User prompt
There are 2 red players, fix it
User prompt
There should not be 2 players of the same color.
User prompt
Make additions to other players such as cowardly, very fast, cautious, so that they have a more realistic artificial intelligence. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
The number written on the other 3 players should be different from 456
User prompt
set countdown time to 3 minutes
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'countdownTxt.style.fill = 0xFFFF00; // Yellow color for warning' Line Number: 473
User prompt
Add 3 more players along with the character and create competition. Challenge the character. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Put a countdown from 45 seconds βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Random 1 or 0 obstacles will temporarily move the character βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
make all trigger points invisible
User prompt
set the trigger color of the obstacles to disappear to green
User prompt
30% of the obstacles will disappear with a melting effect if the character stays on the trigger point for 2 seconds. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Place trigger points 5 pixels below the bottom center of obstacles
User prompt
When placing obstacles randomly, make sure that they are spaced apart from each other.
User prompt
Decrease the trigger point on the obstacle by 20 pixels
User prompt
Decrease the trigger point on the obstacle by 30 pixels
User prompt
create a trigger point that I can see for each type of obstacle
User prompt
the number of obstacles in the asset does not increase
User prompt
Add 19 different obstacles
User prompt
Increase obstacle type to 20
User prompt
reduce the number of obstacles to 1
User prompt
Increase the number of obstacles to 20. Set all of them as separate objects
User prompt
Separate the fake walls so that each one has a separate trigger point βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When you get 25 pixels closer to fake walls, they will collapse. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the fake walls look the same as the real ones
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var AIPlayer = Container.expand(function (playerIndex) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Different tints for each AI player
var playerColors = [0xFFFF00, 0xFF00FF, 0x00FFFF]; // Yellow, Magenta, Cyan
playerGraphics.tint = playerColors[playerIndex % 3];
// Add number display for each AI player with different numbers (not 456)
var playerNumbers = ['123', '789', '321']; // Different numbers for each AI player
var numberText = new Text2(playerNumbers[playerIndex], {
size: 40,
fill: 0x000000 // Black text
});
numberText.anchor.set(0.5, 0.5);
numberText.x = 0;
numberText.y = 0;
self.addChild(numberText);
self.targetX = 0;
self.targetY = 0;
self.isMoving = false;
self.health = 3;
self.moveTimer = 0;
self.nextMoveTime = Math.random() * 120 + 60; // Random 1-3 seconds
self.playerIndex = playerIndex;
// AI Personality traits
var personalityTypes = ['cowardly', 'fast', 'cautious'];
self.personality = personalityTypes[playerIndex % 3];
self.riskLevel = 0; // Track current risk assessment
self.safetyTimer = 0; // Time since last risky action
self.panicMode = false; // Emergency state for cowardly AI
self.moveTo = function (x, y) {
// Calculate distance from current position
var dx = x - self.x;
var dy = y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Personality-based movement adjustments
var maxDistance = 180;
var moveDuration = 350;
var animationDuration = 150;
if (self.personality === 'cowardly') {
// Cowardly AI: smaller, more cautious movements
maxDistance = self.panicMode ? 80 : 120;
moveDuration = 450; // Slower movement
} else if (self.personality === 'fast') {
// Fast AI: larger, quicker movements
maxDistance = 220;
moveDuration = 250; // Faster movement
animationDuration = 100; // Quicker animation
} else if (self.personality === 'cautious') {
