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Update with: self.break = function() { if (self.isBreaking) return; self.isBreaking = true; // Spawn jar pieces (keep existing piece code) for (var i = 1; i <= 4; i++) { var piece = new JarPiece(i); piece.x = self.x; piece.y = self.y; piece.velocityX = (Math.random() * 10) - 5; piece.velocityY = -(Math.random() * 10 + 5); piece.rotationSpeed = (Math.random() * 0.2) - 0.1; game.addChild(piece); } // Modified coin spawning with more forward motion var coinCount = Math.floor(Math.random() * 8) + 1; for (var i = 0; i < coinCount; i++) { var coin = new Coin(); coin.x = self.x; coin.y = self.y; // More forward motion and higher initial jump coin.velocityX = Math.random() * 8 + 4; // Minimum 4, maximum 12 right velocity coin.velocityY = -(Math.random() * 10 + 12); // Higher jump game.addChild(coin); coins.push(coin); } self.destroy(); };
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Update with: var Coin = Container.expand(function() { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.isOnGround = false; self.collect = function() { if (!self.collected) { self.collected = true; LK.setScore(LK.getScore() + 5); // 5 points per coin scoreText.setText(LK.getScore()); self.destroy(); } }; self.update = function() { if (self.collected) return; // Apply physics if (!self.isOnGround) { self.velocityY += 0.5; } // If on ground, match platform speed if (self.isOnGround) { self.velocityX = -5; // Match platform speed } self.x += self.velocityX; self.y += self.velocityY; // Check platform collision self.checkPlatformCollision(); // Check if off screen if (self.x < -50 || self.x > 2048 + 50 || self.y > 2732) { self.destroy(); } // Improved player collection detection var collectionRange = 75; // Adjust this value as needed var distanceX = Math.abs(self.x - player.x); var distanceY = Math.abs(self.y - player.y); if (distanceX < collectionRange && distanceY < collectionRange) { self.collect(); } }; self.checkPlatformCollision = function() { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (Math.abs(self.y - (platform.y - 20)) < 10 && self.x > platform.x - 500 && self.x < platform.x + 500) { self.y = platform.y - 20; self.velocityY = 0; self.isOnGround = true; return true; } } self.isOnGround = false; return false; }; return self; });
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Update with: // Check for player attack collision if (player.isAttacking) { var attackRange = 200; // Adjust based on player's attack animation var verticalRange = 150; // Adjust based on player and jar heights // Check if jar is within attack range var distanceX = Math.abs(jar.x - player.x); var distanceY = Math.abs(jar.y - player.y); if (distanceX < attackRange && distanceY < verticalRange) { jar.break(); jars.splice(i, 1); continue; } }
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Update with: if (jarSpawnCounter >= jarSpawnInterval) { var availablePlatforms = platforms.filter(function(p) { return p.x > 2048 && p.x < 2048 + 300; }); if (availablePlatforms.length > 0 && Math.random() < 0.3) { var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; var jar = new Jar(); jar.x = platform.x; jar.y = platform.y - 225; // Increased offset to match ENEMY_PLATFORM_OFFSET jar.currentPlatform = platform; jars.push(jar); game.addChild(jar); } jarSpawnCounter = 0; }
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Update with: self.checkPlatformCollision = function () { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // First check if we're on a platform (exact position check) if (self.x >= leftEdge && self.x <= rightEdge) { if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.velocityY = 0; return true; } // NEW CODE: Check for passing through platform during fall // This detects if the enemy will cross the platform in the next frame if (self.velocityY > 0 && // Must be falling down self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) { self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.velocityY = 0; self.isOnGround = true; self.currentPlatform = platform; return true; } } } // Add this before the return false: if (!onAnyPlatform) { self.isOnGround = false; self.currentPlatform = null; } return false; };
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Update with: self.checkPlatformCollision = function () { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // First check if we're on a platform (exact position check) if (self.x >= leftEdge && self.x <= rightEdge) { if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.velocityY = 0; return true; } } } // If we didn't find any platform, we should be falling if (!onAnyPlatform) { self.isOnGround = false; self.currentPlatform = null; } return false; };
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Update with: if (self.isDying) { self.x += self.throwBackSpeed; // After halfway through death animation, match platform speed if (self.deathFrame >= 2) { // Since we have 4 frames, 2 is halfway self.x -= 5; // Platform speed is defined as 5 } self.throwBackSpeed *= 0.95;
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Update with: if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 60; // Increased to 60 frames self.deathFrame = 0; // Explicitly track which frame we're on } // And in the death animation section: if (self.isDying) { self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Progress frame every 15 frames (60/4 frames = 15) if (self.deathTimer % 15 === 0 && self.deathFrame < self.dieAnimation.length - 1) { self.deathFrame++; } var dieOffset = self.runAnimation.length + self.hitAnimation.length; self.sprites[dieOffset + self.deathFrame].alpha = 1; self.deathTimer--; if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } }
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Update with: var dieFrame = Math.min(Math.floor(((30 - self.deathTimer) * 2.7) / 20), self.dieAnimation.length - 1);
