
var timeLeft = 300; // 300 seconds (5 minutes)
var leftButton, rightButton, jumpButton, attackButton;
var scoreTxt, timeTxt;
var isGameOver = false;
var levelComplete = false;
// Initialize UI
function setupUI() {
// Score text
scoreTxt = new Text2('COINS: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -300; // Offset from top right
// Time text
timeTxt = new Text2('TIME: 300', {
size: 60,
fill: 0xFFFFFF
});
timeTxt.anchor.set(0, 0);
LK.gui.top.addChild(timeTxt);
// Control buttons
leftButton = new ControlButton("←");
leftButton.x = 150;
leftButton.y = 2732 - 150;
game.addChild(leftButton);
rightButton = new ControlButton("→");
rightButton.x = 350;
rightButton.y = 2732 - 150;
game.addChild(rightButton);
jumpButton = new ControlButton("JUMP");
jumpButton.x = 2048 - 350;
jumpButton.y = 2732 - 150;
game.addChild(jumpButton);
attackButton = new ControlButton("ATTACK");
attackButton.x = 2048 - 150;
attackButton.y = 2732 - 150;
game.addChild(attackButton);
}
// Create level elements
function createLevel() {
// Create ground
var ground = LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 0.5
});
ground.x = 2048 / 2;
ground.y = 2732 - 40;
game.addChild(ground);
// Add ground to platforms array for collision detection
var groundPlatform = new Platform();
groundPlatform.x = ground.x;
groundPlatform.y = ground.y;
groundPlatform.width = ground.width;
groundPlatform.height = ground.height;
platforms.push(groundPlatform);
// Create platforms
var platformPositions = [{
x: 300,
y: 2400
}, {
x: 700,
y: 2200
}, {
x: 1200,
y: 2000
}, {
x: 1700,
y: 1800
}, {
x: 1300,
y: 1600
}, {
x: 800,
y: 1400
}, {
x: 400,
y: 1200
}, {
x: 900,
y: 1000
}, {
x: 1400,
y: 800
}, {
x: 1800,
y: 600
}];
for (var i = 0; i < platformPositions.length; i++) {
var platform = new Platform();
platform.x = platformPositions[i].x;
platform.y = platformPositions[i].y;
game.addChild(platform);
platforms.push(platform);
}
// Create coins
for (var i = 0; i < platforms.length; i++) {
// Add 1-3 coins above each platform
var numCoins = Math.floor(Math.random() * 3) + 1;
for (var j = 0; j < numCoins; j++) {
var coin = new Coin();
coin.x = platforms[i].x + (j - 1) * 70; // Spread coins out horizontally
coin.y = platforms[i].y - 100; // Position coins above platform
game.addChild(coin);
coins.push(coin);
}
}
// Create foxes (enemies)
var foxPositions = [{
x: 500,
y: 2400 - 50,
leftBound: 300,
rightBound: 700
}, {
x: 1400,
y: 2000 - 50,
leftBound: 1200,
rightBound: 1600
}, {
x: 1000,
y: 1600 - 50,
leftBound: 800,
rightBound: 1300
}, {
x: 600,
y: 1200 - 50,
leftBound: 400,
rightBound: 800
}, {
x: 1200,
y: 800 - 50,
leftBound: 900,
rightBound: 1400
}];
for (var i = 0; i < foxPositions.length; i++) {
var fox = new Fox();
fox.x = foxPositions[i].x;
fox.y = foxPositions[i].y;
fox.setBoundaries(foxPositions[i].leftBound, foxPositions[i].rightBound);
game.addChild(fox);
foxes.push(fox);
}
// Create duck (player character)
duck = new Duck();
duck.x = 300;
duck.y = 2600;
game.addChild(duck);
}
// Check for collisions between duck and platforms
function checkPlatformCollisions() {
duck.isOnGround = false;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
// Simple platform collision detection
if (duck.vy >= 0 &&
// Duck is moving downward
duck.y - 55 <= platform.y - 20 &&
// Duck was above platform in previous frame
duck.y + 55 >= platform.y - 20 &&
// Duck's bottom is below platform's top
duck.x + 45 >= platform.x - platform.width / 2 &&