// Cautious AI: moderate but calculated movements
maxDistance = self.riskLevel > 5 ? 100 : 160;
moveDuration = 380;
}
if (distance > maxDistance) {
// Scale down the movement to fit within max distance
var scale = maxDistance / distance;
x = self.x + dx * scale;
y = self.y + dy * scale;
}
self.targetX = x;
self.targetY = y;
self.isMoving = true;
// Personality-based animation variations
var scaleVariation = 0.9;
var rotationVariation = 0.1;
if (self.personality === 'fast') {
scaleVariation = 0.8; // More dramatic scaling
rotationVariation = 0.15;
} else if (self.personality === 'cowardly') {
scaleVariation = 0.95; // Less dramatic scaling
rotationVariation = 0.05;
}
// Add walking animation
tween(playerGraphics, {
scaleX: scaleVariation,
scaleY: 1.1,
rotation: rotationVariation
}, {
duration: animationDuration,
easing: tween.easeInOut
});
tween(self, {
x: x,
y: y
}, {
duration: moveDuration,
easing: tween.easeOut,
onFinish: function onFinish() {
self.isMoving = false;
// Reset player graphics to normal state after movement
tween(playerGraphics, {
scaleX: 1,
scaleY: 1,
rotation: 0
}, {
duration: animationDuration,
easing: tween.easeOut
});
}
});
};
self.takeDamage = function () {
self.health--;
LK.effects.flashObject(self, 0xFF0000, 500);
LK.getSound('caught').play();
if (self.health <= 0) {
// AI player is eliminated but game continues
self.visible = false;
self.isMoving = false;
}
};
self.update = function () {
// Update personality-specific timers and states
self.safetyTimer++;
if (self.personality === 'cowardly' && self.health < 3) {
self.panicMode = true;
}
// Only move if alive and singer is facing away
if (self.health > 0 && !self.isMoving && singer.facingAway) {
self.moveTimer++;
// Personality-based timing adjustments
var moveThreshold = self.nextMoveTime;
if (self.personality === 'cowardly') {
// Cowardly AI waits longer and is more hesitant
moveThreshold = self.panicMode ? self.nextMoveTime * 0.7 : self.nextMoveTime * 1.5;
} else if (self.personality === 'fast') {
// Fast AI moves more frequently
moveThreshold = self.nextMoveTime * 0.6;
} else if (self.personality === 'cautious') {
// Cautious AI timing depends on risk level
moveThreshold = self.nextMoveTime * (1 + self.riskLevel * 0.1);
}
if (self.moveTimer >= moveThreshold) {
var targetX, targetY;
var validMove = false;
var attempts = 0;
var maxAttempts = 10;
while (!validMove && attempts < maxAttempts) {
if (self.personality === 'cowardly') {
// Cowardly AI: small, safe movements, prefers staying back
if (self.panicMode) {
// In panic mode, try to move away from singer
targetX = self.x + (Math.random() - 0.5) * 150;
targetY = self.y + Math.random() * 100 + 20; // Move away from win line
} else {
// Normal cowardly behavior: very small forward movements
targetX = self.x + (Math.random() - 0.5) * 200;
targetY = self.y - Math.random() * 80 - 20;
}
} else if (self.personality === 'fast') {
// Fast AI: aggressive movements towards win line
targetX = self.x + (Math.random() - 0.5) * 400;
targetY = self.y - Math.random() * 200 - 80;
} else if (self.personality === 'cautious') {
// Cautious AI: calculated movements, avoids risky areas
var forwardness = Math.max(50, 120 - self.riskLevel * 15);
targetX = self.x + (Math.random() - 0.5) * 250;
targetY = self.y - Math.random() * forwardness - 30;
}
// Keep within bounds
targetX = Math.max(200, Math.min(1848, targetX));
targetY = Math.max(500, targetY);
// Enhanced obstacle avoidance with personality considerations
validMove = true;
var obstacleRiskCount = 0;
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
var dx = targetX - obstacle.x;
var dy = targetY - obstacle.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Personality-based safety margins
var safetyMargin = 100;
if (self.personality === 'cowardly') {
safetyMargin = 150; // Larger safety margin
} else if (self.personality === 'fast') {
safetyMargin = 80; // Smaller safety margin, more risk-taking
} else if (self.personality === 'cautious') {
safetyMargin = 120; // Moderate safety margin
