Code edit (1 edits merged)
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increase the health reduce count
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'updateBar')' in or related to this line: 'healthBar.updateBar(health);' Line Number: 716
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Please fix the bug: 'ReferenceError: healthBar is not defined' in or related to this line: 'healthBar.updateBar(health);' Line Number: 715
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when player goes down reduce the health slowly
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'updateBar')' in or related to this line: 'healthBar.updateBar(health);' Line Number: 716
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Please fix the bug: 'ReferenceError: healthBar is not defined' in or related to this line: 'healthBar.updateBar(health);' Line Number: 715
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when player goes down reduce the health a certain amount
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create health bar and add to the screen reduce the healthbar when player goes fast
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remove everything related healthbar
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decrease the health player when goes too fast
Code edit (1 edits merged)
Please save this source code
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fix the freeze and lag on the game
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reduce the cloud spawn count on the game
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fix the performance issue when climber goes fast
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destroy the game elements that are below the player
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optimize the game performance and increase the obstacle spawn time in 30 seconds
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if the health is fully drained create a blast effect
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optimize the cloud spawning count
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optimize the game
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if the climber collide with the cloud health will reduce certain amount
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make the obstacle spawning for every 5 seconds on game time
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Please fix the bug: 'Cannot read properties of undefined (reading 'Quadratic')' in or related to this line: 'tween(titleText, {' Line Number: 299 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the main menu lively
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change the font of the main menu text
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, gearCollected: 0, gearUpgrades: { oxygenEfficiency: 0, climbingSpeed: 0, weatherResistance: 0 } }); /**** * Classes ****/ var Campsite = Container.expand(function () { var self = Container.call(this); var campsiteGraphics = self.attachAsset('campsite', { anchorX: 0.5, anchorY: 0.5 }); self.width = campsiteGraphics.width; self.height = campsiteGraphics.height; self.active = true; return self; }); var Climber = Container.expand(function () { var self = Container.call(this); var climberGraphics = self.attachAsset('climber', { anchorX: 2, anchorY: 2 }); self.width = climberGraphics.width; self.height = climberGraphics.height; self.vx = 0; self.vy = 0; self.speed = 14 + storage.gearUpgrades.climbingSpeed * 2; self.jumpPower = -25; self.gravity = 0; self.onGround = false; self.climbing = false; self.targetX = null; self.targetY = null; self.movingToTarget = false; self.lastX = 0; self.lastY = 0; self.update = function () { // Create smoke effect behind the player if (LK.ticks % 10 === 0) { // Emit smoke every 10 ticks var smoke = LK.getAsset('smoke', { anchorX: 1.5, anchorY: 2.2, x: self.x - self.width / 4, y: self.y + self.height / 2 }); game.addChild(smoke); tween(smoke, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { smoke.destroy(); } }); } self.lastX = self.x; self.lastY = self.y; if (self.movingToTarget && self.targetX !