User prompt
L'abeille ne doit pas tomber de la plateforme de l'araignée quand le combat se lance
User prompt
L'abeille ne doit pas tomber de la plateforme de l'araignée quand l'araignée se pousse
User prompt
L'araignée doit se pousser quand l'abeille arrive sur la même plateforme quelle, avant que se lance le combat entre les deux
User prompt
L'abeille ne doit pas tomber lorsqu'elle rejoint la plateforme cliqué (qu'elle soit vers le haut, le bas et même celle de l'araignée)
User prompt
L'abeille doit pouvoir voler vers le haut quand l'utilisateur tape sur une plateforme, l'abeille doit rejoindre la plateforme en question
User prompt
L'abeille doit pouvoir être glisser vers le haut, le bas et sur les plateformes du choix du joueur, et l'abeille doit être sur une plateforme lors du démarrage du jeu , cela lui permettra d'avancer
User prompt
Ajoute une fonctionnalité pour que le joueur puisse déplacer l'abeille vers le haut, et la faire sauter
User prompt
Ajoute une fonctionnalité pour que le joueur puisse déplacer son abeille dans le vide, en appuyant sur l'écran pour la remettre sur une plateforme
User prompt
Ajoute une fonctionnalité pour que l'abeille saute a la plateforme la plus proche lorsqu'elle se retrouve dans le vide ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Le joueur doit pouvoir faire sauter et bouger son abeille sur la plateforme en appuyant sur son écran
User prompt
Ajoute une fonctionnalité pour que le joueur puisse bouger et faire avancer son abeille en appuyant sur l'écran
Code edit (1 edits merged)
Please save this source code
User prompt
Bee vs Spiders: Platform Battle
Initial prompt
Crée ce jeu : --- **Titre** : *Abeille vs Araignées* **Genre** : Jeu de plateforme avec combat au tour par tour **Description** : Dans ce jeu de plateforme, l'objectif est de guider une abeille à travers plusieurs niveaux semés d'araignées. Le joueur doit faire avancer l'abeille jusqu'à la ligne d'arrivée en traversant des plateformes tout en combattant les araignées rencontrées sur le chemin. ### Mécaniques de Jeu : 1. **Déplacement de l'abeille** : - L'abeille se déplace automatiquement sur les plateformes, mais le joueur peut la contrôler à l’aide des flèches directionnelles ou des touches (par exemple, *flèche droite* pour avancer et *flèche gauche* pour reculer). - Si l'abeille touche une araignée, un combat commence. 2. **Combat au tour par tour** : - Lorsqu'une araignée est rencontrée, un combat s'engage entre l'abeille et l'araignée. - **Points de vie** : L'abeille et l'araignée commencent avec 50 points de vie chacun. - **Attaque de l'araignée** : L'araignée attaque automatiquement à chaque tour. - **Attaque de l'abeille** : Le joueur doit appuyer sur un bouton ("Attaquer") pour faire attaquer l'abeille. - Le combat est résolu en alternance : l'araignée attaque, puis le joueur peut faire attaquer l'abeille. Cela continue jusqu'à ce que l'un des deux perde tous ses points de vie. 3. **Conséquences du combat** : - **Si l'abeille gagne** : L'araignée est éliminée, et l'abeille peut continuer à avancer sur la plateforme. - **Si l'araignée gagne** : L'abeille perd et doit recommencer le niveau à partir du début de la plateforme. 4. **Niveaux** : - **Niveau 1** : 5 araignées à affronter avant d'atteindre la ligne d'arrivée. - **Niveaux 2 à 3** : 8 araignées à affronter. - **Niveaux 4 à 5** : 10 araignées à affronter. - **Niveau 6** : 13 araignées à affronter. - **Niveaux 7 à 9** : 15 araignées à affronter. - **Niveau 10** : 20 araignées à affronter. 5. **Objectif** : L'objectif est de faire avancer l'abeille jusqu'à la ligne d'arrivée à la fin de chaque niveau. Chaque niveau devient plus difficile en raison de l'augmentation du nombre d'araignées à combattre. 6. **Progression de Niveau** : - Chaque fois que le joueur finit un niveau, il passe au suivant avec un nombre accru d'araignées. - À la fin du **niveau 10**, un message de félicitations s'affiche : *"Félicitations ! Tu as gagné le jeu ! À bientôt pour d'autres jeux de clem27games."