/****
* 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;
case "LONG JUMP":
duck.longRangeJump();
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.isOnGround && !self.isDoubleJumping) {
self.vy = self.jumpVelocity;
self.isJumping = true;
if (!self.isOnGround) {
self.isDoubleJumping = true;
}
self.isOnGround = false;
LK.getSound('jump').play();
}
};
self.attack = function () {
if (!self.isAttacking) {
self.isAttacking = true;
// Increase speed temporarily for attack
var originalSpeed = self.speed;
self.speed *= 2; // Double the speed during attack
// 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;
// Restore original speed after attack
self.speed = originalSpeed;
}
});
}
});
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 - 450;
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.isDoubleJumping = false; // Reset double jump
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();
// Check if all coins are collected
if (coins.length === 0 && !levelComplete) {
levelComplete = true;
LK.showYouWin();
}
// 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() {
// Add background image
var background = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
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
}; /****
* 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;
case "LONG JUMP":
duck.longRangeJump();
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.isOnGround && !self.isDoubleJumping) {
self.vy = self.jumpVelocity;
self.isJumping = true;
if (!self.isOnGround) {
self.isDoubleJumping = true;
}
self.isOnGround = false;
LK.getSound('jump').play();
}
};
self.attack = function () {
if (!self.isAttacking) {
self.isAttacking = true;
// Increase speed temporarily for attack
var originalSpeed = self.speed;
self.speed *= 2; // Double the speed during attack
// 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;
// Restore original speed after attack
self.speed = originalSpeed;
}
});
}
});
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 - 450;
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.isDoubleJumping = false; // Reset double jump
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();
// Check if all coins are collected
if (coins.length === 0 && !levelComplete) {
levelComplete = true;
LK.showYouWin();
}
// 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() {
// Add background image
var background = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
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
};
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