}
if (distance < safetyMargin) {
if (self.personality === 'cautious') {
obstacleRiskCount++;
}
validMove = false;
break;
}
}
// Update risk level for cautious AI
if (self.personality === 'cautious') {
self.riskLevel = Math.max(0, self.riskLevel + obstacleRiskCount - 1);
if (self.safetyTimer > 300) {
// Reset risk after 5 seconds of safety
self.riskLevel = Math.max(0, self.riskLevel - 1);
self.safetyTimer = 0;
}
}
attempts++;
}
if (validMove) {
self.moveTo(targetX, targetY);
if (self.personality === 'cautious') {
self.safetyTimer = 0; // Reset safety timer on movement
}
}
self.moveTimer = 0;
// Personality-based next move timing
if (self.personality === 'cowardly') {
self.nextMoveTime = Math.random() * 180 + 120; // 2-5 seconds, more cautious
} else if (self.personality === 'fast') {
self.nextMoveTime = Math.random() * 60 + 30; // 0.5-1.5 seconds, very aggressive
} else if (self.personality === 'cautious') {
self.nextMoveTime = Math.random() * 120 + 80; // 1.3-3.3 seconds, measured
}
}
}
};
return self;
});
var Obstacle = Container.expand(function (assetId) {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset(assetId || 'obstacle1', {
anchorX: 0.5,
anchorY: 0.5
});
// Add trigger point visualization
var triggerPoint = self.attachAsset('triggerPoint', {
anchorX: 0.5,
anchorY: 0.5
});
triggerPoint.alpha = 0; // Make it completely invisible
triggerPoint.x = 0; // Center it horizontally on the obstacle
triggerPoint.y = obstacleGraphics.height / 2 + 5; // Position 5 pixels below bottom center
// 30% chance this obstacle can melt
self.canMelt = Math.random() < 0.3;
// Random chance (50%) this obstacle can move the character
self.canMoveCharacter = Math.random() < 0.5;
// Set trigger point color to green for meltable obstacles
if (self.canMelt) {
triggerPoint.tint = 0x00ff00; // Green color for meltable obstacles
}
self.isPlayerOnTrigger = false;
self.lastPlayerOnTrigger = false;
self.triggerTimer = 0;
self.melted = false;
self.lastPlayerColliding = false;
// Store reference to trigger point for collision detection
self.triggerPoint = triggerPoint;
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply blue tint to main player to differentiate from AI players
playerGraphics.tint = 0x0000FF; // Blue color for main player
// Add number display for main player showing 456
var numberText = new Text2('456', {
size: 40,
fill: 0x000000 // Black text
});
numberText.anchor.set(0.5, 0.5);
numberText.x = 0;
numberText.y = 0;
self.addChild(numberText);
self.targetX = 0;
self.targetY = 0;
self.isMoving = false;
self.health = 3;
self.moveTo = function (x, y) {
// Calculate distance from current position
var dx = x - self.x;
var dy = y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Limit maximum movement distance to 200 pixels
var maxDistance = 200;
if (distance > maxDistance) {
// Scale down the movement to fit within max distance
var scale = maxDistance / distance;
x = self.x + dx * scale;
y = self.y + dy * scale;
}
self.targetX = x;
self.targetY = y;
self.isMoving = true;
// Add walking animation - slight scaling and rotation
tween(playerGraphics, {
scaleX: 0.9,
scaleY: 1.1,
rotation: 0.1
}, {
duration: 150,
easing: tween.easeInOut
});
tween(self, {
x: x,
y: y
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.isMoving = false;
// Reset player graphics to normal state after movement
tween(playerGraphics, {
scaleX: 1,
scaleY: 1,
rotation: 0
}, {
duration: 150,
easing: tween.easeOut
});
}
});
};
self.takeDamage = function () {
self.health--;
LK.effects.flashObject(self, 0xFF0000, 500);
LK.getSound('caught').play();
if (self.health <= 0) {
LK.showGameOver();
}
};
return self;
});
var Singer = Container.expand(function () {
var self = Container.call(this);
var singerAwayGraphics = self.attachAsset('singerAway', {
anchorX: 0.5,
anchorY: 0.5
});
var singerLookingGraphics = self.attachAsset('singerLooking', {
anchorX: 0.5,
anchorY: 0.5
});
singerLookingGraphics.visible = false; // Start with looking image hidden
self.facingAway = true;
self.turnTimer = 0;
