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Play the jarbreak sound effect whenever a jar breaks
Code edit (6 edits merged)
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Play the sword slash sound effect whenever the player attacks.
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Play playerjump sound whenever player jumps
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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 }
Code edit (3 edits merged)
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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 }
Code edit (8 edits merged)
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/****
* 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
self.homingDelay = 80; // Wait 60 frames before homing
self.homingTimer = 0; // Track how long the eyeball has been alive
// Add eyeball animations
self.flyAnimation = ['eyefly1', 'eyefly2', 'eyefly3', 'eyefly4', 'eyefly5', 'eyefly6', 'eyefly7', 'eyefly8'];
self.flyFrame = 0;
// Initialize based on enemy type
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'];
}
// 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)) {
// 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;
// Show hit animation (eyedie1, eyedie2)
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.deathTimer = 180; // 3 seconds for death sequence
self.deathFrame = 0; // Start at first death frame
}
}
// 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;
}
self.x -= 5; // Match platform speed
// Progress through death frames
if (self.deathTimer > 120) {
self.sprites[dieOffset].alpha = 1; // eyedie3
} else if (self.deathTimer > 60) {
self.sprites[dieOffset + 1].alpha = 1; // eyedie4
} else {
self.sprites[dieOffset + 2].alpha = 1; // eyedie5
}
self.deathTimer--;
if (self.deathTimer <= 0) {
self.alpha -= 0.05;
if (self.alpha <= 0) {
self.destroy();
}
}
}
return; // Skip regular animation updates
} else if (self.type === 'eyeball') {
self.x -= self.speed;
// Only start homing after delay
if (self.homingTimer >= self.homingDelay) {
// 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));
} else {
// Before homing, just maintain height with slight wave motion
self.velocityY = Math.sin(self.homingTimer * 0.05) * 2;
self.homingTimer++;
}
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 = 350; // Adjusted for player height
self.attackHitboxWidth = 200; // Width of attack hitbox
self.attackHitboxHeight = 350; // Height of attack hitbox
self.attackHitboxOffset = 50; // How far in front of player the attack hitbox extends
// 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.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
};
};
self.jump = function () {
if (self.isOnGround) {
self.isJumping = true;
self.isOnGround = false;
self.velocityY = -self.jumpHeight;
self.jumpState = "start";
self.jumpStartTime = Date.now();
LK.getSound('playerjump').play();
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;
LK.getSound('swordslash').play();
}
};
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 = 300; // Longer interval for eyeballs
var eyeballSpawnCounter = 75;
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;
}
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);
}
}
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();
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();
}
}
}
};
// 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
@@ -828,8 +828,9 @@
if (!self.isAttacking) {
self.isAttacking = true;
self.attackFrame = 0;
self.animationCounter = 0;
+ LK.getSound('swordslash').play();
}
};
self.checkPlatformCollision = function () {
for (var i = 0; i < platforms.length; i++) {
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
A thin crude sword, no pommel. 8 bit pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An icon of white wings. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a magnet icon. 8 bit pixel art. In-Game asset. 2d. High contrast. No shadows
An icon of a glowing wooden arrow from a bow trailing pink particles. Pixel art.. In-Game asset. 2d. 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
skeletonhit
Sound effect
gameover2
Sound effect
shopbuy
Sound effect
menuselect
Sound effect
cantbuy
Sound effect
startgame
Sound effect
platformcrumble
Sound effect
rocksfall
Sound effect
airdash
Sound effect
groundimpact
Sound effect
groundsmashfalling
Sound effect
slide
Sound effect
mushroomburst
Sound effect
mushroomhiss
Sound effect
mushroomdie
Sound effect
mushroombounce
Sound effect