// Duck's right edge is beyond platform's left edge
duck.x - 45 <= platform.x + platform.width / 2) {
// Duck's left edge is before platform's right edge
duck.isOnGround = true;
duck.y = platform.y - 75; // Position duck on platform
duck.vy = 0; // Stop vertical movement
break;
}
}
}
// Check for collisions between duck and coins
function checkCoinCollisions() {
for (var i = coins.length - 1; i >= 0; i--) {
if (duck.intersects(coins[i])) {
// Collect coin
score++;
scoreTxt.setText('COINS: ' + score);
// Play sound
LK.getSound('coin').play();
// Remove coin
coins[i].destroy();
coins.splice(i, 1);
// Flash effect
LK.effects.flashObject(duck, 0xFFD700, 300);
}
}
}
// Check for collisions between duck and foxes
function checkFoxCollisions() {
for (var i = 0; i < foxes.length; i++) {
if (duck.intersects(foxes[i])) {
if (duck.isAttacking) {
// Duck defeats fox during attack
foxes[i].destroy();
foxes.splice(i, 1);
i--;
// Increment score
score += 5;
scoreTxt.setText('COINS: ' + score);
// Visual feedback
LK.effects.flashObject(duck, 0x00FF00, 300);
} else {
// Fox defeats duck
if (!isGameOver) {
isGameOver = true;
LK.getSound('hit').play();
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
}
}
}
}
}
// Check if level is complete (duck reached the top platform)
function checkLevelComplete() {
if (duck.y < 700 && !levelComplete) {
levelComplete = true;
LK.showYouWin();
}
}
// Update timer
function updateTimer() {
if (timeLeft > 0) {
timeLeft--;
timeTxt.setText('TIME: ' + timeLeft);
} else if (!isGameOver) {
isGameOver = true;
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
}
}
// Initialize game
function initGame() {
createLevel();
setupUI();
// Start timer
LK.setInterval(updateTimer, 1000);
// Play background music
LK.playMusic('gameMusic');
}
// Initialize the game
initGame();
// Game update function
game.update = function () {
if (!isGameOver && !levelComplete) {
// Update duck
duck.update();
// Check collisions
checkPlatformCollisions();
checkCoinCollisions();
checkFoxCollisions();
checkLevelComplete();
// Update foxes
for (var i = 0; i < foxes.length; i++) {
foxes[i].update();
}
}
};
// Game touch handlers
game.move = function (x, y, obj) {
// No additional move handling needed for this game
};
game.down = function (x, y, obj) {
// No additional down handling needed for this game
};
game.up = function (x, y, obj) {
// No additional up handling needed for this game
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,490 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ var coinGraphics = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Coin animation
+ self.animateCoin = function () {
+ tween(coinGraphics, {
+ rotation: Math.PI * 2
+ }, {
+ duration: 1500,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ coinGraphics.rotation = 0;
+ self.animateCoin();
+ }
+ });
+ };
+ self.animateCoin();
+ return self;
+});
+var ControlButton = Container.expand(function (type) {
+ var self = Container.call(this);
+ var buttonGraphics = self.attachAsset('controlButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5
+ });
+ // Store the button type
+ self.type = type;
+ // Label for the button
+ var label = new Text2(type, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ label.anchor.set(0.5, 0.5);
+ self.addChild(label);
+ // Button events
+ self.down = function (x, y, obj) {
+ buttonGraphics.alpha = 0.8;
+ // Trigger the appropriate action based on button type
+ switch (self.type) {
+ case "←":
+ duck.moveLeft();