== null) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { var angle = Math.atan2(dy, dx); self.vx = Math.cos(angle) * self.speed; self.vy = Math.sin(angle) * self.speed; } else { self.x = self.targetX; self.y = self.targetY; self.vx = 0; // Stop horizontal movement self.vy = 0; // Stop vertical movement self.movingToTarget = false; self.targetX = null; self.targetY = null; } } // Remove gravity effect to ensure constant upward movement self.x += self.vx; self.y += self.vy; // Allow vertical movement based on velocity // Constrain to screen bounds if (self.x < self.width / 2) { self.x = self.width / 2; self.vx = 0; } else if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; self.vx = 0; } }; self.jump = function () { if (self.onGround) { self.vy = self.jumpPower; self.onGround = false; LK.getSound('jump').play(); // Add visual effect for jump LK.effects.flashObject(self, 0x00ff00, 300); } }; self.moveToPosition = function (x, y) { self.targetX = x; self.targetY = y; self.movingToTarget = true; self.climbing = true; }; return self; }); var ClimbingPath = Container.expand(function (pathType) { var self = Container.call(this); // Different path types: 'normal', 'narrow', 'slippery' self.pathType = pathType || 'normal'; var pathWidth = 300; var pathColor = 0xDDDDDD; if (self.pathType === 'narrow') { pathWidth = 150; pathColor = 0xBBBBBB; } else if (self.pathType === 'slippery') { pathWidth = 250; pathColor = 0xADD8E6; } var pathGraphics = self.attachAsset('path', { anchorX: 0.5, anchorY: 0.5, width: pathWidth, height: 100, tint: pathColor }); self.width = pathGraphics.width; self.height = pathGraphics.height; return self; }); var Collectable = Container.expand(function (collectableType) { var self = Container.call(this); self.collectableType = collectableType || 'oxygen'; var assetId, value; if (self.collectableType === 'oxygen') { assetId = 'oxygen'; value = 20 + Math.floor(Math.random() * 10); } else if (self.collectableType === 'gear') { assetId = 'gear'; value = 1; } var collectableGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.width = collectableGraphics.width; self.height = collectableGraphics.height; self.value = value; self.active = true; self.update = function () { // Simple hover animation collectableGraphics.y = Math.sin(LK.ticks / 20) * 5; }; return self; }); var Hazard = Container.expand(function (hazardType) { var self = Container.call(this); self.hazardType = hazardType || 'rock'; var assetId, size, speed; if (self.hazardType === 'rock') { assetId = 'rock'; size = 100; speed = 5 + Math.random() * 3; } else if (self.hazardType === 'snowball') { assetId = 'snowball'; size = 90; speed = 7 + Math.random() * 4; } var hazardGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.width = hazardGraphics.width; self.height = hazardGraphics.height; self.vy = speed; self.active = true; self.update = function () { if (self.hazardType !== 'gap') { self.y += self.vy; } // Remove when out of screen if (self.y > 2732 + self.height) { self.active = false; } }; return self; }); var HealthBar = Container.expand(function () { var self = Container.call(this); var barBackground = self.attachAsset('oxygenBarBg', { anchorX: 0, anchorY: 0.5 }); var bar = self.attachAsset('oxygenBar', { anchorX: 0, anchorY: 0.5, x: 5, y: 0 }); var healthText = new Text2('HEALTH', { size: 30, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.x = 200; healthText.y = 0; self.addChild(healthText); self.maxWidth = bar.width; self.updateBar = function (percentage) { percentage = Math.max(0, Math.min(100, percentage)); bar.width = self.maxWidth * (percentage / 100); if (percentage > 60) { bar.tint = 0x00FF00; // Green } else if (percentage > 30) { bar.tint = 0xFFFF00; // Yellow } else { bar.tint = 0xFF0000; // Red } }; return self; }); var MainMenu = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('mainMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Create a title text var titleText = new Text2('JetPack Adventure', { size: 100, fill: 0xFFFFFF, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" // Custom font }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 