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Update with: for (var i = jars.length - 1; i >= 0; i--) { var jar = jars[i]; if (jar.currentPlatform) { jar.x = jar.currentPlatform.x; } var attackBounds = player.getAttackBounds(); if (attackBounds) { var jarBounds = { left: jar.x - 50, right: jar.x + 50, top: jar.y - 75, bottom: jar.y + 75 }; if (attackBounds.left < jarBounds.right && attackBounds.right > jarBounds.left && attackBounds.top < jarBounds.bottom && attackBounds.bottom > jarBounds.top) { jar.break(); jars.splice(i, 1); continue; } } if (jar.x < -50) { jar.destroy(); jars.splice(i, 1); } }
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Update with: // Replace the enemy collision check in game.update with: for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); var playerBounds = player.getBounds(); var enemyBounds = enemies[j].getBounds(); var attackBounds = player.getAttackBounds(); // Check for attack collision first if (attackBounds && !enemies[j].isHit && !enemies[j].isDying) { if (attackBounds.left < enemyBounds.right && attackBounds.right > enemyBounds.left && attackBounds.top < enemyBounds.bottom && attackBounds.bottom > enemyBounds.top) { enemies[j].hit(); continue; } } // Check for body collision second if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { if (!enemies[j].isHit && !enemies[j].isDying) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }
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Update with: self.getAttackBounds = function() { // Only return attack bounds when actually attacking if (!self.isAttacking) return null; // Create a forward-facing hitbox return { left: self.x + (self.attackHitboxOffset - self.attackHitboxWidth/2), right: self.x + (self.attackHitboxOffset + self.attackHitboxWidth/2), top: self.y - self.attackHitboxHeight/2, bottom: self.y + self.attackHitboxHeight/2 }; };
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// Add to Player class properties self.attackHitboxWidth = 300; // Width of attack hitbox self.attackHitboxHeight = 400; // Height of attack hitbox self.attackHitboxOffset = 200; // How far in front of player the attack hitbox extends
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// At the start of the Enemy class, add these new properties after the existing ones: self.homingDelay = 60; // Wait 60 frames before homing self.homingTimer = 0; // Track how long the eyeball has been alive
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Update with: // In the Enemy initialization if (self.type === 'eyeball') { // Eyeball animations self.flyAnimation = ['eyefly1', 'eyefly2', 'eyefly3', 'eyefly4', 'eyefly5', 'eyefly6', 'eyefly7', 'eyefly8']; self.hitAnimation = ['eyedie1', 'eyedie2']; self.dieAnimation = ['eyedie3', 'eyedie4', 'eyedie5']; } else if (self.type === 'goblin') { // Goblin animations self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8']; self.hitAnimation = ['goblinhit1']; self.dieAnimation = ['goblindie1', 'goblindie2', 'goblindie3', 'goblindie4']; }
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Update with: // And in the dying animation timing: if (self.deathTimer > 200) { // Increased from 120 // Show falling animation (eyedie3) self.sprites[dieOffset].alpha = 1; } else if (self.deathTimer > 100) { // Increased from 60 // Show first impact frame (eyedie4) self.sprites[dieOffset + 1].alpha = 1; } else if (self.deathTimer > 0) { // Show final death frame (eyedie5) self.sprites[dieOffset + 2].alpha = 1; }
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Replace this section with: if (self.type === 'eyeball' && (self.isHit || self.isDying)) { // First handle the hit state if (self.isHit) { var hitOffset = self.flyAnimation.length; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Alternate between first two frames during pushback var hitFrame = Math.floor(self.hitTimer / 10) % 2; self.sprites[hitOffset + hitFrame].alpha = 1; self.hitTimer--; if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.velocityY = 0; self.throwBackSpeed = 0; self.deathTimer = 180; // 3 seconds for full death sequence } } // Then handle the dying state else if (self.isDying) { var dieOffset = self.flyAnimation.length + self.hitAnimation.length; // Always check for ground collision during fall if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; var platformY = self.checkPlatformCollision(); if (platformY !== null) { self.y = platformY - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; } } self.x -= 5; // Always match platform speed // Animation sequence logic - independent of ground detection if (self.deathTimer > 120) { // Show falling animation (eyedie3) self.sprites[dieOffset].alpha = 1; } else if (self.deathTimer > 60) { // Show first impact frame (eyedie4) self.sprites[dieOffset + 1].alpha = 1; } else if (self.deathTimer > 0) { // Show final death frame (eyedie5) self.sprites[dieOffset + 2].alpha = 1; } else { // Only fade after showing all frames self.alpha -= 0.05; } self.deathTimer--; } return; // Skip regular animation updates }