self.nextTurnTime = 180; // 3 seconds at 60fps
self.lookingTime = 0;
self.maxLookingTime = 120; // 2 seconds looking
self.update = function () {
self.turnTimer++;
if (self.facingAway) {
// Singer is facing away, count down to turn around
if (self.turnTimer >= self.nextTurnTime) {
self.turnAround();
}
} else {
// Singer is looking, count down to face away again
self.lookingTime++;
if (self.lookingTime >= self.maxLookingTime) {
self.faceAway();
}
}
};
self.turnAround = function () {
self.facingAway = false;
self.lookingTime = 0;
// Switch to looking image
singerAwayGraphics.visible = false;
singerLookingGraphics.visible = true;
LK.getSound('turn').play();
// Start playing looping music when looking up
LK.playMusic('singerLookingMusic');
// Check if player is moving and apply damage
if (player.isMoving) {
player.takeDamage();
}
};
self.faceAway = function () {
self.facingAway = true;
self.turnTimer = 0;
self.nextTurnTime = Math.random() * 180 + 120; // Random 2-5 seconds
// Switch to away image
singerAwayGraphics.visible = true;
singerLookingGraphics.visible = false;
// Stop music when facing away
LK.stopMusic();
// Play 'song' audio file on loop when facing away
LK.getSound('song').play();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Create win line at top
var winLine = game.addChild(LK.getAsset('winLine', {
anchorX: 0.5,
anchorY: 0.5
}));
winLine.x = 2048 / 2;
winLine.y = 450;
// Create singer at top
var singer = game.addChild(new Singer());
singer.x = 2048 / 2;
singer.y = 300;
// Start playing 'song' audio since singer starts facing away
LK.getSound('song').play();
// Create player at bottom
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2400;
player.targetX = player.x;
player.targetY = player.y;
// Create 3 AI players for competition
var aiPlayers = [];
var startPositions = [{
x: 2048 / 2 - 300,
y: 2400
},
// Left of main player
{
x: 2048 / 2 + 300,
y: 2400
},
// Right of main player
{
x: 2048 / 2,
y: 2350
} // Behind main player
];
for (var ai = 0; ai < 3; ai++) {
var aiPlayer = game.addChild(new AIPlayer(ai));
aiPlayer.x = startPositions[ai].x;
aiPlayer.y = startPositions[ai].y;
aiPlayer.targetX = aiPlayer.x;
aiPlayer.targetY = aiPlayer.y;
aiPlayers.push(aiPlayer);
}
// Create obstacles
var obstacles = [];
// Generate 20 obstacles using different assets
var obstacleAssets = ['obstacle1', 'obstacle2', 'obstacle3', 'obstacle4', 'obstacle5', 'obstacle6', 'obstacle7', 'obstacle8', 'obstacle9', 'obstacle10', 'obstacle11', 'obstacle12', 'obstacle13', 'obstacle14', 'obstacle15', 'obstacle16', 'obstacle17', 'obstacle18', 'obstacle19', 'obstacle20'];
// Function to check if a position is too close to existing obstacles
function isPositionValid(x, y, minDistance) {
for (var j = 0; j < obstacles.length; j++) {
var existingObstacle = obstacles[j];
var dx = x - existingObstacle.x;
var dy = y - existingObstacle.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
return false;
}
}
return true;
}
for (var i = 0; i < 20; i++) {
var obstacle = game.addChild(new Obstacle(obstacleAssets[i]));
var validPosition = false;
var attempts = 0;
var maxAttempts = 100; // Prevent infinite loops
var minSpacing = 250; // Minimum distance between obstacles
// Try to find a valid position
while (!validPosition && attempts < maxAttempts) {
// Random x position between 200 and 1800 (avoiding edges)
var newX = Math.random() * 1600 + 200;
// Random y position between 600 and 2200 (between singer area and player start)
var newY = Math.random() * 1600 + 600;
if (isPositionValid(newX, newY, minSpacing)) {
obstacle.x = newX;
obstacle.y = newY;
validPosition = true;
}
attempts++;
}
// If we couldn't find a valid position after max attempts, place it anyway
// but try to space it out from the center
if (!validPosition) {
obstacle.x = Math.random() * 1600 + 200;
obstacle.y = Math.random() * 1600 + 600;
}
obstacles.push(obstacle);
}
// Create health display
var healthTxt = new Text2('Health: 3', {
size: 60,
fill: 0xFFFFFF
});
healthTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(healthTxt);