* ### Détails Techniques : - **Graphismes** : L'abeille et les araignées doivent être dessinées dans un style simple et mignon. La plateforme devrait être un environnement naturel (par exemple, des branches, des fleurs, etc.), et les araignées devraient apparaître sur la plateforme à différents endroits. - **Contrôles** : - Flèches directionnelles pour déplacer l'abeille. - Espace ou un bouton spécifique pour faire attaquer l'abeille. - **Combat** : - Chaque personnage (abeille et araignée) aura une barre de vie affichée à l'écran. - Les attaques doivent être simples et visuellement distinctes pour chaque personnage. - Un son ou une animation de frappe peut être ajouté lorsque l’abeille ou l’araignée attaque. - **Écran de Fin** : - Un message s’affiche à la fin du niveau 10 : *"Félicitations ! Tu as gagné le jeu ! À bientôt pour d'autres jeux de clem27games."* - L'écran de victoire pourrait inclure une animation ou un effet visuel pour rendre l’expérience de victoire plus immersive.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1 }); /**** * Classes ****/ var BattleUI = Container.expand(function () { var self = Container.call(this); var panel = self.attachAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); var attackBtn = self.attachAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 200 }); self.beeHealthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: -300, y: -150 }); self.spiderHealthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: 0, y: -150 }); var beeHealthText = new Text2("Bee: 100/100", { size: 40, fill: 0xFFFFFF }); beeHealthText.anchor.set(0, 0.5); beeHealthText.x = -300; beeHealthText.y = -200; self.addChild(beeHealthText); var spiderHealthText = new Text2("Spider: 50/50", { size: 40, fill: 0xFFFFFF }); spiderHealthText.anchor.set(0, 0.5); spiderHealthText.x = 0; spiderHealthText.y = -200; self.addChild(spiderHealthText); var turnText = new Text2("Your Turn", { size: 60, fill: 0xFFFFFF }); turnText.anchor.set(0.5, 0.5); turnText.y = -300; self.addChild(turnText); var attackText = new Text2("Attack", { size: 50, fill: 0xFFFFFF }); attackText.anchor.set(0.5, 0.5); attackText.x = 0; attackText.y = 200; self.addChild(attackText); self.updateHealth = function (beeHealth, beeMaxHealth, spiderHealth, spiderMaxHealth) { // Update health bars self.beeHealthBar.scale.x = beeHealth / beeMaxHealth; self.spiderHealthBar.scale.x = spiderHealth / spiderMaxHealth; // Update text beeHealthText.setText("Bee: " + beeHealth + "/" + beeMaxHealth); spiderHealthText.setText("Spider: " + spiderHealth + "/" + spiderMaxHealth); }; self.setTurnText = function (isPlayerTurn) { turnText.setText(isPlayerTurn ? "Your Turn" : "Spider's Turn"); }; self.down = function (x, y, obj) { // Check if attack button was pressed if (x >= attackBtn.x - attackBtn.width / 2 && x <= attackBtn.x + attackBtn.width / 2 && y >= attackBtn.y - attackBtn.height / 2 && y <= attackBtn.y + attackBtn.height / 2) { if (self.onAttackPressed && game.battleState.isPlayerTurn) { self.onAttackPressed(); } } }; return self; }); var Bee = Container.expand(function () { var self = Container.call(this); var beeGraphic = self.attachAsset('bee', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 8; self.jumpForce = -20; self.gravity = 1; self.onGround = false; self.health = 100; self.maxHealth = 100; self.isJumping = false; self.fallingInVoid = false; self.update = function () { // Apply gravity if (!self.onGround) { self.velocityY += self.gravity; } // Update position self.x += self.velocityX; self.y += self.velocityY; // Reset onGround flag for next frame collision detection self.onGround = false; }; self.moveUp = function () { // Only allow moving up when not jumping if (!self.isJumping) { self.velocityY = -self.speed * 0.8; // Slower than horizontal movement } }; self.jump = function () { if (self.onGround) { self.velocityY = self.jumpForce; self.onGround = false; self.isJumping = true; LK.getSound('jump').play(); } }; self.moveLeft = function () { self.velocityX = -self.speed; }; self.moveRight = function () { self.velocityX = self.speed; }; self.stopMoving = function () { self.velocityX = 0; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) { self.health = 