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Update with: var finalFrameIndex = dieOffset + (self.deathFrame - 3); if (finalFrameIndex < self.sprites.length) { // Safety check self.sprites[finalFrameIndex].alpha = 1; }
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Update with: if (self.type === 'eyeball') { // First add fly animations (8 frames) for (var i = 0; i < self.flyAnimation.length; i++) { var sprite = self.attachAsset(self.flyAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Then hit animations (2 frames) 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); } // Then die animations (3 frames) 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); } }
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.sprites[dieOffset + (self.deathFrame - 3)].alpha = 1')' in or related to this line: 'self.sprites[dieOffset + (self.deathFrame - 3)].alpha = 1;' Line Number: 346
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Update with: // When first hitting ground if (platformY !== null) { self.y = platformY - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.groundHitTimer = 60; // 1 second for eyedie4 } // For final frame transition if (self.groundHitTimer <= 0) { self.deathFrame = 5; // Switch to eyedie5 self.finalTimer = 60; // 1 second for eyedie5 } // Only start fade after both timers if (self.finalTimer <= 0) { self.alpha -= 0.05; // Slower fade }
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Update with: if (self.type === 'eyeball' && (self.isHit || self.isDying)) { if (self.isHit) { // Handle pushback phase with eyedie1 and eyedie2 var hitOffset = self.flyAnimation.length; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Alternate between first two frames during pushback var hitFrame = Math.floor(self.hitTimer / 10) % 2; self.sprites[hitOffset + hitFrame].alpha = 1; self.hitTimer--; if (self.hitTimer <= 0 || self.throwBackDistance >= self.maxThrowBack) { self.isHit = false; self.isDying = true; self.velocityY = 0; // Reset vertical velocity for falling self.throwBackSpeed = 0; // Reset throwback speed when transitioning to death self.deathTimer = 90; // Increased timer for full animation sequence } } else if (self.isDying) { var dieOffset = self.flyAnimation.length + self.hitAnimation.length; if (!self.isOnGround) { // Falling phase - show eyedie3 self.velocityY += 0.7; // Apply gravity self.y += self.velocityY; self.x -= 5; // Match platform speed while falling self.sprites[dieOffset].alpha = 1; // eyedie3 // Check for platform collision or ground level var platformY = self.checkPlatformCollision(); if (platformY !== null) { self.y = platformY - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.deathFrame = 3; // Start at eyedie4 } } else { // Final death sequence with eyedie4 and eyedie5 self.x -= 5; // Continue matching platform speed // Slower frame progression - change every 30 frames if (self.deathTimer % 30 === 0 && self.deathFrame < 5) { self.deathFrame++; } self.sprites[dieOffset + (self.deathFrame - 3)].alpha = 1; self.deathTimer--; // Only start fading when we've shown the final frame for enough time if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } } return; // Skip regular animation updates }
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Update with: if (self.type === 'eyeball' && (self.isHit || self.isDying)) { if (self.isHit) { // Handle pushback phase with eyedie1 and eyedie2 var hitOffset = self.flyAnimation.length; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Alternate between first two frames during pushback var hitFrame = Math.floor(self.hitTimer / 10) % 2; self.sprites[hitOffset + hitFrame].alpha = 1; self.hitTimer--; if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.velocityY = 0; // Reset vertical velocity for falling self.throwBackSpeed = 0; // Reset throwback speed when transitioning to death } } else if (self.isDying) { var dieOffset = self.flyAnimation.length + self.hitAnimation.length; if (!self.isOnGround) { // Falling phase - show eyedie3 self.velocityY += 0.7; // Apply gravity self.y += self.velocityY; self.x -= 5; // Match platform speed while falling self.sprites[dieOffset].alpha = 1; // eyedie3 // Check for platform collision or ground level var platformY = self.checkPlatformCollision(); if (platformY !== null) { self.y = platformY - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.deathTimer = 30; // Start final death sequence self.deathFrame = 3; // Start at eyedie4 } } else { // Final death sequence with eyedie4 and eyedie5 self.x -= 5; // Continue matching platform speed if (self.deathTimer % 15 === 0 && self.deathFrame < 5) { self.deathFrame++; } self.sprites[dieOffset + (self.deathFrame - 3)].alpha = 1; self.deathTimer--; if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } } return; // Skip regular animation updates }