800; self.addChild(titleText); // Create a start button var startButton = new Text2('Start Game', { size: 80, fill: 0x00FF00, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" // Custom font }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 1400; self.addChild(startButton); // Add interaction to start button startButton.interactive = true; startButton.buttonMode = true; startButton.down = function () { self.visible = false; setupGame(); }; return self; }); var Mountain = Container.expand(function () { var self = Container.call(this); var mountainGraphics = self.attachAsset('mountain', { anchorX: 0.5, anchorY: 0 }); self.width = mountainGraphics.width; self.height = mountainGraphics.height; return self; }); var OxygenBar = Container.expand(function () { var self = Container.call(this); var barBackground = self.attachAsset('oxygenBarBg', { anchorX: 0, anchorY: 0.5 }); var bar = self.attachAsset('oxygenBar', { anchorX: 0, anchorY: 0.5, x: 5, y: 0 }); var oxygenText = new Text2('OXYGEN', { size: 30, fill: 0xFFFFFF }); oxygenText.anchor.set(0.5, 0.5); oxygenText.x = 200; oxygenText.y = 0; self.addChild(oxygenText); self.maxWidth = bar.width; self.updateBar = function (percentage) { // Clamp percentage between 0 and 100 percentage = Math.max(0, Math.min(100, percentage)); bar.width = self.maxWidth * (percentage / 100); // Change color based on oxygen level if (percentage > 60) { bar.tint = 0x00BFFF; // Blue } else if (percentage > 30) { bar.tint = 0xFFAA00; // Orange } else { bar.tint = 0xFF0000; // Red } }; return self; }); var WindEffect = Container.expand(function () { var self = Container.call(this); var windGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732 / 2 }); self.vx = 1 + Math.random(); // Random horizontal speed self.update = function () { windGraphics.x += self.vx; if (windGraphics.x > 2048 + windGraphics.width) { windGraphics.x = -windGraphics.width; // Reset position to the left } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Always black }); /**** * Game Code ****/ function createBackgroundForLevel(level) { // Define different backgrounds for each level var backgroundAssetId; switch (level) { case 1: backgroundAssetId = 'backgroundLevel1'; break; case 2: backgroundAssetId = 'backgroundLevel2'; break; case 3: backgroundAssetId = 'backgroundLevel3'; break; case 4: backgroundAssetId = 'backgroundLevel4'; break; case 5: backgroundAssetId = 'backgroundLevel5'; break; } // Create and position the background var background1 = LK.getAsset(backgroundAssetId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var background2 = LK.getAsset(backgroundAssetId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: -2732 / 2 }); game.addChild(background1); game.addChild(background2); background1.zIndex = -1; // Ensure background is behind other elements background2.zIndex = -1; background1.update = function () { background1.y += scrollSpeed; if (background1.y > 2732 + 2732 / 2) { background1.y = -2732 / 2; } }; background2.update = function () { background2.y += scrollSpeed; if (background2.y > 2732 + 2732 / 2) { background2.y = -2732 / 2; } }; } function adjustGameDynamics() { // Increase scroll speed with altitude scrollSpeed = 3 + Math.floor(altitude / 1000); // Adjust hazard spawn rate based on altitude if (altitude > 2000) { pathGap = 200; } else if (altitude > 4000) { pathGap = 180; } // Modify oxygen usage rate based on altitude if (altitude > 3000) { oxygenUseRate = 0.15 - storage.gearUpgrades.oxygenEfficiency * 0.01; } else if (altitude > 5000) { oxygenUseRate = 0.2 - storage.gearUpgrades.oxygenEfficiency * 0.01; } } // Game state var gameActive = false; var score = 0; var altitude = 0; var oxygen = 100; var maxOxygen = 100; var health = 100; var oxygenUseRate = 0.1 - storage.gearUpgrades.oxygenEfficiency * 0.01; var weatherEffect = 0; var weatherResistance = storage.gearUpgrades.weatherResistance; var level = 1; var levelHeight = 5000; // Screen scroll var scrollSpeed = 3; var camera = { y: 0 }; // Game elements var climber; var paths = []; var hazards = []; var collectables = []; var campsites = []; var mountains = []; var