0; } LK.getSound('hurt').play(); }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) { self.health = self.maxHealth; } }; return self; }); var ControlsUI = Container.expand(function () { var self = Container.call(this); // Left button var leftBtn = self.attachAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: -800, y: 0, tint: 0x0000FF }); var leftText = new Text2("<", { size: 80, fill: 0xFFFFFF }); leftText.anchor.set(0.5, 0.5); leftText.x = -800; self.addChild(leftText); // Right button var rightBtn = self.attachAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: -400, y: 0, tint: 0x0000FF }); var rightText = new Text2(">", { size: 80, fill: 0xFFFFFF }); rightText.anchor.set(0.5, 0.5); rightText.x = -400; self.addChild(rightText); // Jump button var jumpBtn = self.attachAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: 800, y: 0, tint: 0x00FF00 }); var jumpText = new Text2("Jump", { size: 50, fill: 0xFFFFFF }); jumpText.anchor.set(0.5, 0.5); jumpText.x = 800; self.addChild(jumpText); // Up button var upBtn = self.attachAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, tint: 0x0099FF }); var upText = new Text2("Up", { size: 50, fill: 0xFFFFFF }); upText.anchor.set(0.5, 0.5); upText.x = 0; upText.y = -80; self.addChild(upText); self.down = function (x, y, obj) { // Check if left button was pressed if (x >= leftBtn.x - leftBtn.width / 2 && x <= leftBtn.x + leftBtn.width / 2 && y >= leftBtn.y - leftBtn.height / 2 && y <= leftBtn.y + leftBtn.height / 2) { if (self.onLeftPressed) { self.onLeftPressed(); } } // Check if right button was pressed if (x >= rightBtn.x - rightBtn.width / 2 && x <= rightBtn.x + rightBtn.width / 2 && y >= rightBtn.y - rightBtn.height / 2 && y <= rightBtn.y + rightBtn.height / 2) { if (self.onRightPressed) { self.onRightPressed(); } } // Check if jump button was pressed if (x >= jumpBtn.x - jumpBtn.width / 2 && x <= jumpBtn.x + jumpBtn.width / 2 && y >= jumpBtn.y - jumpBtn.height / 2 && y <= jumpBtn.y + jumpBtn.height / 2) { if (self.onJumpPressed) { self.onJumpPressed(); } } // Check if up button was pressed if (x >= upBtn.x - upBtn.width / 2 && x <= upBtn.x + upBtn.width / 2 && y >= upBtn.y - upBtn.height / 2 && y <= upBtn.y + upBtn.height / 2) { if (self.onUpPressed) { self.onUpPressed(); } } }; self.up = function (x, y, obj) { // When buttons are released, stop movement if (self.onControlsReleased) { self.onControlsReleased(); } }; return self; }); var FinishLine = Container.expand(function () { var self = Container.call(this); var finishLineGraphic = self.attachAsset('finishLine', { anchorX: 0.5, anchorY: 0.5 }); self.width = finishLineGraphic.width; self.height = finishLineGraphic.height; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphic = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.width = platformGraphic.width; self.height = platformGraphic.height; // Handle touch on platform self.down = function (x, y, obj) { if (gameState === "platform" && !dragTarget) { // Move bee to this platform self.moveBeeToThisPlatform(); } }; // Function to move the bee to this platform self.moveBeeToThisPlatform = function () { // Stop current movement bee.velocityX = 0; bee.velocityY = 0; // Play jump sound LK.getSound('jump').play(); // Calculate target position on top of platform var targetX = self.x; var targetY = self.y - self.height / 2 - bee.height / 2; // Create a tween animation for bee to jump to the platform tween(bee, { x: targetX, y: targetY }, { duration: 800, easing: tween.easeOutQuad, onFinish: function onFinish() { bee.onGround = true; bee.isJumping = false; bee.fallingInVoid = false; // Ensure the bee stays on this platform by locking position bee.x = targetX; bee.y = targetY; // Make sure velocity is zero so it doesn't start moving/falling bee.velocityX = 0; bee.velocityY = 0; // Check if there's a spider on this platform and make it move away for (var i = 0; i < spiders.length; i++) { var spider = spiders[i]; if (!spider.defeated && spider.currentPlatform === self) { spider.moveAwayFromBee(bee); } } } }); }; return self; }); var Spider = Container.expand(function () { var self = Container.call(this); var