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Update as needed with: if (self.type === 'eyeball') { // Keep existing fly animations self.flyAnimation = ['eyefly1', 'eyefly2', 'eyefly3', 'eyefly4', 'eyefly5', 'eyefly6', 'eyefly7', 'eyefly8']; // Add new death animations self.hitAnimation = ['eyedie1', 'eyedie2']; self.dieAnimation = ['eyedie3', 'eyedie4', 'eyedie5']; // Pre-attach the death animation frames // 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); } } // Modify the update method to handle eyeball death animation if (self.type === 'eyeball' && (self.isHit || self.isDying)) { if (self.isHit) { // Handle pushback phase with eyedie1 and eyedie2 var hitOffset = self.flyAnimation.length; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Alternate between first two frames during pushback var hitFrame = Math.floor(self.hitTimer / 10) % 2; self.sprites[hitOffset + hitFrame].alpha = 1; self.hitTimer--; if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.velocityY = 0; // Reset vertical velocity for falling } } else if (self.isDying) { var dieOffset = self.flyAnimation.length + self.hitAnimation.length; if (!self.isOnGround) { // Falling phase - show eyedie3 self.velocityY += 0.7; // Apply gravity self.y += self.velocityY; self.sprites[dieOffset].alpha = 1; // eyedie3 // Check for platform collision or ground level var platformY = self.checkPlatformCollision(); if (platformY !== null) { self.y = platformY - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.deathTimer = 30; // Start final death sequence self.deathFrame = 3; // Start at eyedie4 } } else { // Final death sequence with eyedie4 and eyedie5 if (self.deathTimer % 15 === 0 && self.deathFrame < 5) { self.deathFrame++; } self.sprites[dieOffset + (self.deathFrame - 3)].alpha = 1; self.deathTimer--; if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } } return; // Skip regular animation updates }
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Replace this section: self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.type === 'eyeball') { self.x -= self.speed; // Home toward player var deltaY = player.y - self.y; self.velocityY += (deltaY > 0 ? 0.2 : -0.2); self.velocityY = Math.max(-self.maxVerticalSpeed, Math.min(self.maxVerticalSpeed, self.velocityY)); self.y += self.velocityY; // Animate self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.flyFrame = (self.flyFrame + 1) % self.flyAnimation.length; } self.sprites[self.flyFrame].alpha = 1; // Check if off screen if (self.x < -50) { self.destroy(); } } else { // Handle goblin movement and animations 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 = 60; // Increased to 60 frames self.deathFrame = 0; // Explicitly track which frame we're on } } else if (self.isDying) { // Continue throw back during death 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; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; // 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; // 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 // 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 } } if (self.currentPlatform) { var platformHalfWidth = 500; // Match the existing platform width constant var stillOnPlatform = self.x >= self.currentPlatform.x - platformHalfWidth && self.x <= self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { var foundAnotherPlatform = false; // Check if there's another platform we might have moved to for (var i = 0; i < platforms.length; i++) { var otherPlatform = platforms[i]; if (otherPlatform === self.currentPlatform) { continue; } if (self.x >= otherPlatform.x - platformHalfWidth && self.x <= otherPlatform.x + platformHalfWidth && Math.abs(self.y - (otherPlatform.y - ENEMY_PLATFORM_OFFSET)) < 5) { // Found another platform at the same height self.currentPlatform = otherPlatform; foundAnotherPlatform = true; break; } } // If no other platform found, start falling if (!foundAnotherPlatform) { self.isOnGround = false; self.currentPlatform = null; // Start falling with initial velocity if (self.velocityY === 0) { self.velocityY = 0.1; } } } } // Handle run animation 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(); } } };