// Create countdown timer display
var countdownTxt = new Text2('180', {
size: 80,
fill: 0xFFFFFF
});
countdownTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(countdownTxt);
// Game state
var pendingMove = null;
var moveDelay = 15; // 0.25 seconds at 60fps
var delayTimer = 0;
// Countdown timer state
var countdownSeconds = 180; // 3 minutes = 180 seconds
var countdownTimer = 0;
var countdownFramesPerSecond = 60; // 60 frames per second
// Touch input with delay
game.down = function (x, y, obj) {
// Only allow movement if not already moving and singer is facing away
if (!player.isMoving && singer.facingAway) {
pendingMove = {
x: x,
y: y
};
delayTimer = moveDelay;
}
};
// Track game over state
var gameEnded = false;
var lastGameEndedState = false;
game.update = function () {
// Handle delayed movement
if (pendingMove && delayTimer > 0) {
delayTimer--;
if (delayTimer <= 0) {
// Check if target position is valid (not inside obstacles)
var validMove = true;
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
var dx = pendingMove.x - obstacle.x;
var dy = pendingMove.y - obstacle.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
// Collision detection
validMove = false;
break;
}
}
if (validMove) {
player.moveTo(pendingMove.x, pendingMove.y);
}
pendingMove = null;
}
}
// Update health display
healthTxt.setText('Health: ' + player.health);
// Update countdown timer
countdownTimer++;
if (countdownTimer >= countdownFramesPerSecond) {
countdownTimer = 0;
countdownSeconds--;
countdownTxt.setText(countdownSeconds.toString());
// Change color when time is running low
if (countdownSeconds <= 10) {
countdownTxt.fill = 0xFF0000; // Red color for urgency
} else if (countdownSeconds <= 20) {
countdownTxt.fill = 0xFFFF00; // Yellow color for warning
}
// Game over when countdown reaches 0
if (countdownSeconds <= 0) {
LK.showGameOver();
}
}
// Check for game end state transitions
var currentGameEnded = player.health <= 0 || player.y <= winLine.y + 50;
if (!lastGameEndedState && currentGameEnded) {
// Game just ended, spawn random obstacles
for (var j = 0; j < 8; j++) {
var randomAssetIndex = Math.floor(Math.random() * obstacleAssets.length);
var newObstacle = game.addChild(new Obstacle(obstacleAssets[randomAssetIndex]));
newObstacle.x = Math.random() * 1800 + 200; // Random x between 200 and 2000
newObstacle.y = Math.random() * 1800 + 600; // Random y between 600 and 2400
obstacles.push(newObstacle);
}
}
lastGameEndedState = currentGameEnded;
// Check win condition
if (player.y <= winLine.y + 50) {
LK.showYouWin();
}
// Check obstacle collisions
for (var k = 0; k < obstacles.length; k++) {
var obstacle = obstacles[k];
// Check if player is colliding with obstacle
var obstacleDx = player.x - obstacle.x;
var obstacleDy = player.y - obstacle.y;
var obstacleDistance = Math.sqrt(obstacleDx * obstacleDx + obstacleDy * obstacleDy);
var isPlayerCollidingWithObstacle = obstacleDistance < 100;
// Check for obstacles that can move the character
if (obstacle.canMoveCharacter && !obstacle.melted) {
// Check for collision transition (just started colliding)
if (!obstacle.lastPlayerColliding && isPlayerCollidingWithObstacle) {
// Move player to a random nearby position
var randomAngle = Math.random() * Math.PI * 2;
var moveDistance = 150 + Math.random() * 100; // Random distance between 150-250
var newX = player.x + Math.cos(randomAngle) * moveDistance;
var newY = player.y + Math.sin(randomAngle) * moveDistance;
// Keep player within game bounds
newX = Math.max(100, Math.min(1948, newX));
newY = Math.max(500, Math.min(2600, newY));
// Use tween to move player smoothly
tween(player, {
x: newX,
y: newY
}, {
duration: 400,
easing: tween.easeOut
});
}
obstacle.lastPlayerColliding = isPlayerCollidingWithObstacle;
}
// Check trigger point collisions for melting obstacles
if (obstacle.canMelt && !obstacle.melted) {
// Check if player is on trigger point
var triggerX = obstacle.x + obstacle.triggerPoint.x;
var triggerY = obstacle.y + obstacle.triggerPoint.y;