spiderGraphic = self.attachAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.maxHealth = 50; self.attackDamage = 15; self.defeated = false; self.currentPlatform = null; self.moving = false; self.moveAwayFromBee = function (bee) { if (self.moving || self.defeated) { return; } self.moving = true; // Store bee's original position to ensure it doesn't fall var originalBeeY = bee.y; var originalBeeX = bee.x; var isOnSamePlatform = bee.onGround && Math.abs(bee.x - self.x) < self.currentPlatform.width * 0.8; var keepBeeOnPlatform = isOnSamePlatform; // Find nearby platforms to move to var nearbyPlatforms = []; for (var i = 0; i < platforms.length; i++) { // Don't include current platform or platforms too far away if (platforms[i] !== self.currentPlatform && Math.abs(platforms[i].x - self.x) < 800) { nearbyPlatforms.push(platforms[i]); } } // If no nearby platforms, just return if (nearbyPlatforms.length === 0) { self.moving = false; return; } // Sort platforms by distance from bee nearbyPlatforms.sort(function (a, b) { var distA = Math.abs(a.x - bee.x); var distB = Math.abs(b.x - bee.x); return distB - distA; // Further platforms first }); // Get target platform (furthest from bee) var targetPlatform = nearbyPlatforms[0]; var targetX = targetPlatform.x; var targetY = targetPlatform.y - targetPlatform.height / 2 - self.height / 2; // Animate spider moving to new platform tween(self, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { self.currentPlatform = targetPlatform; self.moving = false; // Ensure bee stays on platform if it was on the same platform as spider if (keepBeeOnPlatform) { bee.x = originalBeeX; bee.y = originalBeeY; bee.onGround = true; bee.velocityY = 0; bee.isJumping = false; } } }); }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.health = 0; self.defeated = true; } }; self.attack = function () { return self.attackDamage; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Initialize music // Initialize sounds // Initialize battle UI elements // Initialize finish line // Initialize platform assets // Initialize spider assets // Initialize bee asset // Game state variables var currentLevel = storage.currentLevel || 1; var maxLevels = 10; var gameState = "platform"; // "platform" or "battle" var platforms = []; var spiders = []; var finishLine; var bee; var battleUI; var controlsUI; var levelText; var dragTarget = null; // Track if the bee is being dragged // Battle state game.battleState = { currentSpider: null, isPlayerTurn: true, turnDelay: 1000 // ms }; // Initialize level function initLevel(level) { // Clear existing elements platforms = []; spiders = []; // Remove old elements from game while (game.children.length > 0) { game.removeChild(game.children[0]); } // Create bee bee = new Bee(); bee.x = 150; // Create first platform to ensure bee starts on a platform var firstPlatform = new Platform(); firstPlatform.x = 200; firstPlatform.y = 2732 / 2 + 100; platforms.push(firstPlatform); game.addChild(firstPlatform); // Position bee on first platform bee.x = firstPlatform.x; bee.y = firstPlatform.y - firstPlatform.height / 2 - bee.height / 2; bee.onGround = true; game.addChild(bee); // Create platforms based on level var platformCount = 5 + level; var platformWidth = 400; var platformHeight = 30; var minPlatformY = 500; var maxPlatformY = 2732 - 500; var platformSpacing = 2048 / platformCount; for (var i = 0; i < platformCount; i++) { var platform = new Platform(); platform.x = i * platformSpacing + platformSpacing / 2; platform.y = minPlatformY + Math.random() * (maxPlatformY - minPlatformY); platforms.push(platform); game.addChild(platform); } // Create spiders based on level var spiderCount = level; for (var i = 0; i < spiderCount; i++) { var spider = new Spider(); // Position spiders on platforms, starting from the second platform var platformIndex = Math.floor((i + 1) * (platformCount - 1) / spiderCount); spider.x = platforms[platformIndex].x; spider.y = platforms[platformIndex].y - platforms[platformIndex].height / 2 - spider.height / 2; spider.currentPlatform = platforms[platformIndex]; spiders.push(spider); game.addChild(spider); } // Create