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Update as needed with: 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; // Add eyeball-specific properties self.isFlying = type === 'eyeball'; self.flyingHeight = 0; self.verticalSpeed = 2; // Speed of vertical adjustment self.maxVerticalSpeed = 4; // Maximum vertical speed // Animation properties - keep existing goblin animations self.runAnimation = []; self.runFrame = 0; self.animationSpeed = 0.08; self.animationCounter = 0; self.sprites = []; // Add eyeball animations self.flyAnimation = ['eyefly1', 'eyefly2', 'eyefly3', 'eyefly4', 'eyefly5', 'eyefly6', 'eyefly7', 'eyefly8']; self.flyFrame = 0; // Initialize sprites based on type if (self.type === 'goblin') { // Existing goblin sprite initialization // [Keep existing goblin animation code] } else if (self.type === 'eyeball') { // Initialize eyeball sprites for (var i = 0; i < self.flyAnimation.length; i++) { var sprite = self.attachAsset(self.flyAnimation[i], { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, // Scale down the 1000x1000 sprites scaleY: 0.3 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Adjust hitbox for eyeball self.hitboxWidth = 150; self.hitboxHeight = 150; // Flying enemies don't use ground physics self.isOnGround = false; }
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Add backgroundmusic1 to the game. Fade up from 0 to 0.7
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Update with: var Torch = Container.expand(function() { var self = Container.call(this); // Create base torch sprite self.base = self.attachAsset('torch', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); // Create flame sprite self.flame = self.attachAsset('torchflame', { anchorX: 0.5, anchorY: 1, // Anchor at bottom to scale from base y: -100 // Position at top of torch }); // Create aura sprite self.aura = self.attachAsset('torchaura', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, // Start with low opacity y: -100 // Match flame position });
/**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, tint: 0xD3D3D3 // Apply lighter grey tint }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.bounceCount = 0; self.maxBounces = 2; self.collect = function () { if (!self.collected) { self.collected = true; scoreManager.addScore(1, self.x, self.y); self.destroy(); } }; self.update = function () { if (self.collected) { return; } // Apply physics self.velocityY += 0.5; // gravity self.x += self.velocityX; self.y += self.velocityY; // Check for platform collision with bounce // Only bounce if we're moving downward and hit a platform if (self.velocityY > 0 && self.checkPlatformCollision()) { if (self.bounceCount < self.maxBounces) { var impactSpeed = Math.abs(self.velocityY); self.velocityY = -(impactSpeed * 0.5); // Use half of impact speed self.velocityX *= 0.8; self.bounceCount++; } else { self.velocityY = 0; self.velocityX = -5; // Match platform speed } } // Check if off screen if (self.x < -50 || self.x > 2048 + 50 || self.y > 2732) { self.destroy(); } // Player collection detection var playerBounds = player.getBounds(); var coinBounds = { left: self.x - 25, right: self.x + 25, top: self.y - 25, bottom: self.y + 25 }; if (playerBounds.left < coinBounds.right && playerBounds.right > coinBounds.left && playerBounds.top < coinBounds.bottom && playerBounds.bottom > coinBounds.top) { self.collect(); } }; self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (Math.abs(self.y - (platform.y - 80)) < 10 && self.x > platform.x - 500 && self.x < platform.x + 500) { self.y = platform.y - 80; return true; } } return false; }; return self; }); 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 = []; // Add eyeball-specific properties self.isFlying = type === 'eyeball'; self.flyingHeight = 0; self.verticalSpeed = 2; // Speed of vertical adjustment self.maxVerticalSpeed = 4; // Maximum vertical speed // Add eyeball animations self.flyAnimation = ['eyefly1', 'eyefly2', 'eyefly3', 'eyefly4', 'eyefly5', 'eyefly6', 'eyefly7', 'eyefly8']; self.flyFrame = 0; // 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 if (self.type === 'eyeball') { // First add fly animations (8 frames) for (var i = 0; i < self.flyAnimation.length; i++) { var sprite = self.attachAsset(self.flyAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Then