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Update as needed with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 35; // Increased from 25 for more distance self.throwBackDistance = 0; self.hitTimer = 20; } }; // In the isDying section, adjust the frame timing: var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 10), self.dieAnimation.length - 1); // Changed from 7.5 to 10 for slower animation
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Update as needed with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; self.throwBackDistance = 0; self.hitTimer = 20; // Removed all vertical velocity/offset variables } }; // In the isDying section, remove all vertical movement code and just keep: if (self.isDying) { // Continue throw back during death self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); self.sprites[dieOffset + dieFrame].alpha = 1; self.deathTimer--; if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } }
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Update as needed with: self.isDying = true; self.deathTimer = 30; self.verticalSpeed = -25; // Increased from -15 for more height // And in the isDying section: self.verticalSpeed += 0.5; // Reduced from 0.8 for slower fall
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Update only as needed with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; self.throwBackDistance = 0; self.hitTimer = 20; self.verticalOffset = 0; // Add to track vertical position change } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Handle throw back motion self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.95; // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Once hit timer expires, start death animation if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 30; self.verticalSpeed = -15; // Add upward speed at death start } } else if (self.isDying) { // Continue throw back during death self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle vertical movement self.verticalOffset += self.verticalSpeed; self.verticalSpeed += 0.8; // Add gravity self.y += self.verticalSpeed; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); self.sprites[dieOffset + dieFrame].alpha = 1; // Count down death timer self.deathTimer--; // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and animation code... } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update as needed with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; // Increased from 15 self.throwBackDistance = 0; self.hitTimer = 20; // Added hit timer for longer hit frame } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Handle throw back motion self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.95; // Slower decay than 0.9 // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Once hit timer expires, start death animation if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 30; // About half a second at 60fps } } else if (self.isDying) { // Continue throw back during death self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); self.sprites[dieOffset + dieFrame].alpha = 1; // Count down death timer self.deathTimer--; // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and animation code... } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; self.throwBackDistance = 0; self.hitTimer = 20; // Increased from 10 to 20 for longer hit frame display (about 1/3 second) } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Continue throwback self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Transition to death animation if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathFrame = 0; // Track death animation frame explicitly self.frameTimer = 7; // Control frame timing } } else if (self.isDying) { // Continue throwback during death animation self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle death animation with explicit frame control var dieOffset = self.runAnimation.length + self.hitAnimation.length; self.sprites[dieOffset + self.deathFrame].alpha = 1; // Control frame timing self.frameTimer--; if (self.frameTimer <= 0) { self.deathFrame++; self.frameTimer = 7; // Reset frame timer // When we reach the last frame, hold it for 30 frames (0.5 seconds) if (self.deathFrame >= self.dieAnimation.length) { self.deathFrame = self.dieAnimation.length - 1; self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } } else { // Original movement and animation code... } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update as needed with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; // Increased from 15 for stronger throwback self.throwBackDistance = 0; // Remove the velocityY change since animation will handle vertical movement self.hitTimer = 10; // Short hit animation duration (about 1/6 second at 60fps) } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Continue throwback throughout hit and death animations self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.95; // Slower decay for longer throwback // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Transition to death animation sooner if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 30; // Half second hold at 60fps } } else if (self.isDying) { // Continue throwback during death animation self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); self.sprites[dieOffset + dieFrame].alpha = 1; // Only start counting down death timer when we reach last frame if (dieFrame === self.dieAnimation.length - 1) { self.deathTimer--; } // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and animation code... } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