var dx = player.x - triggerX;
var dy = player.y - triggerY;
var distance = Math.sqrt(dx * dx + dy * dy);
obstacle.isPlayerOnTrigger = distance < 75; // Half of trigger point size
// Check for transition from not on trigger to on trigger
if (!obstacle.lastPlayerOnTrigger && obstacle.isPlayerOnTrigger) {
obstacle.triggerTimer = 0; // Reset timer when player enters trigger
}
// If player is on trigger, increment timer
if (obstacle.isPlayerOnTrigger) {
obstacle.triggerTimer++;
// If player has been on trigger for 2 seconds (120 frames at 60fps)
if (obstacle.triggerTimer >= 120) {
// Start melting effect
obstacle.melted = true;
// Melting animation - scale down and fade out
tween(obstacle, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Remove from obstacles array and destroy
var index = obstacles.indexOf(obstacle);
if (index > -1) {
obstacles.splice(index, 1);
}
obstacle.destroy();
}
});
}
} else {
obstacle.triggerTimer = 0; // Reset timer if player leaves trigger
}
obstacle.lastPlayerOnTrigger = obstacle.isPlayerOnTrigger;
}
}
// Update AI players
for (var ai = 0; ai < aiPlayers.length; ai++) {
var aiPlayer = aiPlayers[ai];
if (aiPlayer.health > 0) {
aiPlayer.update();
// Check AI player obstacle collisions
for (var m = 0; m < obstacles.length; m++) {
var obstacle = obstacles[m];
var aiObstacleDx = aiPlayer.x - obstacle.x;
var aiObstacleDy = aiPlayer.y - obstacle.y;
var aiObstacleDistance = Math.sqrt(aiObstacleDx * aiObstacleDx + aiObstacleDy * aiObstacleDy);
var isAICollidingWithObstacle = aiObstacleDistance < 100;
// Check for obstacles that can move the AI character
if (obstacle.canMoveCharacter && !obstacle.melted) {
if (!obstacle['lastAIColliding' + ai] && isAICollidingWithObstacle) {
// Move AI player to a random nearby position
var randomAngle = Math.random() * Math.PI * 2;
var moveDistance = 150 + Math.random() * 100;
var newX = aiPlayer.x + Math.cos(randomAngle) * moveDistance;
var newY = aiPlayer.y + Math.sin(randomAngle) * moveDistance;
// Keep AI player within game bounds
newX = Math.max(100, Math.min(1948, newX));
newY = Math.max(500, Math.min(2600, newY));
tween(aiPlayer, {
x: newX,
y: newY
}, {
duration: 400,
easing: tween.easeOut
});
}
obstacle['lastAIColliding' + ai] = isAICollidingWithObstacle;
}
}
// Check if AI player wins
if (aiPlayer.y <= winLine.y + 50) {
LK.showGameOver(); // AI player wins, human player loses
}
}
}
// Check if player is caught moving when singer turns
if (!singer.facingAway && player.isMoving) {
// This is handled in the singer's turnAround method
// but we also check continuously in case of timing issues
if (LK.ticks % 30 === 0) {
// Check every half second
player.takeDamage();
}
}
// Check if AI players are caught moving when singer turns
if (!singer.facingAway) {
for (var aiIndex = 0; aiIndex < aiPlayers.length; aiIndex++) {
var aiPlayer = aiPlayers[aiIndex];
if (aiPlayer.isMoving && aiPlayer.health > 0) {
if (LK.ticks % 30 === 0) {
// Check every half second
aiPlayer.takeDamage();
}
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -262,10 +262,10 @@
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
- // Apply red tint to main player to differentiate from AI players
- playerGraphics.tint = 0xFF0000; // Red color for main player
+ // Apply blue tint to main player to differentiate from AI players
+ playerGraphics.tint = 0x0000FF; // Blue color for main player
// Add number display for main player showing 456
var numberText = new Text2('456', {
size: 40,
fill: 0x000000 // Black text
evil little girl looking down. In-Game asset. 2d. High contrast. No shadows
downward looking devil little girl turned back
Cat with 456 written on its back. In-Game asset. 2d. High contrast. No shadows
fence. In-Game asset
hedgerow. In-Game asset
tree. In-Game asset
mud and stone. In-Game asset
mud and stone front view. In-Game asset
mold fungus. In-Game asset
robot monkey. In-Game asset
outgoing gas infrastructure system. In-Game asset
outgoing gasoline infrastructure system. In-Game asset