hit animations (2 frames) 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); } // Then die animations (3 frames) 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); } // Adjust hitbox for eyeball self.hitboxWidth = 150; self.hitboxHeight = 150; // Flying enemies don't use ground physics self.isOnGround = false; } 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; } } } if (!onAnyPlatform) { self.isOnGround = false; self.currentPlatform = null; } 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 = 35; // Increased from 25 for more distance self.throwBackDistance = 0; self.hitTimer = 20; // Added hit timer for longer hit frame // Add particle effect here particleSystem.emitFromHit(self.x, self.y, player.x); } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.type === 'eyeball' && (self.isHit || self.isDying)) { if (self.isHit) { // Handle pushback phase with eyedie1 and eyedie2 var hitOffset = self.flyAnimation.length; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Alternate between first two frames during pushback var hitFrame = Math.floor(self.hitTimer / 10) % 2; self.sprites[hitOffset + hitFrame].alpha = 1; self.hitTimer--; if (self.hitTimer <= 0 || self.throwBackDistance >= self.maxThrowBack) { self.isHit = false; self.isDying = true; self.velocityY = 0; // Reset vertical velocity for falling self.throwBackSpeed = 0; // Reset throwback speed when transitioning to death self.deathTimer = 180; // Increased timer for full animation sequence } } else if (self.isDying) { var dieOffset = self.flyAnimation.length + self.hitAnimation.length; if (!self.isOnGround) { // Falling phase - show eyedie3 self.velocityY += 0.7; // Apply gravity self.y += self.velocityY; self.x -= 5; // Match platform speed while falling self.sprites[dieOffset].alpha = 1; // eyedie3 // Check for platform collision or ground level var platformY = self.checkPlatformCollision(); if (platformY !== null) { self.y = platformY - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.groundHitTimer = 60; // 1 second for eyedie4 } } else { // Final death sequence with eyedie4 and eyedie5 self.x -= 5; // Continue matching platform speed // Slower frame progression - change every 30 frames if (self.deathTimer % 30 === 0 && self.deathFrame < 5) { self.deathFrame++; } var finalFrameIndex = dieOffset + (self.deathFrame - 3); if (finalFrameIndex < self.sprites.length) { // Safety check self.sprites[finalFrameIndex].alpha = 1; } self.deathTimer--; // Only start fading when we've shown the final frame for enough time if (self.groundHitTimer <= 0) { self.deathFrame = 5; // Switch to eyedie5 self.finalTimer = 60; // 1 second for eyedie5 } if (self.finalTimer <= 0) { self.alpha -= 0.05; // Slower fade if (self.alpha <= 0) { self.destroy(); } } } } return; // Skip regular animation updates } else if (self.type === 'eyeball') { self.x -= self.speed; // Home toward player var deltaY = player.y - self.y; self.velocityY += deltaY > 0 ? 0.2 : -0.2; self.velocityY = Math.max(-self.maxVerticalSpeed, Math.min(self.maxVerticalSpeed, self.velocityY)); self.y += self.velocityY; // Animate self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.flyFrame = (self.flyFrame + 1) % self.flyAnimation.length; } self.sprites[self.flyFrame].alpha = 1; // Check if off screen if (self.x < -50) { self.destroy(); } } else { 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 = 60; // Increased to 60 frames self.deathFrame = 0; // Explicitly track which frame we're on } } else if (self.isDying) { // Continue throw back during death 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; // Removed vertical movement code // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; // 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; // 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 // 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 } } if (self.currentPlatform) { var platformHalfWidth = 500; // Match the existing platform width constant var stillOnPlatform = self.x >= self.currentPlatform.x - platformHalfWidth && self.x <= self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { var foundAnotherPlatform = false; // Check if there's another platform we might have moved to for (var i = 0; i < platforms.length; i++) { var otherPlatform = platforms[i]; if (otherPlatform === self.currentPlatform) { continue; } if (self.x >= otherPlatform.x - platformHalfWidth && self.x <= otherPlatform.x + platformHalfWidth && Math.abs(self.y - (otherPlatform.y - ENEMY_PLATFORM_OFFSET)) < 5) { // Found another platform at the same height self.currentPlatform = otherPlatform; foundAnotherPlatform = true; break; } } // If no other platform found, start falling if (!foundAnotherPlatform) { self.isOnGround = false; self.currentPlatform = null; // Start falling with initial velocity if (self.velocityY === 0) { self.velocityY = 0.1; } } } } // 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 Jar = Container.expand(function () { var self = Container.call(this); // Attach jar sprite self.sprite = self.attachAsset('jar', { anchorX: 0.5, anchorY: 0.5, tint: 0xC0C0C0 // Change tint to an even lighter grey }); self.isBreaking = false; self.currentPlatform = null; 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(); }; return self; }); var JarPiece = Container.expand(function (pieceNum) { var self = Container.call(this); self.sprite = self.attachAsset('jarpiece' + pieceNum, { anchorX: 0.5, anchorY: 0.5, tint: 0xC0C0C0 // Apply grey tint }); self.velocityX = 0; self.velocityY = 0; self.rotationSpeed = 0; self.fadeSpeed = 0.02; self.bounceCount = 0; self.maxBounces = 2; // Number of bounces before stopping self.update = function () { // Apply physics self.velocityY += 0.5; // gravity self.x += self.velocityX; self.y += self.velocityY; self.rotation += self.rotationSpeed; // Check for platform collision with bounce if (self.checkPlatformCollision()) { if (self.bounceCount < self.maxBounces) { // Bounce with reduced velocity self.velocityY = -(self.velocityY * 0.4); // 40% of original velocity self.velocityX *= 0.8; // Reduce horizontal speed self.bounceCount++; } else { // Stop moving after max bounces self.velocityY = 0; self.velocityX = -5; // Match platform speed // Start fading self.alpha -= self.fadeSpeed; if (self.alpha <= 0) { self.destroy(); } } } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } }; self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (Math.abs(self.y - (platform.y - 80)) < 10 && self.x > platform.x - 500 && self.x < platform.x + 500) { self.y = platform.y - 80; return true; } } return false; }; return self; }); var ParticlePool = Container.expand(function (maxParticles) { var self = Container.call(this); self.particles = []; self.activeParticles = []; self.redTints = [0xff0000, 0xff3333, 0xcc0000]; for (var i = 0; i < maxParticles; i++) { var particle = self.attachAsset('pixel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, // 4% of original size (4px from 100px) scaleY: 0.2 // 4% of original size (4px from 100px) }); particle.alpha = 0; particle.velocityX = 0; particle.velocityY = 0; particle.lifespan = 0; particle.fadeSpeed = 0; self.particles.push(particle); } self.emitFromHit = function (x, y, playerX) { var directionX = x - playerX; var directionSign = Math.sign(directionX); for (var i = 0; i < 20; i++) { if (self.particles.length === 0) { break; } var particle = self.particles.pop(); self.activeParticles.push(particle); particle.x = x + 300; particle.y = y; particle.alpha = 1; particle.tint = self.redTints[Math.floor(Math.random() * self.redTints.length)]; // Set scale instead of width/height var particleSize = Math.random() * 0.2 + 0.2; // 2-4% of original size particle.scaleX = particleSize; particle.scaleY = particleSize; var angle = Math.random() * Math.PI / 2 - Math.PI / 4; var speed = Math.random() * 5 + 10; particle.velocityX = Math.cos(angle) * speed * directionSign; particle.velocityY = Math.sin(angle) * speed; particle.lifespan = 100; particle.fadeSpeed = 1 / 60; } }; self.update = function () { for (var i = self.activeParticles.length - 1; i >= 0; i--) { var particle = self.activeParticles[i]; particle.x += particle.velocityX; particle.y += particle.velocityY; particle.alpha -= particle.fadeSpeed; particle.lifespan--; if (particle.lifespan <= 0 || particle.alpha <= 0) { particle.alpha = 0; self.activeParticles.splice(i, 1); self.particles.push(particle); } } }; return self; }); 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 = 150; // Smaller than the 600px animation frames self.hitboxHeight = 400; // 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; } } }; }); // Add this to your existing classes var ScorePopup = Container.expand(function (x, y) { var self = Container.call(this); // Create the +1 text with animation properties self.text = new Text2('+1', { size: 80, fill: 0xFFFFFF, // Gold color to match coins anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.text); // Position and animation properties self.x = x; self.y = y; self.velocityY = -3; // Move upward self.lifespan = 45; // How long the popup stays visible // Update method will be called each frame self.update = function () { self.y += self.velocityY; self.lifespan--; // Fade out the popup as it reaches the end of its lifespan if (self.lifespan < 15) { self.alpha -= 0.07; // Gradually reduce opacity } // Remove when fully transparent or lifespan ends if (self.alpha <= 0 || self.lifespan <= 0) { self.destroy(); } }; return self; }); var Torch = Container.expand(function () { var self = Container.call(this); // Create base torch sprite self.base = self.attachAsset('torch', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); // Create flame sprite self.flame = self.attachAsset('torchflame', { anchorX: 0.5, anchorY: 1, // Anchor at bottom to scale from base y: -180 // Position at top of torch }); // Create aura sprite self.aura = self.attachAsset('torchaura', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, // Start with low opacity y: -250 // Match flame position }); // Animation properties self.flameTime = Math.random() * Math.PI * 2; // Random start phase self.auraTime = Math.random() * Math.PI * 2; self.flameSpeed = 0.05; self.auraSpeed = 0.03; // Update animation self.update = function () { // Animate flame scale self.flameTime += self.flameSpeed; var flameScale = 1 + Math.sin(self.flameTime) * 0.2; // Scale between 0.8 and 1.2 self.flame.scaleY = flameScale; // Random flip chance for flame if (Math.random() < 0.02) { // 2% chance per frame self.flame.scaleX *= -1; } // Animate aura alpha self.auraTime += self.auraSpeed; var auraAlpha = 0.3 + Math.sin(self.auraTime) * 0.15; // Pulse between 0.15 and 0.45 self.aura.alpha = auraAlpha; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ var ScoreManager = function ScoreManager() { var self = {}; // Initialize score and UI self.score = 0; self.scoreText = new Text2('0', { size: 160, fill: 0xFFFFFF, anchorX: 1, anchorY: 0.5 }); self.coinIcon = LK.getAsset('coin', { anchorX: 0, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Initialize container self.container = new Container(); self.container.addChild(self.scoreText); self.container.addChild(self.coinIcon); // Position container self.container.x = 2048 - 100; self.container.y = 100; // Position elements self.scoreText.x = -100; self.scoreText.y = -100; self.coinIcon.x = 0; self.coinIcon.y = 0; // Getter and setter for score self.getScore = function () { return self.score; }; self.setScore = function (newScore) { self.score = newScore; self.scoreText.setText(newScore); // Adjust position based on digit count if (newScore >= 10 && newScore < 100) { self.scoreText.x = -200; // Adjust for 2 digits } else if (newScore >= 100 && newScore < 1000) { self.scoreText.x = -300; // Adjust for 3 digits } else if (newScore >= 1000) { self.scoreText.x = -400; // Adjust for 4+ digits } else { self.scoreText.x = -100; // Default for single digit } }; // Add score and display popup self.addScore = function (amount, x, y) { self.setScore(self.score + amount); // Create score popup if position is provided if (x !== undefined && y !== undefined) { var popup = new ScorePopup(x, y - 30); game.addChild(popup); } }; return self; }; var backgroundContainer = game.addChild(new Container()); var midgroundContainer = game.addChild(new Container()); var foregroundContainer = game.addChild(new Container()); var scoreManager = new ScoreManager(); game.addChild(scoreManager.container); var scoreContainer = game.addChild(new Container()); var GAME_WIDTH = 2048; var ENEMY_PLATFORM_OFFSET = 225; // 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; var jars = []; var coins = []; var jarSpawnCounter = 0; var jarSpawnInterval = 20; // Adjust as needed var particleSystem; //<Assets used in the game will automatically appear here> // Play background music with fade-in effect LK.playMusic('backgroundmusic1', { fade: { start: 0, end: 0.7, duration: 1000 } }); // Background layer (slowest) var bg1 = backgroundContainer.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1 })); var bg2 = backgroundContainer.