/**** * Classes ****/ var Enemy = Container.expand(function (type) { var self = Container.call(this); // Enemy properties self.type = type || 'basic'; self.speed = 7; self.isOnGround = true; self.velocityY = 0; self.currentPlatform = null; self.groundY = 2732 / 1.5; // Same as player ground Y self.hitAnimation = ['goblinhit1']; self.dieAnimation = ['goblindie1', 'goblindie2', 'goblindie3', 'goblindie4']; self.isHit = false; self.isDying = false; self.deathTimer = 0; self.throwBackSpeed = 15; // Initial backwards throw speed self.throwBackDistance = 0; // Track distance thrown self.maxThrowBack = 200; // Maximum throw back distance // Add bounding box properties self.hitboxWidth = 200; // Smaller than the 150px sprite width self.hitboxHeight = 260; // Adjusted for goblin height // Animation properties for goblin self.runAnimation = []; self.runFrame = 0; self.animationSpeed = 0.08; self.animationCounter = 0; self.sprites = []; // Initialize based on enemy type if (self.type === 'goblin') { // Setup all animations self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8']; // Pre-attach all animation frames // Run animation for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Hit animation for (var i = 0; i < self.hitAnimation.length; i++) { var sprite = self.attachAsset(self.hitAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } // Die animation for (var i = 0; i < self.dieAnimation.length; i++) { var sprite = self.attachAsset(self.dieAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } } else { // Basic enemy (original version) var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); } self.checkPlatformCollision = function () { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // First check if we're on a platform (exact position check) if (self.x >= leftEdge && self.x <= rightEdge) { if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.velocityY = 0; return true; } // NEW CODE: Check for passing through platform during fall // This detects if the enemy will cross the platform in the next frame if (self.velocityY > 0 && // Must be falling down self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) { self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.velocityY = 0; self.isOnGround = true; self.currentPlatform = platform; return true; } } } return false; }; // Update collision check method self.getBounds = function () { return { left: self.x - self.hitboxWidth / 2, right: self.x + self.hitboxWidth / 2, top: self.y - self.hitboxHeight / 2, bottom: self.y + self.hitboxHeight / 2 }; }; self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; // Increased from 15 for stronger throwback self.throwBackDistance = 0; // Remove the velocityY change since animation will handle vertical movement self.hitTimer = 10; // Short hit animation duration (about 1/6 second at 60fps) } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Continue throwback throughout hit and death animations self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.95; // Slower decay for longer throwback // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Transition to death animation sooner if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 30; // Half second hold at 60fps } } else if (self.isDying) { // Continue throwback during death animation self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); self.sprites[dieOffset + dieFrame].alpha = 1; // Only start counting down death timer when we reach last frame if (dieFrame === self.dieAnimation.length - 1) { self.deathTimer--; } // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and animation code // Move left self.x -= self.speed; // Original platform and gravity code if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; if (!self.checkPlatformCollision()) { // Let them fall if not on platform } } // Handle run animation if (self.type === 'goblin') { self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } self.sprites[self.runFrame].alpha = 1; } } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } }; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -500) { // Increased value to ensure platforms are fully off-screen self.destroy(); } }; }); //<Assets used in the game will automatically appear here> var Player = Container.expand(function () { var self = Container.call(this); // Animation properties self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6']; self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3']; self.attackAnimation = ['playerattack1', 'playerattack2', 'playerattack3', 'playerattack4', 'playerattack5']; self.isAttacking = false; self.attackFrame = 0; self.runFrame = 0; self.animationSpeed = 0.08; self.attackAnimationSpeed = 0.15; // Higher number = faster animation self.animationCounter = 0; self.sprites = []; self.groundY = 2732 * 0.9; // Move ground much lower to allow falling from all platforms // Add bounding box properties self.hitboxWidth = 100; // Smaller than the 600px animation frames self.hitboxHeight = 150; // Adjusted for player height // Platform collision properties self.isOnGround = true; self.currentPlatform = null; // Pre-attach all animation frames but make only the first one visible // First add run animation sprites for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); // Set all frames except the first to be invisible sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Then add jump animation sprites for (var i = 0; i < self.jumpAnimation.length; i++) { var sprite = self.attachAsset(self.jumpAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); // Set all jump frames to invisible initially sprite.alpha = 0; self.sprites.push(sprite); } for (var i = 0; i < self.attackAnimation.length; i++) { var sprite = self.attachAsset(self.attackAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } // Movement properties self.speed = 5; self.jumpHeight = 40; // Keeping the original jump height self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; // Added to track jump animation phases self.jumpStartTime = 0; // Add method to get