+ break;
+ case "→":
+ duck.moveRight();
+ break;
+ case "JUMP":
+ duck.jump();
+ break;
+ case "ATTACK":
+ duck.attack();
+ break;
+ }
+ };
+ self.up = function (x, y, obj) {
+ buttonGraphics.alpha = 0.5;
+ // Stop movement for direction buttons
+ if (self.type === "←" || self.type === "→") {
+ duck.stop();
+ }
+ };
+ return self;
+});
+var Duck = Container.expand(function () {
+ var self = Container.call(this);
+ var duckGraphics = self.attachAsset('duck', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Duck properties
+ self.vx = 0;
+ self.vy = 0;
+ self.speed = 8;
+ self.jumpVelocity = -20;
+ self.gravity = 1;
+ self.isOnGround = false;
+ self.isJumping = false;
+ self.isAttacking = false;
+ self.facingRight = true;
+ self.jump = function () {
+ if (self.isOnGround) {
+ self.vy = self.jumpVelocity;
+ self.isJumping = true;
+ self.isOnGround = false;
+ LK.getSound('jump').play();
+ }
+ };
+ self.attack = function () {
+ if (!self.isAttacking) {
+ self.isAttacking = true;
+ // Visual feedback for attack
+ tween(duckGraphics, {
+ rotation: self.facingRight ? 0.5 : -0.5
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(duckGraphics, {
+ rotation: 0
+ }, {
+ duration: 200,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ self.isAttacking = false;
+ }
+ });
+ }
+ });
+ LK.getSound('attack').play();
+ }
+ };
+ self.moveLeft = function () {
+ self.vx = -self.speed;
+ if (self.facingRight) {
+ self.facingRight = false;
+ duckGraphics.scaleX = -1;
+ }
+ };
+ self.moveRight = function () {
+ self.vx = self.speed;
+ if (!self.facingRight) {
+ self.facingRight = true;
+ duckGraphics.scaleX = 1;
+ }
+ };
+ self.stop = function () {
+ self.vx = 0;
+ };
+ self.update = function () {
+ // Apply gravity
+ if (!self.isOnGround) {
+ self.vy += self.gravity;
+ }
+ // Update position
+ self.x += self.vx;
+ self.y += self.vy;
+ // Boundary checks
+ if (self.x < 50) {
+ self.x = 50;
+ }
+ if (self.x > 2048 - 50) {
+ self.x = 2048 - 50;
+ }
+ // Check if duck hits the ground or platforms
+ self.checkCollisions();
+ };
+ self.checkCollisions = function () {
+ // This will be implemented in the game class
+ };
+ return self;
+});
+var Fox = Container.expand(function () {
+ var self = Container.call(this);
+ var foxGraphics = self.attachAsset('fox', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Fox properties
+ self.vx = -3; // Initially move left
+ self.leftBoundary = 0;
+ self.rightBoundary = 0;
+ self.facingRight = false;
+ self.update = function () {
+ // Move fox
+ self.x += self.vx;
+ // Change direction if reaching boundaries
+ if (self.x <= self.leftBoundary) {
+ self.vx = Math.abs(self.vx);
+ self.facingRight = true;
+ foxGraphics.scaleX = 1;
+ } else if (self.x >= self.rightBoundary) {
+ self.vx = -Math.abs(self.vx);
+ self.facingRight = false;
+ foxGraphics.scaleX = -1;
+ }
+ };
+ self.setBoundaries = function (left, right) {
+ self.leftBoundary = left;
+ self.rightBoundary = right;
+ };
+ return self;
+});
+var Platform = Container.expand(function () {
+ var self = Container.call(this);
+ var platformGraphics = self.attachAsset('platform', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // If needed, we can add more platform-specific properties and methods here
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB // Sky blue
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var duck;
+var platforms = [];
+var foxes = [];
+var coins = [];
+var score = 0;
+var timeLeft = 300; // 300 seconds (5 minutes)