finish line finishLine = new FinishLine(); finishLine.x = 2048 - 100; finishLine.y = platforms[platformCount - 1].y - platforms[platformCount - 1].height / 2 - finishLine.height / 2; game.addChild(finishLine); // Create controls UI controlsUI = new ControlsUI(); controlsUI.x = 2048 / 2; controlsUI.y = 2732 - 150; LK.gui.addChild(controlsUI); // Set up controls controlsUI.onLeftPressed = function () { bee.moveLeft(); }; controlsUI.onRightPressed = function () { bee.moveRight(); }; controlsUI.onJumpPressed = function () { bee.jump(); }; controlsUI.onUpPressed = function () { bee.moveUp(); }; controlsUI.onControlsReleased = function () { bee.stopMoving(); }; // Create level display text levelText = new Text2("Level: " + currentLevel + "/" + maxLevels, { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); // Create score display scoreText = new Text2("Score: " + LK.getScore(), { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); scoreText.x = -50; LK.gui.topRight.addChild(scoreText); // Set game state gameState = "platform"; // Play background music LK.playMusic('gameMusic'); } // Start battle with a spider function startBattle(spider) { gameState = "battle"; game.battleState.currentSpider = spider; game.battleState.isPlayerTurn = true; // Create battle UI battleUI = new BattleUI(); battleUI.x = 2048 / 2; battleUI.y = 2732 / 2; battleUI.updateHealth(bee.health, bee.maxHealth, spider.health, spider.maxHealth); battleUI.setTurnText(true); game.addChild(battleUI); // Set up attack button handler battleUI.onAttackPressed = function () { if (game.battleState.isPlayerTurn) { playerAttack(); } }; } // Player attacks in battle function playerAttack() { var damage = 20 + Math.floor(Math.random() * 10); // 20-29 damage game.battleState.currentSpider.takeDamage(damage); LK.getSound('attack').play(); // Update battle UI battleUI.updateHealth(bee.health, bee.maxHealth, game.battleState.currentSpider.health, game.battleState.currentSpider.maxHealth); // Flash effect on spider LK.effects.flashObject(game.battleState.currentSpider, 0xFF0000, 300); // Check if spider is defeated if (game.battleState.currentSpider.defeated) { LK.setTimeout(function () { endBattle(true); }, 1000); return; } // Switch turns game.battleState.isPlayerTurn = false; battleUI.setTurnText(false); // Spider attacks after delay LK.setTimeout(function () { spiderAttack(); }, game.battleState.turnDelay); } // Spider attacks in battle function spiderAttack() { var damage = game.battleState.currentSpider.attack(); bee.takeDamage(damage); LK.getSound('hurt').play(); // Update battle UI battleUI.updateHealth(bee.health, bee.maxHealth, game.battleState.currentSpider.health, game.battleState.currentSpider.maxHealth); // Flash effect on bee LK.effects.flashObject(bee, 0xFF0000, 300); // Check if bee is defeated if (bee.health <= 0) { LK.setTimeout(function () { endBattle(false); }, 1000); return; } // Switch turns game.battleState.isPlayerTurn = true; battleUI.setTurnText(true); } // End battle function endBattle(playerWon) { // Remove battle UI game.removeChild(battleUI); if (playerWon) { // Mark spider as defeated game.battleState.currentSpider.defeated = true; // Make spider invisible game.battleState.currentSpider.alpha = 0; // Increase score LK.setScore(LK.getScore() + 100); scoreText.setText("Score: " + LK.getScore()); } else { // Game over if player lost LK.showGameOver(); return; } // Return to platform mode gameState = "platform"; } // Complete level function completeLevel() { LK.getSound('levelComplete').play(); // Increase level currentLevel++; storage.currentLevel = currentLevel; // Check if all levels completed if (currentLevel > maxLevels) { LK.showYouWin(); return; } // Initialize next level LK.setTimeout(function () { initLevel(currentLevel); }, 1000); } // Check collision between bee and platform function checkPlatformCollision(bee, platform) { // Simple rectangle collision var beeLeft = bee.x - bee.width / 2; var beeRight = bee.x + bee.width / 2; var beeTop = bee.y - bee.height / 2; var beeBottom = bee.y + bee.height / 2; var platformLeft = platform.x - platform.width / 2; var platformRight = platform.x + platform.width / 2; var platformTop = platform.y - platform.height / 2; var platformBottom = platform.y + platform.height / 2; // Check for collision if (beeRight > platformLeft && beeLeft < platformRight && beeBottom > platformTop && beeTop < platformBottom) { // Check if landing on top of platform if (beeBottom > platformTop && bee.velocityY > 0 && beeTop < platformTop) { bee.y = platformTop - bee.height / 2; bee.velocityY = 0; bee.onGround = true; bee.isJumping = false; return true; } } return false; } // Find and jump to the nearest platform function findAndJumpToNearestPlatform() { var nearestPlatform = null; var shortestDistance = Infinity; // Find the nearest platform for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var horizontalDistance = Math.abs(platform.x - bee.x); // Only consider platforms that are reasonably within reach horizontally if (horizontalDistance < 500) { var verticalDistance = platform.y - platform.height / 2 - bee.y; // Prefer platforms slightly above the bee or at the same level var distance = horizontalDistance + (verticalDistance > 0 ? verticalDistance * 2 : Math.abs(verticalDistance) * 0.5); if (distance < shortestDistance) { shortestDistance = distance; nearestPlatform = platform; } } } // If we found a platform, animate jumping to it if (nearestPlatform) { // Stop current movement bee.velocityX = 0; bee.velocityY = 0; // Play jump sound LK.getSound('jump').play(); // Tween to the platform position with a nice arc var targetX = nearestPlatform.x; var targetY = nearestPlatform.y - nearestPlatform.height / 2 - bee.height / 2; // Create an animation that looks like a jump tween(bee, { x: targetX, y: targetY }, { duration: 800, easing: tween.easeOutQuad, onFinish: function onFinish() { bee.onGround = true; bee.isJumping = false; } }); } } // Handle bee dragging - mouse/touch down game.down = function (x, y, obj) { if (gameState === "platform") { // Check if tap is on the bee var beeLeft = bee.x - bee.width / 2; var beeRight = bee.x + bee.width / 2; var beeTop = bee.y - bee.height / 2; var beeBottom = bee.y + bee.height / 2; if (x >= beeLeft && x <= beeRight && y >= beeTop && y <= beeBottom) { dragTarget = bee; // Stop current movement when starting to drag bee.velocityX = 0; bee.velocityY = 0; } } }; // Handle game movement game.move = function (x, y, obj) { // Only process movement in platform mode if (gameState === "platform") { // If dragging the bee, update its position if (dragTarget) { dragTarget.x = x; dragTarget.y = y; // Reset falling flags when manually dragging bee.fallingInVoid = false; return; } // Check if bee is falling in void and rescue it with any tap if (bee.fallingInVoid) { findAndJumpToNearestPlatform(); return; } // If tap is on the top fifth of the screen, jump if (y < 2732 / 5) { bee.jump(); } // If tap is in the top-mid section of the screen, move up else if (y < 2732 / 3) { bee.moveUp(); } // If tap is on the right half of the screen, move right else if (x > 2048 / 2) { bee.moveRight(); } // If tap is on the left half of the screen, move left else { bee.moveLeft(); } } }; // Initialize first level initLevel(currentLevel); // Handle touch release to stop bee movement or place bee on platform when dragging game.up = function (x, y, obj) { if (gameState === "platform") { if (dragTarget) { // Check if bee is over a platform to place it properly var platformFound = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformLeft = platform.x - platform.width / 2; var platformRight = platform.x + platform.width / 2; var platformTop = platform.y - platform.height / 2; // If bee is above platform horizontally, place it on the platform if (bee.x >= platformLeft && bee.x <= platformRight) { bee.y = platformTop - bee.height / 2; bee.velocityY = 0; bee.onGround = true; bee.isJumping = false; platformFound = true; break; } } // If no platform found beneath the bee, it starts falling if (!platformFound) { bee.onGround = false; bee.velocityY = 1; // Start falling gently } // Release drag target dragTarget = null; } else { bee.stopMoving(); } } }; // Game update loop game.update = function () { // Skip update if in battle mode if (gameState === "battle") { return; } // Only update bee physics if not being dragged if (!dragTarget) { // Update bee bee.update(); } // Add visual indication when bee is falling in void if (bee.fallingInVoid) { // Flash the bee to indicate it can be rescued if (LK.ticks % 10 < 5) { bee.alpha = 0.5; } else { bee.alpha = 1.0; } } else { bee.alpha = 1.0; } // Check for platform collisions if bee is not being dragged if (!dragTarget) { // Check for platform collisions for (var i = 0; i < platforms.length; i++) { checkPlatformCollision(bee, platforms[i]); } } // Check for screen boundaries if (bee.x < bee.width / 2) { bee.x = bee.width / 2; } else if (bee.x > 2048 - bee.width / 2) { bee.x = 2048 - bee.width / 2; } // Check if bee is falling with no platform below if (bee.y > 2732 - 400 && bee.velocityY > 0 && !bee.onGround) { // Set a flag that bee is falling in void to allow rescue by tap bee.fallingInVoid = true; } else if (bee.y > 2732 + bee.height) { // Fell off the screen LK.showGameOver(); return; } else { // Reset falling flag when not in danger zone bee.fallingInVoid = false; } // Check for spiders on the same platform as bee for (var i = 0; i < spiders.length; i++) { var spider = spiders[i]; if (!spider.defeated) { // Check if bee and spider are on the same platform if (spider.currentPlatform) { var onSamePlatform = Math.abs(bee.x - spider.x) < spider.currentPlatform.width * 0.8 && Math.abs(bee.y - spider.y) < 20; if (onSamePlatform && !spider.moving) { // Spider should move away spider.moveAwayFromBee(bee); } } // Check for collision to start battle if (bee.intersects(spider)) { startBattle(spider); return; } } } // Check for finish line collision if (bee.intersects(finishLine)) { // Check if all spiders are defeated var allSpidersDefeated = true; for (var i = 0; i < spiders.length; i++) { if (!spiders[i].defeated) { allSpidersDefeated = false; break; } } if (allSpidersDefeated) { completeLevel(); } } };
===================================================================
--- original.js
+++ change.js
@@ -328,8 +328,13 @@
if (self.moving || self.defeated) {
return;
}
self.moving = true;
+ // Store bee's original position to ensure it doesn't fall
+ var originalBeeY = bee.y;
+ var originalBeeX = bee.x;
+ var isOnSamePlatform = bee.onGround && Math.abs(bee.x - self.x) < self.currentPlatform.width * 0.8;
+ var keepBeeOnPlatform = isOnSamePlatform;
// Find nearby platforms to move to
var nearbyPlatforms = [];
for (var i = 0; i < platforms.length; i++) {
// Don't include current platform or platforms too far away
@@ -361,8 +366,16 @@
easing: tween.easeOutQuad,
onFinish: function onFinish() {
self.currentPlatform = targetPlatform;
self.moving = false;
+ // Ensure bee stays on platform if it was on the same platform as spider
+ if (keepBeeOnPlatform) {
+ bee.x = originalBeeX;
+ bee.y = originalBeeY;
+ bee.onGround = true;
+ bee.velocityY = 0;
+ bee.isJumping = false;
+ }
}
});
};
self.takeDamage = function (amount) {
tron d'arbre mignon de plateforme. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Abeille. In-Game asset. 2d. High contrast. No shadows
Araignée. In-Game asset. 2d. High contrast. No shadows
Fond d'écran ruche. In-Game asset. 2d. High contrast. No shadows
Fond d'écran maïs. In-Game asset. 2d. High contrast. No shadows
Fond d'écran roche. In-Game asset. 2d. High contrast. No shadows
Fond d'écran campagne. In-Game asset. 2d. High contrast. No shadows
Fond d'écran nid des araignées. In-Game asset. 2d. High contrast. No shadows
Fond d'écran forêt enchantée. In-Game asset. 2d. High contrast. No shadows
Fond d'écran muguet. In-Game asset. 2d. High contrast. No shadows
Fond d'écran roses epineuses. In-Game asset. 2d. High contrast. No shadows
Fond d'écran prairie manga. In-Game asset. 2d. High contrast. No shadows
Fond d'écran ortis. In-Game asset. 2d. High contrast. No shadows
Frelon. In-Game asset. 2d. High contrast. No shadows
Guêpe. In-Game asset. 2d. High contrast. No shadows
Libellule. In-Game asset. 2d. High contrast. No shadows
Oiseau. In-Game asset. 2d. High contrast. No shadows