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Update with: // 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; fg2.y = 2732; fg1.x = 0; fg2.x = GAME_WIDTH;
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Reduce the grey tint on the coins.
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Add that same grey tint to the coin and jar piece classes
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Less grey than that.
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Less grey than that.
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Still too black. Make it grey
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Reduce the black tint considerably. Just a little bit of black.
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Add a bit of black tint to the jar asset.
Code edit (7 edits merged)
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Update as needed with: 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; fg3.x -= platformSpeed; fg4.x -= platformSpeed; if (fg1.x <= -1024) fg1.x = fg4.x + 1024; if (fg2.x <= -1024) fg2.x = fg1.x + 1024; if (fg3.x <= -1024) fg3.x = fg2.x + 1024; if (fg4.x <= -1024) fg4.x = fg3.x + 1024;
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Update as needed with: // Foreground layer (fastest) - using four instances for 1024-wide asset var fg1 = foregroundContainer.addChild(LK.getAsset('foreground', { anchorX: 0, anchorY: 1 // Anchor to bottom })); var fg2 = foregroundContainer.addChild(LK.getAsset('foreground', { anchorX: 0, anchorY: 1 })); var fg3 = foregroundContainer.addChild(LK.getAsset('foreground', { anchorX: 0, anchorY: 1 })); var fg4 = foregroundContainer.addChild(LK.getAsset('foreground', { anchorX: 0, anchorY: 1 })); fg1.y = 2732; fg2.y = 2732; fg3.y = 2732; fg4.y = 2732; fg1.x = 0; fg2.x = 1024; fg3.x = 2048; fg4.x = 3072;
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Update only as needed with: var mg1 = midgroundContainer.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1 // Anchor to bottom })); var mg2 = midgroundContainer.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1 // Anchor to bottom })); mg1.y = 2732; mg2.y = 2732; mg2.x = GAME_WIDTH;
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Update only as needed with: var bg1 = backgroundContainer.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1 // Anchor to bottom })); var bg2 = backgroundContainer.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1 // Anchor to bottom })); bg1.y = 2732; // Position at bottom of screen bg2.y = 2732; bg2.x = GAME_WIDTH;
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Create a foreground container and place it before the main game container.
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Update as needed with: var Coin = Container.expand(function() { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.bounceCount = 0; self.maxBounces = 2; self.update = function() { if (self.collected) return; // Apply physics self.velocityY += 0.5; self.x += self.velocityX; self.y += self.velocityY; // 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; } } // Rest of collision and bounds checking code... if (self.x < -50 || self.x > 2048 + 50 || self.y > 2732) { self.destroy(); } 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; });
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Update with: // In the Jar break function: 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 varied initial velocities coin.velocityX = Math.random() * 20 - 10; // Random between -10 and 10 coin.velocityY = -(Math.random() * 20 + 10); // Random between -30 and -10 game.addChild(coin); coins.push(coin); }
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Update as needed with: var Coin = Container.expand(function() { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.bounceCount = 0; self.maxBounces = 2; self.collect = function() { if (!self.collected) { self.collected = true; LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); 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 if (self.checkPlatformCollision()) { if (self.bounceCount < self.maxBounces) { // Bounce height varies based on impact velocity var impactSpeed = Math.abs(self.velocityY); // The faster the impact, the higher the bounce self.velocityY = -(impactSpeed * (Math.random() * 0.3 + 0.3)); // Random between 30-60% of impact speed self.velocityX = self.velocityX * (Math.random() * 0.3 + 0.5); // Random between 50-80% of horizontal speed self.bounceCount++; } else { self.velocityY = 0; self.velocityX = -5; } } // Rest of the collision and bounds checking code... if (self.x < -50 || self.x > 2048 + 50 || self.y > 2732) { self.destroy(); } 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; });
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Update with: // And in the Coin update function, increase the bounce effect: if (self.checkPlatformCollision()) { if (self.bounceCount < self.maxBounces) { // More dramatic bounce self.velocityY = -(Math.abs(self.velocityY) * 0.6); // Increased from 0.4 to 0.6 self.velocityX *= 0.7; // Changed from 0.8 to 0.7 to maintain more horizontal movement self.bounceCount++; } else { self.velocityY = 0; self.velocityX = -5; } }