actual collision bounds self.getBounds = function () { return { left: self.x - self.hitboxWidth / 2, right: self.x + self.hitboxWidth / 2, top: self.y - self.hitboxHeight / 2, bottom: self.y + self.hitboxHeight / 2 }; }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Handle platform collision and falling physics first if (!self.isOnGround && !self.isJumping) { self.velocityY += 0.7; self.y += self.velocityY; self.checkPlatformCollision(); } // Handle jumping physics if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Get jump frame index offset var jumpOffset = self.runAnimation.length; // Check for landing on platforms while falling during a jump self.checkPlatformCollision(); // End jump if hitting the original ground (for backward compatibility) if (self.y >= self.groundY && !self.currentPlatform) { self.y = self.groundY; self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; self.isOnGround = true; } } // IMPORTANT: Platform collision check - runs EVERY frame var onAnyPlatform = false; var platformHalfWidth = 500; // half of platform width (1000/2) // First, check platform collisions for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // Check if player is within horizontal bounds of platform if (self.x >= leftEdge && self.x <= rightEdge) { // If we're at platform height and not jumping if (Math.abs(self.y - (platform.y - 250)) < 5 && !self.isJumping) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - 250; self.isOnGround = true; self.velocityY = 0; break; } } } // Handle falling state if (!onAnyPlatform && !self.isJumping) { self.isOnGround = false; self.currentPlatform = null; // Apply gravity if (self.velocityY === 0) { self.velocityY = 0.1; } self.velocityY += 0.1; self.y += self.velocityY; // Ground collision check comes AFTER falling movement if (self.y >= self.groundY) { // Reached the bottom of the screen - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Now handle animations - attack takes priority if active if (self.isAttacking) { var attackOffset = self.runAnimation.length + self.jumpAnimation.length; self.animationCounter += self.attackAnimationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.attackFrame++; if (self.attackFrame >= self.attackAnimation.length) { self.isAttacking = false; self.attackFrame = 0; } } self.sprites[attackOffset + self.attackFrame].alpha = 1; } // If not attacking, show jump or run animation else if (self.isJumping || !self.isOnGround) { var jumpOffset = self.runAnimation.length; var currentTime = Date.now(); if (currentTime - self.jumpStartTime < 100) { self.sprites[jumpOffset + 0].alpha = 1; } else if (self.velocityY < 0) { self.sprites[jumpOffset + 1].alpha = 1; } else if (self.velocityY > 0) { self.sprites[jumpOffset + 2].alpha = 1; } } else if (self.isOnGround) { self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } self.sprites[self.runFrame].alpha = 1; } // If on a platform, check if we're still above it if (self.currentPlatform) { var platformHalfWidth = platformWidth / 2; // Use platformWidth constant var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { var foundAnotherPlatform = false; for (var i = 0; i < platforms.length; i++) { var otherPlatform = platforms[i]; if (otherPlatform === self.currentPlatform) { continue; } var otherHalfWidth = platformWidth / 2; if (self.x > otherPlatform.x - otherHalfWidth && self.x < otherPlatform.x + otherHalfWidth) { // We found another platform directly below player self.currentPlatform = otherPlatform; foundAnotherPlatform = true; break; } } // Only fall if we didn't find another platform if (!foundAnotherPlatform) { self.isOnGround = false; self.currentPlatform = null; // Start falling with initial velocity self.velocityY = 0.1; } } } // Check if player has fallen off the bottom of the screen if (self.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; self.jump = function () { if (self.isOnGround) { self.isJumping = true; self.isOnGround = false; self.velocityY = -self.jumpHeight; self.jumpState = "start"; self.jumpStartTime = Date.now(); self.currentPlatform = null; } else if (self.isJumping && self.velocityY < 10) { // Allow for a small double-jump to reach higher platforms // Only if not falling too fast self.velocityY = -self.jumpHeight * 0.7; self.jumpStartTime = Date.now(); } }; self.attack = function () { if (!self.isAttacking) { self.isAttacking = true; self.attackFrame = 0; self.animationCounter = 0; } }; self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformHalfWidth = platform.width / 2; // The offset should match exactly how the player aligns with the lower platform initially var playerPlatformOffset = 250; // This is the exact offset between player.y and lowPlatformHeight // Check if player is above the platform and falling if (self.velocityY > 0 && // Must be falling down self.y < platform.y - playerPlatformOffset && self.y + self.velocityY >= platform.y - playerPlatformOffset && self.x > platform.x - platformHalfWidth && self.x < platform.x + platformHalfWidth) { // Land on the platform with the exact same positioning as on the low platform self.y = platform.y - playerPlatformOffset; self.velocityY = 0; self.isJumping = false; self.isOnGround = true; self.currentPlatform = platform; return; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ var GAME_WIDTH = 2048; var ENEMY_PLATFORM_OFFSET = 220; // Adjust this value var platforms = []; var platformWidth = 1000; // Define platform width based on asset size var platformSpawnInterval = 60; var platformSpawnCounter = 0; var platformOverlap = 50; var platformSpeed = 5; // Define platform speed globally var platformSpawnInterval = 190; // = (1000 - 50) / 5 = 190 // Define the two fixed platform heights var lowPlatformHeight = 2732 / 1.5 + 250; // Regular height (player.y + 250) var highPlatformHeight = lowPlatformHeight - 600; // High platform (600 pixels higher) var