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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;
Code edit (1 edits merged)
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Create a foreground container and place it before the main game container.
Code edit (1 edits merged)
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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; });
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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 // Set initial alpha to 0.8 }); self.velocityX = 0; self.velocityY = 0; self.collected = false; self.isOnGround = false; self.bounceCount = 0; self.maxBounces = 2; // Number of bounces before stopping self.collect = function() { if (!self.collected) { self.collected = true; LK.setScore(LK.getScore() + 5); // 5 points per coin scoreText.setText(LK.getScore()); self.destroy(); } }; self.update = function() { if (self.collected) { return; } // Apply physics if (!self.isOnGround) { self.velocityY += 0.5; } self.x += self.velocityX; self.y += self.velocityY; // Check 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 bouncing after max bounces self.velocityY = 0; self.velocityX = -5; // Match platform speed self.isOnGround = true; } } // Check if off screen if (self.x < -50 || self.x > 2048 + 50 || self.y > 2732) { self.destroy(); } // Improved player collection detection using bounds var playerBounds = player.getBounds(); var coinBounds = { left: self.x - 25, // half coin width right: self.x + 25, // half coin width top: self.y - 25, // half coin height bottom: self.y + 25 // half coin height }; 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; } } self.isOnGround = false; return false; }; return self; });
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Update with: var JarPiece = Container.expand(function (pieceNum) { var self = Container.call(this); self.sprite = self.attachAsset('jarpiece' + pieceNum, { anchorX: 0.5, anchorY: 0.5 }); 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 && // Changed from 20 to 80 to match coin height self.x > platform.x - 500 && self.x < platform.x + 500) { self.y = platform.y - 80; // Changed from 20 to 80 to match coin height return true; } } return false; }; return self; });
Code edit (6 edits merged)
Please save this source code
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
self.sprite = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xC0C0C0 // Apply 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 = 600; // 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('background', {
anchorX: 0,
anchorY: 1
}));
var mg2 = midgroundContainer.addChild(LK.getAsset('background', {
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
}));
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;
// 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
@@ -4,9 +4,10 @@
var Coin = Container.expand(function () {
var self = Container.call(this);
self.sprite = self.attachAsset('coin', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ tint: 0xC0C0C0 // Apply grey tint
});
self.velocityX = 0;
self.velocityY = 0;
self.collected = false;
@@ -338,9 +339,10 @@
var JarPiece = Container.expand(function (pieceNum) {
var self = Container.call(this);
self.sprite = self.attachAsset('jarpiece' + pieceNum, {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ tint: 0xC0C0C0 // Apply grey tint
});
self.velocityX = 0;
self.velocityY = 0;
self.rotationSpeed = 0;
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