nextPathY = 2600; // Start position for first path var pathGap = 220; // Gap between consecutive paths // UI elements var scoreText; var altitudeText; var levelText; var oxygenBar; var healthBar; // Define healthBar in the global scope // Setup game function setupGame() { gameActive = true; // Start background music setupUI(); // Create and spawn background for each level when played createBackgroundForLevel(level); // Add dynamic clouds to the background function createClouds() { var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732 / 2 }); game.addChild(cloud); cloud.vx = 0.5 + Math.random(); // Random horizontal speed cloud.update = function () { cloud.x += cloud.vx; if (cloud.x > 2048 + cloud.width) { cloud.x = -cloud.width; // Reset position to the left } }; return cloud; } // Create multiple clouds for (var i = 0; i < 5; i++) { var cloud = createClouds(); game.addChild(cloud); } // Add wind effects for (var i = 0; i < 3; i++) { var wind = new WindEffect(); game.addChild(wind); } // Create mountains createMountains(); // Continuously spawn mountains every 5 seconds function spawnMountain() { var newMountain = new Mountain(); newMountain.x = 2048 / 2; newMountain.y = camera.y - 500; // Position above the current view mountains.push(newMountain); game.addChild(newMountain); } LK.setInterval(spawnMountain, 5000); // Schedule the mountain spawn every 5 seconds spawnMountain(); // Start the mountain spawning process immediately // Create initial paths for (var i = 0; i < 15; i++) { createPathAt(nextPathY); nextPathY -= pathGap; } // Create climber climber = new Climber(); climber.x = 2048 / 2; climber.y = 2400; game.addChild(climber); // Ensure climber is initialized before calling update if (climber) { climber.update(); } // Start background music LK.playMusic('bgMusic', { fade: { start: 0, end: 0.3, duration: 1000 } }); } function setupUI() { // Score text scoreText = new Text2('SCORE: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); // Altitude text altitudeText = new Text2('ALTITUDE: 0 M', { size: 50, fill: 0xFFFFFF }); altitudeText.anchor.set(0.5, 0); LK.gui.top.addChild(altitudeText); // Level text levelText = new Text2('LEVEL: 1', { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); LK.gui.topLeft.addChild(levelText); levelText.x = 120; // Offset from the top left corner to avoid UI elements // Oxygen bar oxygenBar = new OxygenBar(); oxygenBar.x = 200; oxygenBar.y = 100; LK.gui.top.addChild(oxygenBar); // Health bar healthBar = new HealthBar(); healthBar.x = 200; healthBar.y = 150; LK.gui.top.addChild(healthBar); } function createMountains() { // Create two mountains for parallax effect var mountain1 = new Mountain(); mountain1.x = 2048 / 2; mountain1.y = 2200; mountains.push(mountain1); game.addChild(mountain1); var mountain2 = new Mountain(); mountain2.x = 2048 / 2; mountain2.y = 700; mountains.push(mountain2); game.addChild(mountain2); } function createPathAt(yPosition) { // Random path properties var pathX = Math.random() * (2048 - 400) + 200; var pathType = 'normal'; var pathTypeRoll = Math.random(); if (pathTypeRoll > 0.7) { pathType = 'narrow'; } else if (pathTypeRoll > 0.5) { pathType = 'slippery'; } // Create the path var path = new ClimbingPath(pathType); path.x = pathX; path.y = yPosition; paths.push(path); game.addChild(path); // Chance to add collectable if (Math.random() > 0.6) { var collectableType = Math.random() > 0.7 ? 'gear' : 'oxygen'; var collectable = new Collectable(collectableType); collectable.x = pathX + (Math.random() * 200 - 100); collectable.y = yPosition - 80; collectables.push(collectable); game.addChild(collectable); } // Lower chance to add campsite if (Math.random() > 0.9) { var campsite = new Campsite(); campsite.x = pathX; campsite.y = yPosition - 80; campsites.push(campsite); game.addChild(campsite); } // Chance to add hazard if (Math.random() > 0.7) { var hazardType; var hazardRoll = Math.random(); if (hazardRoll > 0.5) { hazardType = 'snowball'; } else if (hazardRoll > 0.3) { hazardType = 'rock'; } else { // Flying hazards are positioned above var hazard = new Hazard(hazardType); hazard.x = Math.random() * 