minPlatformsInSequence = 5; // Minimum platforms in a sequence var maxPlatformsInSequence = 10; // Maximum platforms in a sequence var platformsUntilNextChange = 5; // Initial longer ground sequence var currentPlatformHeight = lowPlatformHeight; var lastPlatformHeight = lowPlatformHeight; // Simple toggle for alternating platform heights var useHighPlatform = false; var platformGap = 200; // Gap between platforms var lastPlatformX = 0; // Track the last platform position var touchStartX = 0; var touchStartY = 0; var touchEndX = 0; var touchEndY = 0; //<Assets used in the game will automatically appear here> var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 4.5; player.y = 2732 / 1.5; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Initialize the game with starting platforms function initializeGame() { // Create initial platforms at the low level for (var i = 0; i < 5; i++) { var platform = new Platform(); if (i === 0) { // First platform centered on player platform.x = player.x; } else { // Position with slight overlap platform.x = lastPlatformX + platformWidth - platformOverlap; } platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; } lastPlatformHeight = lowPlatformHeight; player.isOnGround = true; player.currentPlatform = platforms[0]; } initializeGame(); // Handle game updates game.update = function () { player.update(); // Check if we need to spawn a new sequence of platforms var lastPlatform = platforms[platforms.length - 1]; if (lastPlatform && lastPlatform.x < GAME_WIDTH + 500) { // Spawn further off-screen to prevent pop-in // Time to spawn a new sequence if (platformsUntilNextChange <= 0) { // Switch height currentPlatformHeight = currentPlatformHeight === lowPlatformHeight ? highPlatformHeight : lowPlatformHeight; // Generate new random sequence length platformsUntilNextChange = Math.floor(Math.random() * (maxPlatformsInSequence - minPlatformsInSequence + 1)) + minPlatformsInSequence; // Make ground sequences longer if (currentPlatformHeight === lowPlatformHeight) { platformsUntilNextChange += 5; } } // Spawn a single platform in the sequence var platform = new Platform(); platform.x = lastPlatform.x + (platformWidth - platformOverlap); platform.y = currentPlatformHeight; platforms.push(platform); game.addChild(platform); // Decrement the counter for each platform added platformsUntilNextChange--; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { platforms[i].update(); // Remove platforms that are destroyed if (platforms[i].destroyed) { platforms.splice(i, 1); } } // Enemy handling (keep your existing enemy code) enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Only spawn enemies if there are valid platforms available var availablePlatforms = platforms.filter(function (p) { // Look for platforms that are just off-screen to the right return p.x > 2048 - 100 && p.x < 2048 + 300; }); // Only spawn an enemy if we have a platform to put it on if (availablePlatforms.length > 0) { var enemy = new Enemy('goblin'); var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.x = platform.x; // Spawn directly above the platform enemy.y = platform.y - ENEMY_PLATFORM_OFFSET; enemy.currentPlatform = platform; enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 100; // Slightly longer intervals enemySpawnCounter = 0; } else { // No valid platforms, just reset counter but don't spawn enemySpawnCounter = Math.max(0, enemySpawnCounter - 20); // Back up a bit to try again soon } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); var playerBounds = player.getBounds(); var enemyBounds = enemies[j].getBounds(); if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { if (player.isAttacking) { // Hit the enemy if player is attacking enemies[j].hit(); // Add score if not already passed if (!enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } else if (!enemies[j].isHit && !enemies[j].isDying) { // Only die from enemy touch if enemy isn't already hit/dying LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { touchStartX = x; touchStartY = y; }; game.up = function (x, y, obj) { touchEndX = x; touchEndY = y; // Calculate swipe var deltaY = touchStartY - touchEndY; var deltaX = Math.abs(touchStartX - touchEndX); // If vertical swipe (more vertical than horizontal movement) if (deltaY > 50 && deltaY > deltaX) { player.jump(); } else { // Regular tap/click triggers attack player.attack(); } };
/****
* Classes
****/
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
// Enemy properties
self.type = type || 'basic';
self.speed = 7;
self.isOnGround = true;
self.velocityY = 0;
self.currentPlatform = null;
self.groundY = 2732 / 1.5; // Same as player ground Y
self.hitAnimation = ['goblinhit1'];
self.dieAnimation = ['goblindie1', 'goblindie2', 'goblindie3', 'goblindie4'];
self.isHit = false;
self.isDying = false;
self.deathTimer = 0;
self.throwBackSpeed = 15; // Initial backwards throw speed
self.throwBackDistance = 0; // Track distance thrown
self.maxThrowBack = 200; // Maximum throw back distance
// Add bounding box properties
self.hitboxWidth = 200; // Smaller than the 150px sprite width
self.hitboxHeight = 260; // Adjusted for goblin height
// Animation properties for goblin
self.runAnimation = [];
self.runFrame = 0;
self.animationSpeed = 0.08;
self.animationCounter = 0;
self.sprites = [];
// Initialize based on enemy type
if (self.type === 'goblin') {
// Setup all animations
self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8'];
// Pre-attach all animation frames
// Run animation
for (var i = 0; i < self.runAnimation.length; i++) {
var sprite = self.attachAsset(self.runAnimation[i], {
anchorX: 0.5,
anchorY: 0.5
});
sprite.alpha = i === 0 ? 1 : 0;
self.sprites.push(sprite);
}
// Hit animation
for (var i = 0; i < self.hitAnimation.length; i++) {
var sprite = self.attachAsset(self.hitAnimation[i], {
anchorX: 0.5,
anchorY: 0.5
});