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Update with: var Coin = Container.expand(function() { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.bounceCount = 0; self.maxBounces = 2; self.collect = function() { if (!self.collected) { self.collected = true; LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); 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 if (self.checkPlatformCollision()) { if (self.bounceCount < self.maxBounces) { // Bounce with reduced velocity self.velocityY = -(self.velocityY * 0.4); self.velocityX *= 0.8; self.bounceCount++; } else { // Stop moving after max bounces 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; });
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Update with: var Coin = Container.expand(function() { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.bounceCount = 0; self.maxBounces = 2; self.collect = function() { if (!self.collected) { self.collected = true; LK.setScore(LK.getScore() + 5); // 5 points per coin scoreText.setText(LK.getScore()); self.destroy(); } }; self.update = function() { if (self.collected) { return; } // Apply physics self.velocityY += 0.5; // gravity self.x += self.velocityX; self.y += self.velocityY; // 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 } } // 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; });
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Update as needed with: var Jar = Container.expand(function() { // ... existing jar code ... self.break = function() { if (self.isBreaking) return; self.isBreaking = true; // Spawn jar pieces 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); } // Spawn coins with proper initial velocities 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 - these values actually get used coin.velocityX = Math.random() * 8 - 4; // Random between -4 and 4 coin.velocityY = -(Math.random() * 8 + 8); // Random between -8 and -16 game.addChild(coin); coins.push(coin); } self.destroy(); }; return self; });
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Update with: var Coin = Container.expand(function() { var self = Container.call(this); self.sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.bounceCount = 0; self.maxBounces = 2; self.collect = function() { if (!self.collected) { self.collected = true; LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); self.destroy(); } }; self.update = function() { if (self.collected) return; // Always apply gravity self.velocityY += 0.5; // Apply velocities self.x += self.velocityX; self.y += self.velocityY; // Platform collision check 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; if (self.bounceCount < self.maxBounces) { // Bounce! self.velocityY = -(Math.abs(self.velocityY) * 0.4); self.velocityX *= 0.8; self.bounceCount++; } else { // Stop bouncing and match platform speed self.velocityY = 0; self.velocityX = -5; } break; } } // Check if off screen if (self.x < -50 || self.x > 2048 + 50 || self.y > 2732) { self.destroy(); } // Player collection check 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(); } }; return self; });
/**** * 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; LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); 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 = []; // Initialize based on enemy type if (self.type === 'goblin') { // Setup all animations self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8']; // Pre-attach all animation frames // Run animation for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Hit animation for (var i = 0; i < self.hitAnimation.length; i++) { var sprite = self.attachAsset(self.hitAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } // Die animation for (var i = 0; i < self.dieAnimation.length; i++) { var sprite = self.attachAsset(self.dieAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } } else { // Basic enemy (original version) var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); } self.checkPlatformCollision = function () { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // First check if we're on a platform (exact position check) if (self.x >= leftEdge && self.x <= rightEdge) { if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.velocityY = 0; return true; } // NEW CODE: Check for passing through platform during fall // This detects if the enemy will cross the platform in the next frame if (self.velocityY > 0 && // Must be falling down self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) { self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.velocityY = 0; self.isOnGround = true; self.currentPlatform = platform; return true; } } } 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 // Removed vertical velocity/offset variables } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Handle throw back motion self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.95; // Slower decay than 0.9 // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Once hit timer expires, start death animation if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 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 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; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ var backgroundContainer = game.addChild(new Container()); var midgroundContainer = game.addChild(new Container()); var foregroundContainer = 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 //<Assets used in the game will automatically appear here> // 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; fg2.y = 2732; 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; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Initialize the game with starting platforms function initializeGame() { // Create initial platforms at the low level for (var i = 0; i < 5; i++) { var platform = new Platform(); if (i === 0) { // First platform centered on player platform.x = player.x; } else { // Position with slight overlap platform.x = lastPlatformX + platformWidth - platformOverlap; } platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; } lastPlatformHeight = lowPlatformHeight; player.isOnGround = true; player.currentPlatform = platforms[0]; } initializeGame(); // Handle game updates game.update = function () { // 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; fg3.x -= platformSpeed; fg4.x -= platformSpeed; if (fg1.x <= -1024) { fg1.x = fg4.x + 1024; } if (fg2.x <= -1024) { fg2.x = fg1.x + 1024; } if (fg3.x <= -1024) { fg3.x = fg2.x + 1024; } if (fg4.x <= -1024) { fg4.x = fg3.x + 1024; } player.update(); // Check if we need to spawn a new sequence of platforms var lastPlatform = platforms[platforms.length - 1]; if (lastPlatform && lastPlatform.x < GAME_WIDTH + 500) { // Spawn further off-screen to prevent pop-in // Time to spawn a new sequence if (platformsUntilNextChange <= 0) { // Switch height currentPlatformHeight = currentPlatformHeight === lowPlatformHeight ? highPlatformHeight : lowPlatformHeight; // Generate new random sequence length platformsUntilNextChange = Math.floor(Math.random() * (maxPlatformsInSequence - minPlatformsInSequence + 1)) + minPlatformsInSequence; // Make ground sequences longer if (currentPlatformHeight === lowPlatformHeight) { platformsUntilNextChange += 5; } } // Spawn a single platform in the sequence var platform = new Platform(); platform.x = lastPlatform.x + (platformWidth - platformOverlap); platform.y = currentPlatformHeight; platforms.push(platform); game.addChild(platform); // Decrement the counter for each platform added platformsUntilNextChange--; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { platforms[i].update(); // Remove platforms that are destroyed if (platforms[i].destroyed) { platforms.splice(i, 1); } } 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); } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); if (coins[i].destroyed) { coins.splice(i, 1); } } // Enemy handling (keep your existing enemy code) enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Only spawn enemies if there are valid platforms available var availablePlatforms = platforms.filter(function (p) { // Look for platforms that are just off-screen to the right return p.x > 2048 - 100 && p.x < 2048 + 300; }); // Only spawn an enemy if we have a platform to put it on if (availablePlatforms.length > 0) { var enemy = new Enemy('goblin'); var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.x = platform.x; // Spawn directly above the platform enemy.y = platform.y - ENEMY_PLATFORM_OFFSET; enemy.currentPlatform = platform; enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 100; // Slightly longer intervals enemySpawnCounter = 0; } else { // No valid platforms, just reset counter but don't spawn enemySpawnCounter = Math.max(0, enemySpawnCounter - 20); // Back up a bit to try again soon } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); var playerBounds = player.getBounds(); var enemyBounds = enemies[j].getBounds(); if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { if (player.isAttacking) { // Hit the enemy if player is attacking enemies[j].hit(); // Add score if not already passed if (!enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } else if (!enemies[j].isHit && !enemies[j].isDying) { // Only die from enemy touch if enemy isn't already hit/dying LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { touchStartX = x; touchStartY = y; }; game.up = function (x, y, obj) { touchEndX = x; touchEndY = y; // Calculate swipe var deltaY = touchStartY - touchEndY; var deltaX = Math.abs(touchStartX - touchEndX); // If vertical swipe (more vertical than horizontal movement) if (deltaY > 50 && deltaY > deltaX) { player.jump(); } else { // Regular tap/click triggers attack player.attack(); } };
===================================================================
--- original.js
+++ change.js
@@ -705,13 +705,13 @@
bg1.y = 2732; // Position at bottom of screen
bg2.y = 2732;
bg2.x = GAME_WIDTH;
// Midground layer
-var mg1 = midgroundContainer.addChild(LK.getAsset('background', {
+var mg1 = midgroundContainer.addChild(LK.getAsset('midground', {
anchorX: 0,
anchorY: 1
}));
-var mg2 = midgroundContainer.addChild(LK.getAsset('background', {
+var mg2 = midgroundContainer.addChild(LK.getAsset('midground', {
anchorX: 0,
anchorY: 1
}));
mg1.y = 2732;
@@ -725,24 +725,12 @@
var fg2 = foregroundContainer.addChild(LK.getAsset('foreground', {
anchorX: 0,
anchorY: 1
}));
-var fg3 = foregroundContainer.addChild(LK.getAsset('foreground', {
- anchorX: 0,
- anchorY: 1
-}));
-var fg4 = foregroundContainer.addChild(LK.getAsset('foreground', {
- anchorX: 0,
- anchorY: 1
-}));
fg1.y = 2732;
fg2.y = 2732;
-fg3.y = 2732;
-fg4.y = 2732;
fg1.x = 0;
-fg2.x = 1024;
-fg3.x = 2048;
-fg4.x = 3072;
+fg2.x = GAME_WIDTH;
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 4.5;
player.y = 2732 / 1.5;
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