2048; hazard.y = yPosition - 500 - Math.random() * 500; hazards.push(hazard); game.addChild(hazard); } } return path; } function updateGame() { if (!gameActive) { return; } // Update oxygen level updateOxygen(); // Adjust game dynamics based on altitude adjustGameDynamics(); // Update climber and check collisions updateClimber(); // Update paths and scroll updatePathsAndScroll(); // Update hazards updateHazards(); // Update collectables updateCollectables(); // Update campsites updateCampsites(); // Update UI updateUI(); // Update clouds for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child.update) { child.update(); } } // Check for game over conditions checkGameOver(); // Check for level complete checkLevelComplete(); } function updateOxygen() { // Consume oxygen oxygen -= oxygenUseRate * 0.5 * (1 + weatherEffect); // Reduce oxygen consumption rate // Apply weather effects if (altitude > level * 1000) { weatherEffect = Math.min(1, (altitude - level * 1000) / 1000); // Reduce weather effect based on weather resistance upgrade weatherEffect *= 1 - weatherResistance * 0.1; } // Update oxygen bar if (oxygenBar) { oxygenBar.updateBar(oxygen); } } function updateClimber() { // Update climber position if (climber) { climber.update(); } // Check if climber is on any path if (climber) { climber.onGround = false; } for (var i = 0; i < paths.length; i++) { var path = paths[i]; if (climber && path && climber.intersects(path) && climber.lastY + climber.height / 2 <= path.y - path.height / 2 + 20 && climber.vy >= 0) { climber.y = path.y - path.height / 2 - climber.height / 2 + 5; climber.vy = 0; climber.onGround = true; climber.climbing = false; // If on slippery path, add slide effect if (path.pathType === 'slippery' && !climber.movingToTarget) { climber.vx = Math.random() > 0.5 ? 1 : -1; } break; } } // Reduce health when player goes fast if (climber && Math.abs(climber.vx) > climber.speed * 0.8) { health -= 0.2; // Increase health reduction rate based on speed healthBar.updateBar(health); } // Reduce health slowly when player goes down if (climber && climber.vy > 0) { health -= 0.1; // Increase health reduction rate based on downward movement healthBar.updateBar(health); } } function updatePathsAndScroll() { // Scroll the screen when climber is higher if (climber && climber.y < 2732 / 3) { var scrollAmount = 2732 / 3 - climber.y; camera.y += scrollAmount; climber.y += scrollAmount; // Move all game elements for (var i = 0; i < paths.length; i++) { paths[i].y += scrollAmount; } for (var i = 0; i < hazards.length; i++) { hazards[i].y += scrollAmount; } for (var i = 0; i < collectables.length; i++) { collectables[i].y += scrollAmount; } for (var i = 0; i < campsites.length; i++) { campsites[i].y += scrollAmount; } for (var i = 0; i < mountains.length; i++) { mountains[i].y += scrollAmount * 0.5; // Parallax effect } // Increase altitude altitude += scrollAmount; // Create new paths as needed while (nextPathY > camera.y - 2732 / 2) { createPathAt(nextPathY); nextPathY -= pathGap + Math.random() * 50; } } else { // Always scroll the game elements upwards var scrollAmount = scrollSpeed; camera.y += scrollAmount; for (var i = 0; i < paths.length; i++) { paths[i].y += scrollAmount; } for (var i = 0; i < hazards.length; i++) { hazards[i].y += scrollAmount; } for (var i = 0; i < collectables.length; i++) { collectables[i].y += scrollAmount; } for (var i = 0; i < campsites.length; i++) { campsites[i].y += scrollAmount; } for (var i = 0; i < mountains.length; i++) { mountains[i].y += scrollAmount * 0.5; // Parallax effect } altitude += scrollAmount; while (nextPathY > camera.y - 2732 / 2 && altitude < 25000) { createPathAt(nextPathY); nextPathY -= pathGap + Math.random() * 50; } } // Remove paths that are off-screen for (var i = paths.length - 1; i >= 0; i--) { if (paths[i].y > camera.y + 2732 + 200) { paths[i].destroy(); paths.splice(i, 1); } } } function updateHazards() { for (var i = hazards.length - 1; i >= 0; i--) { var hazard = hazards[i]; hazard.update(); // Check for collision with climber if (hazard && hazard.active && climber && climber.intersects(hazard)) { handleHazardCollision(hazard); } // Remove inactive hazards if (!hazard.active || hazard.y > camera.y + 2732 + 200) { hazard.destroy(); hazards.splice(i, 1); } } } function handleHazardCollision(hazard) { LK.getSound('danger').play(); if (hazard.hazardType === 'rock' || hazard.hazardType === 'snowball') { // Visual feedback if (climber) { LK.effects.flashObject(climber, 0xff0000, 500); } // Add visual effect for hazard LK.effects.flashObject(hazard, 0xff0000, 500); // Knockback effect climber.vy = 5; climber.vx = climber.x < hazard.x ? -8 : 8; // Make hazard inactive hazard.active = false; } } function updateCollectables() { for (var i = collectables.length - 1; i >= 0; i--) { var collectable = collectables[i]; collectable.update(); // Check for collision with climber if (collectable && collectable.active && climber && climber.intersects(collectable)) { handleCollectableCollision(collectable); // Remove collected item collectable.destroy(); collectables.splice(i, 1); } else if (collectable.y > camera.y + 2732 + 200) { // Remove off-screen collectables collectable.destroy(); collectables.splice(i, 1); } } } function handleCollectableCollision(collectable) { LK.getSound('collect').play(); if (collectable.collectableType === 'oxygen') { // Refill oxygen oxygen = Math.min(maxOxygen, oxygen + collectable.value); // Visual feedback LK.effects.flashObject(collectable, 0x00BFFF, 300); } else if (collectable.collectableType === 'gear') { storage.gearCollected += collectable.value; // Apply gear upgrade effect storage.gearUpgrades.climbingSpeed += 0.1; // Increase climbing speed storage.gearUpgrades.oxygenEfficiency += 0.05; // Increase oxygen efficiency storage.gearUpgrades.weatherResistance += 0.02; // Increase weather resistance // Add to score score += 10; // Visual feedback LK.effects.flashObject(collectable, 0xFFD700, 300); // Add visual effect for climber if (climber) { LK.effects.flashObject(climber, 0xFFD700, 300); } } } function updateCampsites() { for (var i = campsites.length - 1; i >= 0; i--) { var campsite = campsites[i]; // Check for collision with climber if (campsite && campsite.active && climber && climber.intersects(campsite)) { handleCampsiteCollision(campsite); } // Remove off-screen campsites if (campsite.y > camera.y + 2732 + 200) { campsite.destroy(); campsites.splice(i, 1); } } } function handleCampsiteCollision(campsite) { // Rest at campsite to replenish oxygen if (climber.onGround && campsite.active) { LK.getSound('rest').play(); // Replenish oxygen oxygen = Math.min(maxOxygen, oxygen + 0.5); // Visual feedback if (LK.ticks % 20 === 0) { LK.effects.flashObject(campsite, 0x4CBB17, 300); // Add visual effect for resting LK.effects.flashObject(climber, 0x4CBB17, 300); } // Increase score for time spent at campsite if (LK.ticks % 60 === 0) { score += 1; } // Save game state when resting at the end level campsite if (campsite.y < 100) { // Assuming y < 100 indicates it's the end level campsite storage.highScore = Math.max(storage.highScore, Math.floor(score)); storage.gearCollected = storage.gearCollected; storage.gearUpgrades = storage.gearUpgrades; } } } function updateUI() { // Update score text if (scoreText) { scoreText.setText('SCORE: ' + Math.floor(score)); } // Update altitude text if (altitudeText) { altitudeText.setText('ALTITUDE: ' + Math.floor(altitude) + ' M'); } // Update level text if (levelText) { levelText.setText('LEVEL: ' + level); } } function checkGameOver() { // Game over if oxygen depletes if (oxygen <= 0) { gameActive = false; oxygen = Math.max(0, oxygen); LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } // Game over if fallen off screen if (climber && climber.y > camera.y + 2732 + climber.height) { gameActive = false; LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } function checkLevelComplete() { // Advance to next level when reaching required height if (altitude >= level * levelHeight) { level++; // Increase difficulty pathGap += 20; oxygenUseRate += 0.05; // Bonus score score += level * 100; // Flash screen for feedback LK.effects.flashScreen(0x00ff00, 500); // Add visual effect for climber if (climber) { LK.effects.flashObject(climber, 0x00ff00, 500); } // Reset altitude for next level altitude = 0; // Reset paths, hazards, and collectables for new level paths = []; hazards = []; collectables = []; campsites = []; nextPathY = 2600; // Reset start position for first path // Spawn a campsite at the end of the level var endCampsite = new Campsite(); endCampsite.x = 2048 / 2; endCampsite.y = nextPathY - 100; // Position slightly above the last path campsites.push(endCampsite); game.addChild(endCampsite); // Create initial paths for new level for (var i = 0; i < 15; i++) { createPathAt(nextPathY); nextPathY -= pathGap; } // If reached final level (5), show win screen if (level > 5) { LK.setTimeout(function () { // Update high score if (score > storage.highScore) { storage.highScore = Math.floor(score); } LK.showYouWin(); }, 1000); } } } // Interaction handlers game.down = function (x, y, obj) { if (!gameActive) { return; } // Convert click to game coordinates var position = game.toLocal({ x: x, y: y }); // When clicking/tapping, move towards that point if within reasonable range if (climber) { var dx = position.x - climber.x; var dy = position.y - climber.y; var distance = Math.sqrt(dx * dx + dy * dy); // Ensure climber is initialized before calling moveToPosition if (climber && typeof climber.moveToPosition === 'function') { climber.moveToPosition(position.x, position.y); } if (climber && typeof climber.speed !== 'undefined') { climber.vx = dx > 0 ? climber.speed : -climber.speed; // Set horizontal speed based on touch position climber.vy = -scrollSpeed; // Set vertical speed to move upwards } else { console.error("Climber is not initialized or speed is undefined."); return; // Exit the function if climber is not properly initialized } } if (climber) { var dy = position.y - climber.y; } var distance = Math.sqrt(dx * dx + dy * dy); // Move towards the target position if (climber && typeof climber.moveToPosition === 'function') { climber.moveToPosition(position.x, position.y); } climber.vx = dx > 0 ? climber.speed : -climber.speed; // Set horizontal speed based on touch position climber.vy = -scrollSpeed; // Set vertical speed to move upwards }; game.up = function (x, y, obj) { // Not needed for this game }; game.move = function (x, y, obj) { // Not needed for this game }; // Main game loop game.update = function () { if (gameActive) { updateGame(); } // Update score based on altitude if (gameActive && LK.ticks % 30 === 0) { score += 0.1 * level; } }; // Initialize and display the main menu var mainMenu = new MainMenu(); game.addChild(mainMenu); // Set game score LK.setScore(Math.floor(score));
===================================================================
--- original.js
+++ change.js
@@ -238,9 +238,9 @@
x: 2048 / 2,
y: 2732 / 2
});
// Create a title text
- var titleText = new Text2('Climber Game', {
+ var titleText = new Text2('JetPack Adventure', {
size: 100,
fill: 0xFFFFFF,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" // Custom font
});
mountain ledge Single Game Texture. In-Game asset. High contrast. No shadows
mountain boulder. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bunch clouds. Single Game Texture. In-Game asset. Blank background. High contrast.
diffrent kinds of mountains. Single Game Texture. In-Game asset. High contrast
sand mountain. Single Game Texture. In-Game asset. Blank background. High contrast
snowy mountains. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
asgard. Single Game Texture. In-Game asset. Blank background. High contrast
oxygen cylinder with O2 symbol Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single cloud. Single Game Texture. In-Game asset. Blank background. High contrast
snow ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast
camptent Single Game Texture. In-Game asset. 2d. Blank background. High contrast.
single climbing gear. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
mixed infinite cloud background Single Game Texture. In-Game asset. 2d. Blank background. High contrast
Fly Through Endless JetPack Adventure,Soaring Through the Sky Single Game Texture. In-Game asset. 2d. . High contrast.