+var leftButton, rightButton, jumpButton, attackButton;
+var scoreTxt, timeTxt;
+var isGameOver = false;
+var levelComplete = false;
+// Initialize UI
+function setupUI() {
+ // Score text
+ scoreTxt = new Text2('COINS: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(scoreTxt);
+ scoreTxt.x = -300; // Offset from top right
+ // Time text
+ timeTxt = new Text2('TIME: 300', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ timeTxt.anchor.set(0, 0);
+ LK.gui.top.addChild(timeTxt);
+ // Control buttons
+ leftButton = new ControlButton("←");
+ leftButton.x = 150;
+ leftButton.y = 2732 - 150;
+ game.addChild(leftButton);
+ rightButton = new ControlButton("→");
+ rightButton.x = 350;
+ rightButton.y = 2732 - 150;
+ game.addChild(rightButton);
+ jumpButton = new ControlButton("JUMP");
+ jumpButton.x = 2048 - 350;
+ jumpButton.y = 2732 - 150;
+ game.addChild(jumpButton);
+ attackButton = new ControlButton("ATTACK");
+ attackButton.x = 2048 - 150;
+ attackButton.y = 2732 - 150;
+ game.addChild(attackButton);
+}
+// Create level elements
+function createLevel() {
+ // Create ground
+ var ground = LK.getAsset('ground', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ ground.x = 2048 / 2;
+ ground.y = 2732 - 40;
+ game.addChild(ground);
+ // Add ground to platforms array for collision detection
+ var groundPlatform = new Platform();
+ groundPlatform.x = ground.x;
+ groundPlatform.y = ground.y;
+ groundPlatform.width = ground.width;
+ groundPlatform.height = ground.height;
+ platforms.push(groundPlatform);
+ // Create platforms
+ var platformPositions = [{
+ x: 300,
+ y: 2400
+ }, {
+ x: 700,
+ y: 2200
+ }, {
+ x: 1200,
+ y: 2000
+ }, {
+ x: 1700,
+ y: 1800
+ }, {
+ x: 1300,
+ y: 1600
+ }, {
+ x: 800,
+ y: 1400
+ }, {
+ x: 400,
+ y: 1200
+ }, {
+ x: 900,
+ y: 1000
+ }, {
+ x: 1400,
+ y: 800
+ }, {
+ x: 1800,
+ y: 600
+ }];
+ for (var i = 0; i < platformPositions.length; i++) {
+ var platform = new Platform();
+ platform.x = platformPositions[i].x;
+ platform.y = platformPositions[i].y;
+ game.addChild(platform);
+ platforms.push(platform);
+ }
+ // Create coins
+ for (var i = 0; i < platforms.length; i++) {
+ // Add 1-3 coins above each platform
+ var numCoins = Math.floor(Math.random() * 3) + 1;
+ for (var j = 0; j < numCoins; j++) {
+ var coin = new Coin();
+ coin.x = platforms[i].x + (j - 1) * 70; // Spread coins out horizontally
+ coin.y = platforms[i].y - 100; // Position coins above platform
+ game.addChild(coin);
+ coins.push(coin);
+ }
+ }
+ // Create foxes (enemies)
+ var foxPositions = [{
+ x: 500,
+ y: 2400 - 50,
+ leftBound: 300,
+ rightBound: 700
+ }, {
+ x: 1400,
+ y: 2000 - 50,
+ leftBound: 1200,
+ rightBound: 1600
+ }, {
+ x: 1000,
+ y: 1600 - 50,
+ leftBound: 800,
+ rightBound: 1300
+ }, {
+ x: 600,
+ y: 1200 - 50,
+ leftBound: 400,
+ rightBound: 800
+ }, {
+ x: 1200,
+ y: 800 - 50,
+ leftBound: 900,
+ rightBound: 1400
+ }];
+ for (var i = 0; i < foxPositions.length; i++) {
+ var fox = new Fox();
+ fox.x = foxPositions[i].x;
+ fox.y = foxPositions[i].y;
+ fox.setBoundaries(foxPositions[i].leftBound, foxPositions[i].rightBound);
+ game.addChild(fox);
+ foxes.push(fox);
+ }
+ // Create duck (player character)
+ duck = new Duck();
+ duck.x = 300;
+ duck.y = 2600;
+ game.addChild(duck);
+}
+// Check for collisions between duck and platforms
+function checkPlatformCollisions() {
+ duck.isOnGround = false;
+ for (var i = 0; i < platforms.length; i++) {
+ var platform = platforms[i];