sprite.alpha = 0;
self.sprites.push(sprite);
}
// Die animation
for (var i = 0; i < self.dieAnimation.length; i++) {
var sprite = self.attachAsset(self.dieAnimation[i], {
anchorX: 0.5,
anchorY: 0.5
});
sprite.alpha = 0;
self.sprites.push(sprite);
}
} else {
// Basic enemy (original version)
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
}
self.checkPlatformCollision = function () {
var onAnyPlatform = false;
var platformHalfWidth = 500;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var leftEdge = platform.x - platformHalfWidth;
var rightEdge = platform.x + platformHalfWidth;
// First check if we're on a platform (exact position check)
if (self.x >= leftEdge && self.x <= rightEdge) {
if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) {
onAnyPlatform = true;
self.currentPlatform = platform;
self.y = platform.y - ENEMY_PLATFORM_OFFSET;
self.isOnGround = true;
self.velocityY = 0;
return true;
}
// NEW CODE: Check for passing through platform during fall
// This detects if the enemy will cross the platform in the next frame
if (self.velocityY > 0 &&
// Must be falling down
self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) {
self.y = platform.y - ENEMY_PLATFORM_OFFSET;
self.velocityY = 0;
self.isOnGround = true;
self.currentPlatform = platform;
return true;
}
}
}
return false;
};
// Update collision check method
self.getBounds = function () {
return {
left: self.x - self.hitboxWidth / 2,
right: self.x + self.hitboxWidth / 2,
top: self.y - self.hitboxHeight / 2,
bottom: self.y + self.hitboxHeight / 2
};
};
self.hit = function () {
if (!self.isHit && !self.isDying) {
self.isHit = true;
self.throwBackSpeed = 25; // Increased from 15 for stronger throwback
self.throwBackDistance = 0;
// Remove the velocityY change since animation will handle vertical movement
self.hitTimer = 10; // Short hit animation duration (about 1/6 second at 60fps)
}
};
self.update = function () {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
if (self.isHit) {
// Continue throwback throughout hit and death animations
self.x += self.throwBackSpeed;
self.throwBackDistance += Math.abs(self.throwBackSpeed);
self.throwBackSpeed *= 0.95; // Slower decay for longer throwback
// Show hit animation
var hitOffset = self.runAnimation.length;
self.sprites[hitOffset].alpha = 1;
// Decrease hit timer
self.hitTimer--;
// Transition to death animation sooner
if (self.hitTimer <= 0) {
self.isHit = false;
self.isDying = true;
self.deathTimer = 30; // Half second hold at 60fps
}
} else if (self.isDying) {
// Continue throwback during death animation
self.x += self.throwBackSpeed;
self.throwBackSpeed *= 0.95;
// Handle death animation
var dieOffset = self.runAnimation.length + self.hitAnimation.length;
var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1);
self.sprites[dieOffset + dieFrame].alpha = 1;
// Only start counting down death timer when we reach last frame
if (dieFrame === self.dieAnimation.length - 1) {
self.deathTimer--;
}
// After timer expires, fade out
if (self.deathTimer <= 0) {
self.alpha -= 0.1;
if (self.alpha <= 0) {
self.destroy();
}
}
} else {
// Original movement and animation code
// Move left
self.x -= self.speed;
// Original platform and gravity code
if (!self.isOnGround) {
self.velocityY += 0.7;
self.y += self.velocityY;
if (!self.checkPlatformCollision()) {
// Let them fall if not on platform
}
}
// Handle run animation
if (self.type === 'goblin') {
self.animationCounter += self.animationSpeed;
if (self.animationCounter >= 1) {
self.animationCounter = 0;
self.runFrame = (self.runFrame + 1) % self.runAnimation.length;
}
self.sprites[self.runFrame].alpha = 1;
}
}
// Destroy if off screen
if (self.x < -50 || self.y > 2732) {
self.destroy();
}
};
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.passed = false;
self.update = function () {
self.x -= self.speed;
if (self.x < -500) {
// Increased value to ensure platforms are fully off-screen
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
var Player = Container.expand(function () {
var self = Container.call(this);
// Animation properties
self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6'];
self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3'];
self.attackAnimation = ['playerattack1', 'playerattack2', 'playerattack3', 'playerattack4', 'playerattack5'];
self.isAttacking = false;
self.attackFrame = 0;
self.runFrame = 0;
self.animationSpeed = 0.08;
self.attackAnimationSpeed = 0.15; // Higher number = faster animation
self.animationCounter = 0;
self.sprites = [];
self.groundY = 2732 * 0.9; // Move ground much lower to allow falling from all platforms
// Add bounding box properties
self.hitboxWidth = 100; // Smaller than the 600px animation frames
self.hitboxHeight = 150; // Adjusted for player height
// Platform collision properties
self.isOnGround = true;
self.currentPlatform = null;
// Pre-attach all animation frames but make only the first one visible
// First add run animation sprites
for (var i = 0; i < self.runAnimation.length; i++) {
var sprite = self.attachAsset(self.runAnimation[i], {
anchorX: 0.5,
anchorY: 0.5
});
// Set all frames except the first to be invisible
sprite.alpha = i === 0 ? 1 : 0;
self.sprites.push(sprite);
}
// Then add jump animation sprites
for (var i = 0; i < self.jumpAnimation.length; i++) {
var sprite = self.attachAsset(self.jumpAnimation[i], {
anchorX: 0.5,
anchorY: 0.5
});
// Set all jump frames to invisible initially
sprite.alpha = 0;
self.sprites.push(sprite);
}
for (var i = 0; i < self.attackAnimation.length; i++) {
var sprite = self.attachAsset(self.attackAnimation[i], {
anchorX: 0.5,
anchorY: 0.5
});
sprite.alpha = 0;
self.sprites.push(sprite);
}
// Movement properties
self.speed = 5;
self.jumpHeight = 40; // Keeping the original jump height
self.isJumping = false;
self.velocityY = 0;
self.jumpState = "none"; // Added to track jump animation phases
self.jumpStartTime = 0;
// Add method to get actual collision bounds
self.getBounds = function () {
return {
left: self.x - self.hitboxWidth / 2,
right: self.x + self.hitboxWidth / 2,
top: self.y - self.hitboxHeight / 2,
bottom: self.y + self.hitboxHeight / 2
};
};
self.update = function () {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
// Handle platform collision and falling physics first
if (!self.isOnGround && !self.isJumping) {
self.velocityY += 0.7;
self.y += self.velocityY;
self.checkPlatformCollision();
}
// Handle jumping physics
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7;
// Get jump frame index offset
var jumpOffset = self.runAnimation.length;
// Check for landing on platforms while falling during a jump
self.checkPlatformCollision();
// End jump if hitting the original ground (for backward compatibility)
if (self.y >= self.groundY && !self.currentPlatform) {
self.y = self.groundY;
self.isJumping = false;
self.velocityY = 0;
self.jumpState = "none";
self.isOnGround = true;
}
}
// IMPORTANT: Platform collision check - runs EVERY frame
var onAnyPlatform = false;
var platformHalfWidth = 500; // half of platform width (1000/2)
// First, check platform collisions
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var leftEdge = platform.x - platformHalfWidth;
var rightEdge = platform.x + platformHalfWidth;
// Check if player is within horizontal bounds of platform
if (self.x >= leftEdge && self.x <= rightEdge) {
// If we're at platform height and not jumping
if (Math.abs(self.y - (platform.y - 250)) < 5 && !self.isJumping) {
onAnyPlatform = true;
self.currentPlatform = platform;
self.y = platform.y - 250;
self.isOnGround = true;
self.velocityY = 0;
break;
}
}
}
// Handle falling state
if (!onAnyPlatform && !self.isJumping) {
self.isOnGround = false;
self.currentPlatform = null;
// Apply gravity
if (self.velocityY === 0) {
self.velocityY = 0.1;
}
self.velocityY += 0.1;
self.y += self.velocityY;
// Ground collision check comes AFTER falling movement
if (self.y >= self.groundY) {
// Reached the bottom of the screen - game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Now handle animations - attack takes priority if active
if (self.isAttacking) {
var attackOffset = self.runAnimation.length + self.jumpAnimation.length;
self.animationCounter += self.attackAnimationSpeed;
if (self.animationCounter >= 1) {
self.animationCounter = 0;
self.attackFrame++;
if (self.attackFrame >= self.attackAnimation.length) {
self.isAttacking = false;
self.attackFrame = 0;
}
}
self.sprites[attackOffset + self.attackFrame].alpha = 1;
}
// If not attacking, show jump or run animation
else if (self.isJumping || !self.isOnGround) {
var jumpOffset = self.runAnimation.length;
var currentTime = Date.now();
if (currentTime - self.jumpStartTime < 100) {
self.sprites[jumpOffset + 0].alpha = 1;
} else if (self.velocityY < 0) {
self.sprites[jumpOffset + 1].alpha = 1;
} else if (self.velocityY > 0) {
self.sprites[jumpOffset + 2].alpha = 1;
}
} else if (self.isOnGround) {
self.animationCounter += self.animationSpeed;
if (self.animationCounter >= 1) {
self.animationCounter = 0;
self.runFrame = (self.runFrame + 1) % self.runAnimation.length;
}
self.sprites[self.runFrame].alpha = 1;
}
// If on a platform, check if we're still above it
if (self.currentPlatform) {
var platformHalfWidth = platformWidth / 2; // Use platformWidth constant
var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth;
if (!stillOnPlatform) {
var foundAnotherPlatform = false;
for (var i = 0; i < platforms.length; i++) {
var otherPlatform = platforms[i];
if (otherPlatform === self.currentPlatform) {
continue;
}
var otherHalfWidth = platformWidth / 2;
if (self.x > otherPlatform.x - otherHalfWidth && self.x < otherPlatform.x + otherHalfWidth) {
// We found another platform directly below player
self.currentPlatform = otherPlatform;
foundAnotherPlatform = true;
break;
}
}
// Only fall if we didn't find another platform
if (!foundAnotherPlatform) {
self.isOnGround = false;
self.currentPlatform = null;
// Start falling with initial velocity
self.velocityY = 0.1;
}
}
}
// Check if player has fallen off the bottom of the screen
if (self.y > 2732) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
};
self.jump = function () {
if (self.isOnGround) {
self.isJumping = true;
self.isOnGround = false;
self.velocityY = -self.jumpHeight;
self.jumpState = "start";
self.jumpStartTime = Date.now();
self.currentPlatform = null;
} else if (self.isJumping && self.velocityY < 10) {
// Allow for a small double-jump to reach higher platforms
// Only if not falling too fast
self.velocityY = -self.jumpHeight * 0.7;
self.jumpStartTime = Date.now();
}
};
self.attack = function () {
if (!self.isAttacking) {
self.isAttacking = true;
self.attackFrame = 0;
self.animationCounter = 0;
}
};
self.checkPlatformCollision = function () {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var platformHalfWidth = platform.width / 2;
// The offset should match exactly how the player aligns with the lower platform initially
var playerPlatformOffset = 250; // This is the exact offset between player.y and lowPlatformHeight
// Check if player is above the platform and falling
if (self.velocityY > 0 &&
// Must be falling down
self.y < platform.y - playerPlatformOffset && self.y + self.velocityY >= platform.y - playerPlatformOffset && self.x > platform.x - platformHalfWidth && self.x < platform.x + platformHalfWidth) {
// Land on the platform with the exact same positioning as on the low platform
self.y = platform.y - playerPlatformOffset;
self.velocityY = 0;
self.isJumping = false;
self.isOnGround = true;
self.currentPlatform = platform;
return;
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background
});
/****
* Game Code
****/
var GAME_WIDTH = 2048;
var ENEMY_PLATFORM_OFFSET = 220; // Adjust this value
var platforms = [];
var platformWidth = 1000; // Define platform width based on asset size
var platformSpawnInterval = 60;
var platformSpawnCounter = 0;
var platformOverlap = 50;
var platformSpeed = 5; // Define platform speed globally
var platformSpawnInterval = 190;
// = (1000 - 50) / 5 = 190
// Define the two fixed platform heights
var lowPlatformHeight = 2732 / 1.5 + 250; // Regular height (player.y + 250)
var highPlatformHeight = lowPlatformHeight - 600; // High platform (600 pixels higher)
var minPlatformsInSequence = 5; // Minimum platforms in a sequence
var maxPlatformsInSequence = 10; // Maximum platforms in a sequence
var platformsUntilNextChange = 5; // Initial longer ground sequence
var currentPlatformHeight = lowPlatformHeight;
var lastPlatformHeight = lowPlatformHeight;
// Simple toggle for alternating platform heights
var useHighPlatform = false;
var platformGap = 200; // Gap between platforms
var lastPlatformX = 0; // Track the last platform position
var touchStartX = 0;
var touchStartY = 0;
var touchEndX = 0;
var touchEndY = 0;
//<Assets used in the game will automatically appear here>
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
alpha: 0
}));
background.x = 0;
background.y = 0;
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 4.5;
player.y = 2732 / 1.5;
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Initialize the game with starting platforms
function initializeGame() {
// Create initial platforms at the low level
for (var i = 0; i < 5; i++) {
var platform = new Platform();
if (i === 0) {
// First platform centered on player
platform.x = player.x;
} else {
// Position with slight overlap
platform.x = lastPlatformX + platformWidth - platformOverlap;
}
platform.y = lowPlatformHeight;
platforms.push(platform);
game.addChild(platform);
lastPlatformX = platform.x;
}
lastPlatformHeight = lowPlatformHeight;
player.isOnGround = true;
player.currentPlatform = platforms[0];
}
initializeGame();
// Handle game updates
game.update = function () {
player.update();
// Check if we need to spawn a new sequence of platforms
var lastPlatform = platforms[platforms.length - 1];
if (lastPlatform && lastPlatform.x < GAME_WIDTH + 500) {
// Spawn further off-screen to prevent pop-in
// Time to spawn a new sequence
if (platformsUntilNextChange <= 0) {
// Switch height
currentPlatformHeight = currentPlatformHeight === lowPlatformHeight ? highPlatformHeight : lowPlatformHeight;
// Generate new random sequence length
platformsUntilNextChange = Math.floor(Math.random() * (maxPlatformsInSequence - minPlatformsInSequence + 1)) + minPlatformsInSequence;
// Make ground sequences longer
if (currentPlatformHeight === lowPlatformHeight) {
platformsUntilNextChange += 5;
}
}
// Spawn a single platform in the sequence
var platform = new Platform();
platform.x = lastPlatform.x + (platformWidth - platformOverlap);
platform.y = currentPlatformHeight;
platforms.push(platform);
game.addChild(platform);
// Decrement the counter for each platform added
platformsUntilNextChange--;
}
// Update platforms
for (var i = platforms.length - 1; i >= 0; i--) {
platforms[i].update();
// Remove platforms that are destroyed
if (platforms[i].destroyed) {
platforms.splice(i, 1);
}
}
// Enemy handling (keep your existing enemy code)
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
// Only spawn enemies if there are valid platforms available
var availablePlatforms = platforms.filter(function (p) {
// Look for platforms that are just off-screen to the right
return p.x > 2048 - 100 && p.x < 2048 + 300;
});
// Only spawn an enemy if we have a platform to put it on
if (availablePlatforms.length > 0) {
var enemy = new Enemy('goblin');
var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)];
enemy.x = platform.x; // Spawn directly above the platform
enemy.y = platform.y - ENEMY_PLATFORM_OFFSET;
enemy.currentPlatform = platform;
enemies.push(enemy);
game.addChild(enemy);
enemySpawnInterval = Math.floor(Math.random() * 150) + 100; // Slightly longer intervals
enemySpawnCounter = 0;
} else {
// No valid platforms, just reset counter but don't spawn
enemySpawnCounter = Math.max(0, enemySpawnCounter - 20); // Back up a bit to try again soon
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
var playerBounds = player.getBounds();
var enemyBounds = enemies[j].getBounds();
if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) {
if (player.isAttacking) {
// Hit the enemy if player is attacking
enemies[j].hit();
// Add score if not already passed
if (!enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
} else if (!enemies[j].isHit && !enemies[j].isDying) {
// Only die from enemy touch if enemy isn't already hit/dying
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
touchStartX = x;
touchStartY = y;
};
game.up = function (x, y, obj) {
touchEndX = x;
touchEndY = y;
// Calculate swipe
var deltaY = touchStartY - touchEndY;
var deltaX = Math.abs(touchStartX - touchEndX);
// If vertical swipe (more vertical than horizontal movement)
if (deltaY > 50 && deltaY > deltaX) {
player.jump();
} else {
// Regular tap/click triggers attack
player.attack();
}
};
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows..
A gold coin. 8 bit pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Dark and moody dungeon background. Infinite repeatable texture. 8 bit pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A ruby. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A wooden arrow with white feathers and a steel arrow head. Horizontal. Pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
backgroundmusic1
Music
playerjump
Sound effect
swordslash
Sound effect
jarbreak
Sound effect
enemyhit
Sound effect
eyeballhit
Sound effect
coincollect
Sound effect
woodbreak
Sound effect
coinbounce
Sound effect
potion
Sound effect
playerouch
Sound effect
bowfiring
Sound effect
arrowfire
Sound effect
arrowpickup
Sound effect
gameover
Sound effect