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1 })); bg1.y = 2732; // Position at bottom of screen bg2.y = 2732; bg2.x = GAME_WIDTH; // Midground layer var mg1 = midgroundContainer.addChild(LK.getAsset('midground', { anchorX: 0, anchorY: 1 })); var mg2 = midgroundContainer.addChild(LK.getAsset('midground', { anchorX: 0, anchorY: 1 })); mg1.y = 2732; mg2.y = 2732; mg2.x = GAME_WIDTH; // Foreground layer (fastest) var fg1 = foregroundContainer.addChild(LK.getAsset('foreground', { anchorX: 0, anchorY: 1 })); var fg2 = foregroundContainer.addChild(LK.getAsset('foreground', { anchorX: 0, anchorY: 1 })); fg1.y = 2732 * 1.25; fg2.y = 2732 * 1.25; fg1.x = 0; fg2.x = GAME_WIDTH; // 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; var goblinSpawnInterval = 100; var goblinSpawnCounter = 0; var eyeballSpawnInterval = 150; // Longer interval for eyeballs var eyeballSpawnCounter = 0; function initializeTorches() { // Calculate number of torches needed based on screen width var torchSpacing = GAME_WIDTH; // One torch per background width // Create two torches for the two background sections var torch1 = new Torch(); torch1.x = 25; torch1.y = 2732 * 0.7; // Adjust Y position as needed midgroundContainer.addChild(torch1); var torch2 = new Torch(); torch2.x = GAME_WIDTH + 25; torch2.y = 2732 * 0.7; midgroundContainer.addChild(torch2); } // 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(); initializeTorches(); particleSystem = new ParticlePool(100); game.addChild(particleSystem); // Handle game updates game.update = function () { // Scroll backgrounds bg1.x -= platformSpeed * 0.3; bg2.x -= platformSpeed * 0.3; if (bg1.x <= -GAME_WIDTH) { bg1.x = bg2.x + GAME_WIDTH; } if (bg2.x <= -GAME_WIDTH) { bg2.x = bg1.x + GAME_WIDTH; } mg1.x -= platformSpeed * 0.6; mg2.x -= platformSpeed * 0.6; if (mg1.x <= -GAME_WIDTH) { mg1.x = mg2.x + GAME_WIDTH; } if (mg2.x <= -GAME_WIDTH) { mg2.x = mg1.x + GAME_WIDTH; } // Scroll foreground (four instances) fg1.x -= platformSpeed; fg2.x -= platformSpeed; if (fg1.x <= -GAME_WIDTH) { fg1.x = fg2.x + GAME_WIDTH; } if (fg2.x <= -GAME_WIDTH) { fg2.x = fg1.x + GAME_WIDTH; } player.update(); if (particleSystem) { particleSystem.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); } } jarSpawnCounter++; 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 - 130; // Increased offset to match ENEMY_PLATFORM_OFFSET jar.currentPlatform = platform; jars.push(jar); game.addChild(jar); } jarSpawnCounter = 0; } // Update jars for (var i = jars.length - 1; i >= 0; i--) { var jar = jars[i]; if (jar.currentPlatform) { jar.x = jar.currentPlatform.x; // Move with platform } // 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 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; } } // Remove if off screen if (jar.x < -50) { jar.destroy(); jars.splice(i, 1); } } for (var i = 0; i < midgroundContainer.children.length; i++) { var child = midgroundContainer.children[i]; if (child instanceof Torch) { child.update(); // Move torch with midground child.x -= platformSpeed * 0.6; // Reset torch position when it goes off screen if (child.x <= -GAME_WIDTH) { child.x = child.x + GAME_WIDTH * 2; } } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); if (coins[i].destroyed) { coins.splice(i, 1); } } for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof ScorePopup) { child.update(); } } // Handle goblin spawning goblinSpawnCounter++; if (goblinSpawnCounter >= goblinSpawnInterval) { var availablePlatforms = platforms.filter(function (p) { return p.x > 2048 - 100 && p.x < 2048 + 300; }); if (availablePlatforms.length > 0) { var enemy = new Enemy('goblin'); var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.x = platform.x; enemy.y = platform.y - ENEMY_PLATFORM_OFFSET; enemy.currentPlatform = platform; enemies.push(enemy); game.addChild(enemy); goblinSpawnInterval = Math.floor(Math.random() * 150) + 100; goblinSpawnCounter = 0; } else { // No valid platforms, just reset counter but don't spawn goblinSpawnCounter = Math.max(0, goblinSpawnCounter - 20); // Back up a bit to try again soon } } // Handle eyeball spawning eyeballSpawnCounter++; if (eyeballSpawnCounter >= eyeballSpawnInterval) { var enemy = new Enemy('eyeball'); var randomHeight = Math.random() * 400 + 200; enemy.x = 2048 + 100; enemy.y = highPlatformHeight - randomHeight; enemies.push(enemy); game.addChild(enemy); eyeballSpawnInterval = Math.floor(Math.random() * 200) + 150; eyeballSpawnCounter = 0; } // 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(); } 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(); } };
===================================================================
--- original.js
+++ change.js
@@ -274,9 +274,13 @@
// Slower frame progression - change every 30 frames
if (self.deathTimer % 30 === 0 && self.deathFrame < 5) {
self.deathFrame++;
}
- self.sprites[dieOffset + (self.deathFrame - 3)].alpha = 1;
+ var finalFrameIndex = dieOffset + (self.deathFrame - 3);
+ if (finalFrameIndex < self.sprites.length) {
+ // Safety check
+ self.sprites[finalFrameIndex].alpha = 1;
+ }
self.deathTimer--;
// Only start fading when we've shown the final frame for enough time
if (self.groundHitTimer <= 0) {
self.deathFrame = 5; // Switch to eyedie5
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