+ // Simple platform collision detection
+ if (duck.vy >= 0 &&
+ // Duck is moving downward
+ duck.y - 55 <= platform.y - 20 &&
+ // Duck was above platform in previous frame
+ duck.y + 55 >= platform.y - 20 &&
+ // Duck's bottom is below platform's top
+ duck.x + 45 >= platform.x - platform.width / 2 &&
+ // Duck's right edge is beyond platform's left edge
+ duck.x - 45 <= platform.x + platform.width / 2) {
+ // Duck's left edge is before platform's right edge
+ duck.isOnGround = true;
+ duck.y = platform.y - 75; // Position duck on platform
+ duck.vy = 0; // Stop vertical movement
+ break;
+ }
+ }
+}
+// Check for collisions between duck and coins
+function checkCoinCollisions() {
+ for (var i = coins.length - 1; i >= 0; i--) {
+ if (duck.intersects(coins[i])) {
+ // Collect coin
+ score++;
+ scoreTxt.setText('COINS: ' + score);
+ // Play sound
+ LK.getSound('coin').play();
+ // Remove coin
+ coins[i].destroy();
+ coins.splice(i, 1);
+ // Flash effect
+ LK.effects.flashObject(duck, 0xFFD700, 300);
+ }
+ }
+}
+// Check for collisions between duck and foxes
+function checkFoxCollisions() {
+ for (var i = 0; i < foxes.length; i++) {
+ if (duck.intersects(foxes[i])) {
+ if (duck.isAttacking) {
+ // Duck defeats fox during attack
+ foxes[i].destroy();
+ foxes.splice(i, 1);
+ i--;
+ // Increment score
+ score += 5;
+ scoreTxt.setText('COINS: ' + score);
+ // Visual feedback
+ LK.effects.flashObject(duck, 0x00FF00, 300);
+ } else {
+ // Fox defeats duck
+ if (!isGameOver) {
+ isGameOver = true;
+ LK.getSound('hit').play();
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ }
+ }
+ }
+ }
+}
+// Check if level is complete (duck reached the top platform)
+function checkLevelComplete() {
+ if (duck.y < 700 && !levelComplete) {
+ levelComplete = true;
+ LK.showYouWin();
+ }
+}
+// Update timer
+function updateTimer() {
+ if (timeLeft > 0) {
+ timeLeft--;
+ timeTxt.setText('TIME: ' + timeLeft);
+ } else if (!isGameOver) {
+ isGameOver = true;
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ }
+}
+// Initialize game
+function initGame() {
+ createLevel();
+ setupUI();
+ // Start timer
+ LK.setInterval(updateTimer, 1000);
+ // Play background music
+ LK.playMusic('gameMusic');
+}
+// Initialize the game
+initGame();
+// Game update function
+game.update = function () {
+ if (!isGameOver && !levelComplete) {
+ // Update duck
+ duck.update();
+ // Check collisions
+ checkPlatformCollisions();
+ checkCoinCollisions();
+ checkFoxCollisions();
+ checkLevelComplete();
+ // Update foxes
+ for (var i = 0; i < foxes.length; i++) {
+ foxes[i].update();
+ }
+ }
+};
+// Game touch handlers
+game.move = function (x, y, obj) {
+ // No additional move handling needed for this game
+};
+game.down = function (x, y, obj) {
+ // No additional down handling needed for this game
+};
+game.up = function (x, y, obj) {
+ // No additional up handling needed for this game
+};
\ No newline at end of file
cartoon fantasy yellow duck warrior slash long sword movement. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
chibi cartoon eagle pirate fly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
ghibli anime 2d style. meadow at lake. sky full of small with cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
cartoo brown straw lines. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
green meadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white egg. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows