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AmeÌliore le systeÌme des abeilles secondaires : fait en sorte que lorsqu'une abeille secondaire remplace l'abeille principale, le stock d'abeilles secondaires libeÌre une place, laissant le joueur acheter une nouvelle abeille secondaire a chaque fois qu'une place se libeÌre âȘđĄ Consider importing and using the following plugins: @upit/storage.v1
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CorrigeÌ les probleÌmes!!!!!
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CorrigeÌ les probleÌmes!!!!!
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CorrigeÌ les probleÌmes
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var beeLeft = bee.x - bee.width / 2;' Line Number: 3482
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var beeLeft = bee.x - bee.width / 2;' Line Number: 3482
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var beeLeft = bee.x - bee.width / 2;' Line Number: 3478
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CreÌe une page de lancement pour bee wars! cette page de lancement a un fond repreÌsentant des abeilles mignonnes (je personnaliserai moi meÌme le fond avec mon propre asset), un text rose a police mignonne disant "Bienvenue sur Bee Wars! PreÌt(e) a combattre ?" Puis une barre de chargement progresse de 0% a 100%, Puis quand la barre de chargement est a 100%, Un boutton jaune a texte noir "jouer" apparaiÌt et quand le joueur appuie dessus il acceÌde au jeu! âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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Fait en sorte que le joueur puisse deÌrouler l'eÌcran de la boutique pour voir tout les choix de personnalisation de fond
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Ajoute les assets pour les nouveaux ennemis, et regles les probleÌmes en rapport avec les nouveaux ennemis !
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Ajoute ces fonctionnaliteÌs a bee wars : - la fin du jeu doit deÌsormais eÌtre fixeÌ au niveau 17 500 (oui je ne suis pas folle mdr, bee wars est deÌsormais un jeu que les joueurs peuvent jouer et suivre durant des anneÌes) - ajouter de nouveaux fonds personnaliseÌs dans bee wars : 1) foreÌt enchanteÌe (prix : 185 ml) 2) muguet (prix : 200 ml) 3) roses equineuses (prix : 170 ml) 4) prairie manga (prix : 220 ml) 5) ortis (prix : 240 ml) - ajouter 75 nouvelles questions pour les quizz sur les araigneÌes et les abeilles - ajouter des ennemis suppleÌmentaires aux comportements impreÌvisibles (pour eÌviter que le joueur se lasse dans les gros niveaux) : Frelons (aÌ partir du niveau 100) : les frelons sont de nouveaux ennemis, ils ont aleÌatoirement entre 300 et 600 points de vie au deÌbut du combat, mais attention, les frelons sont capables de se reviltaliser (reÌcupeÌrer 35% de leurs points de vie originaux) de façon aleÌatoire quand ils tombent en bas des moins de 100 points de vie (vaincre un frelon = eÌquivalent de 10 araigneÌes vaincus) GueÌpes (aÌ partir du niveau 444) : ont aleÌatoirement entre 700 et 6 000 points de vie, sont capables d'invoquer aleÌatoirement un frelon quand elles descendent en bas des 500 points de vie! (vaincre une gueÌpe = eÌquivalent de 20 araigneÌes vaincus) Libellules (aÌ partir du niveau 750) : ont aleÌatoirement entre 1000 et 15 000 points de vie! (vaincre une libellule = eÌquivalent de 30 araigneÌes vaincus) Oiseaux (a partir du niveau 5 000) ; ont aleÌatoirement entre 6 000 et 26 000 points de vies! (Vaincre un oiseau = eÌquivalent de 70 araigneÌes vaincus) âȘđĄ Consider importing and using the following plugins: @upit/storage.v1
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Ajoute 60 nouvelles questions de mini-quizz possibles
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Ajoute ces fonctionnaliteÌs a bee wars : - ajouts de sons d'animations (bzz quand l'abeille se deÌplace, coups de fusils quand une araigneÌe est vaincu) - mini quizz de question aleÌatoire sur la vie des abeilles ou des araigneÌes, lors des combats avec les araigneÌes (apreÌs 4 araigneÌes preÌceÌdentes vaincus si le joueur est niveau infeÌrieur a 10, et apreÌs 7 araigneÌes preÌceÌdentes vaincu si le joueur est niveau supeÌrieur a 10l pour avoir un bonus de deÌgaÌt si le joueur reÌpond correctement aÌ la question du mini quizz , Un eÌcran avec la question du quizz et 3 choix possibles s'ouvre, Le joueur doit appuyer sur la bonne reÌponse, S'il se trompe, ça ne fait pas de deÌgaÌts suppleÌmentaires, et le joueur vaint l'araigneÌe normalement, Mais s'il reÌpond correctement, le joueur aÌ un bonus de deÌgaÌt pendant les 2 araigneÌes suivantes : il infligera 20% de deÌgaÌts suppleÌmentaires aux araigneÌes aÌ chaque coup Mais cet effet sera deÌsactiveÌ au bout de 2 araigneÌes apreÌs celle de laquelle il a reÌpondu au mini-quizz le joueur doit avoir une mini question de quizz a reÌpondre tout les 4 araigneÌes (s'il est niveau infeÌrieur a 10, et tout les 7 araigneÌes s'il est niveau supeÌrieur aÌ 10), Le joueur doit bien-suÌr avoir le choix entre faire un mini quizz ou jouer son tour sans quizz sur l'araigneÌe , Le jeu doit afficher un eÌcran lui demandant si oui ou non il veut faire un mini quizz pour se tour aux moments venus avant que le joueur fasse une petite question de quizz, il appuie sur oui ou non, si il appuie sur oui, il doit reÌpondre a la question du mini quizz, S'il reÌpond non, l'eÌcran se ferme et il peut continuer aÌ jouer au jeu, jusqu'au prochain moment de quizz , ou il a le choix pareil
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Ajoute ces fonctionnaliteÌs a bee wars : - ajouts de sons d'animations (bzz quand l'abeille se deÌplace, coups de fusils quand une araigneÌe est vaincu) - mini quizz de question aleÌatoire sur la vie des abeilles ou des araigneÌes, lors des combats avec les araigneÌes (apreÌs 4 araigneÌes preÌceÌdentes vaincus si le joueur est niveau infeÌrieur a 10, et apreÌs 7 araigneÌes preÌceÌdentes vaincu si le joueur est niveau supeÌrieur a 10l pour avoir un bonus de deÌgaÌt si le joueur reÌpond correctement aÌ la question du mini quizz , Un eÌcran avec la question du quizz et 3 choix possibles s'ouvre, Le joueur doit appuyer sur la bonne reÌponse, S'il se trompe, ça ne fait pas de deÌgaÌts suppleÌmentaires, et le joueur vaint l'araigneÌe normalement, Mais s'il reÌpond correctement, le joueur aÌ un bonus de deÌgaÌt pendant les 2 araigneÌes suivantes : il infligera 20% de deÌgaÌts suppleÌmentaires aux araigneÌes aÌ chaque coup Mais cet effet sera deÌsactiveÌ au bout de 2 araigneÌes apreÌs celle de laquelle il a reÌpondu au mini-quizz le joueur doit avoir une mini question de quizz a reÌpondre tout les 4 araigneÌes (s'il est niveau infeÌrieur a 10, et tout les 7 araigneÌes s'il est niveau supeÌrieur aÌ 10), Le joueur doit bien-suÌr avoir le choix entre faire un mini quizz ou jouer son tour sans quizz sur l'araigneÌe , Le jeu doit afficher un eÌcran lui demandant si oui ou non il veut faire un mini quizz pour se tour aux moments venus avant que le joueur fasse une petite question de quizz, il appuie sur oui ou non, si il appuie sur oui, il doit reÌpondre a la question du mini quizz, S'il reÌpond non, l'eÌcran se ferme et il peut continuer aÌ jouer au jeu, jusqu'au prochain moment de quizz , ou il a le choix pareil âȘđĄ Consider importing and using the following plugins: @upit/storage.v1
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Supprime le boutton reset
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Regles les probleÌmes de points de vie (NaN non deÌfinie sur les araigneÌes), pour que les points de vies s'affichent correctement
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Please fix the bug: 'TypeError: spider.moveAwayFromBee is not a function' in or related to this line: 'spider.moveAwayFromBee(bee);' Line Number: 488
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Ajoute ces fonctionnaliteÌs a Bee wars : - Certaines araigneÌes peuvent se diviser en 2 autres araigneÌes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreÌs l'autre, et ces araigneÌes la infligeront plus de deÌgaÌts a l'abeille a chaque tour qu'une araigneÌe normale (aleÌatoirement entre 15 et 50 points de deÌgaÌts a chaque tour), Seule les araigneÌes de fin de niveau, ou les araigneÌes qui n'ont bientoÌt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eÌtre aleÌatoire - le nombre d'araigneÌes requises pour passer d'un niveau a un autre doit doubler , meÌme pour les niveaux 1 a 10 (5 araigneÌe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneÌes vaincus individuellement en tour par tour doivent eÌtre compteÌ - ajouter un systeÌme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseÌ pour le jeu, ce qui modifie le fond du jeu , ciel par deÌfaut), Ils peuvent choisir entre : - ruche (fond repreÌsentant des alveÌoles), (couÌte 30 ml) - campagnes (couÌte 60 ml) - roche (fond rochers) (couÌte 86 ml) - nid des araigneÌes (couÌte 100 ml) - maiÌs (fond de maiÌs) (couÌte 125 ml) Chaque changement de fond couÌte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameÌtressitue juste en bas du boutton de la boutique , Le jeu lui donne alors la liste des fond en lui demandant alors quel fond le joueur souhaite, Le joueur peut alors choisir son fond en appuyant sur "celui ci" en face du nom du fond dans la liste , Le jeu remplace alors le fond du jeu par deÌfaut par le fond choisis Le fond du jeu personnaliseÌ par le joueur reste de façon permanente meÌme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite âȘđĄ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ajoute ces fonctionnaliteÌs a Bee wars : - Certaines araigneÌes peuvent se diviser en 2 autres araigneÌes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreÌs l'autre, et ces araigneÌes la infligeront plus de deÌgaÌts a l'abeille a chaque tour qu'une araigneÌe normale (aleÌatoirement entre 15 et 50 points de deÌgaÌts a chaque tour), Seule les araigneÌes de fin de niveau, ou les araigneÌes qui n'ont bientoÌt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eÌtre aleÌatoire - le nombre d'araigneÌes requises pour passer d'un niveau a un autre doit doubler , meÌme pour les niveaux 1 a 10 (5 araigneÌe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneÌes vaincus individuellement en tour par tour doivent eÌtre compteÌ - ajouter un systeÌme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseÌ pour le jeu, ce qui modifie le fond du jeu , ciel par deÌfaut), Ils peuvent choisir entre : - ruche (fond repreÌsentant des alveÌoles), (couÌte 30 ml) - campagnes (couÌte 60 ml) - roche (fond rochers) (couÌte 86 ml) - nid des araigneÌes (couÌte 100 ml) - maiÌs (fond de maiÌs) (couÌte 125 ml) Chaque changement de fond couÌte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameÌtressitue juste en bas du boutton de la boutique , Le jeu lui donne alors la liste des fond en lui demandant alors quel fond le joueur souhaite, Le joueur peut alors choisir son fond en appuyant sur "celui ci" en face du nom du fond dans la liste , Le jeu remplace alors le fond du jeu par deÌfaut par le fond choisis Le fond du jeu personnaliseÌ par le joueur reste de façon permanente meÌme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite âȘđĄ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ajoute ces fonctionnaliteÌs a Bee wars : - Certaines araigneÌes peuvent se diviser en 2 autres araigneÌes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreÌs l'autre, et ces araigneÌes la infligeront plus de deÌgaÌts a l'abeille a chaque tour qu'une araigneÌe normale (aleÌatoirement entre 15 et 50 points de deÌgaÌts a chaque tour), Seule les araigneÌes de fin de niveau, ou les araigneÌes qui n'ont bientoÌt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eÌtre aleÌatoire - le nombre d'araigneÌes requises pour passer d'un niveau a un autre doit doubler , meÌme pour les niveaux 1 a 10 (5 araigneÌe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneÌes vaincus individuellement en tour par tour doivent eÌtre compteÌ - ajouter un systeÌme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseÌ pour le jeu, ce qui modifie le fond du jeu , ciel par deÌfaut), Ils peuvent choisir entre : - ruche (fond repreÌsentant des alveÌoles), (couÌte 30 ml) - campagnes (couÌte 60 ml) - roche (fond rochers) (couÌte 86 ml) - nid des araigneÌes (couÌte 100 ml) - maiÌs (fond de maiÌs) (couÌte 125 ml) Chaque changement de fond couÌte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameÌtressitue juste en bas du boutton de la boutique , Le jeu lui donne alors la liste des fond en lui demandant alors quel fond le joueur souhaite, Le joueur peut alors choisir son fond en appuyant sur "celui ci" en face du nom du fond dans la liste , Le jeu remplace alors le fond du jeu par deÌfaut par le fond choisis Le fond du jeu personnaliseÌ par le joueur reste de façon permanente meÌme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite âȘđĄ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ajoute ces fonctionnaliteÌs a Bee wars : - Certaines araigneÌes peuvent se diviser en 2 autres araigneÌes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreÌs l'autre, et ces araigneÌes la infligeront plus de deÌgaÌts a l'abeille a chaque tour qu'une araigneÌe normale (aleÌatoirement entre 15 et 50 points de deÌgaÌts a chaque tour), Seule les araigneÌes de fin de niveau, ou les araigneÌes qui n'ont bientoÌt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eÌtre aleÌatoire - le nombre d'araigneÌes requises pour passer d'un niveau a un autre doit doubler , meÌme pour les niveaux 1 a 10 (5 araigneÌe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneÌes vaincus individuellement en tour par tour doivent eÌtre compteÌ - ajouter un systeÌme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseÌ pour le jeu, ce qui modifie le fond du jeu , ciel par deÌfaut), Ils peuvent choisir entre : - ruche (fond repreÌsentant des alveÌoles), (couÌte 30 ml) - campagnes (couÌte 60 ml) - roche (fond rochers) (couÌte 86 ml) - nid des araigneÌes (couÌte 100 ml) - maiÌs (fond de maiÌs) (couÌte 125 ml) Chaque changement de fond couÌte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameÌtressitue juste en bas du boutton de la boutique , Le jeu lui donne alors la liste des fond en lui demandant alors quel fond le joueur souhaite, Le joueur peut alors choisir son fond en appuyant sur "celui ci" en face du nom du fond dans la liste , Le jeu remplace alors le fond du jeu par deÌfaut par le fond choisis Le fond du jeu personnaliseÌ par le joueur reste de façon permanente meÌme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite
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Mets a jour le jeu pour eÌviter les sautements de niveaux : un seul niveau gagneÌs/atteint a la fois
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Ajoute ces fonctionnaliteÌs a bee wars : - ruche voisine : De temps en temps, aleÌatoirement dans le jeu , Des ruches apparaissent sur les plateformes, Quand l'abeille rentre en contact avec ces ruches la, Le joueur peut acheter une abeille suppleÌmentaire pour le jeu (couÌte 50 ml) : L'abeille suppleÌmentaire est une abeille, qui, en tant , normal avance sur la plateforme automatiquement a la suite de l'abeille principale, mais l'abeille suppleÌmentaire ne combat pas les araigneÌes et ne perd pas de points de vies Mais si l'abeille principale viens aÌ mourir (ne plus avoir de points de vies), L'abeille suppleÌmentaire prend sa place, et le joueur peut continuer aÌ jouer avec l'abeille suppleÌmentaire sur la plateforme, pour les combats (l'abeille suppleÌmentaire a donc le meÌme systeÌme de points de vie que l'abeille principale), si le joueur rencontre une ruche et a deÌjaÌ une abeille suppleÌmentaire, il peut en acheter une autre (ou deÌcliner l'abeille suppleÌmentaire), le joueur peut avoir jusqu'aÌ 6 abeilles suppleÌmentaires en jeu, les abeilles suppleÌmentaires sont petites en taille
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Ajoute les assets requis pour les ruches et les abeilles suppleÌmentaires etc
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Ajoute ces fonctionnaliteÌs a bee wars : - ruche voisine : De temps en temps, aleÌatoirement dans le jeu , Des ruches apparaissent sur les plateformes, Quand l'abeille rentre en contact avec ces ruches la, Le joueur peut acheter une abeille suppleÌmentaire pour le jeu (couÌte 50 ml) : L'abeille suppleÌmentaire est une abeille, qui, en tant , normal avance sur la plateforme automatiquement a la suite de l'abeille principale, mais l'abeille suppleÌmentaire ne combat pas les araigneÌes et ne perd pas de points de vies Mais si l'abeille principale viens aÌ mourir (ne plus avoir de points de vies), L'abeille suppleÌmentaire prend sa place, et le joueur peut continuer aÌ jouer avec l'abeille suppleÌmentaire sur la plateforme, pour les combats (l'abeille suppleÌmentaire a donc le meÌme systeÌme de points de vie que l'abeille principale), si le joueur rencontre une ruche et a deÌjaÌ une abeille suppleÌmentaire, il peut en acheter une autre (ou deÌcliner l'abeille suppleÌmentaire), le joueur peut avoir jusqu'aÌ 6 abeilles suppleÌmentaires en jeu, les abeilles suppleÌmentaires sont petites en taille
/**** * 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.baseMaxHealth = 100; // Base health value 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; }); // ExtraBee: small bee that follows the main bee and can replace it if main bee dies var ExtraBee = Container.expand(function () { var self = Container.call(this); var beeGraphic = self.attachAsset('bee', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, alpha: 0.8 }); 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.baseMaxHealth = 100; self.isJumping = false; self.fallingInVoid = false; self.isActive = false; // Only true if this bee is currently the main bee self.followTarget = null; // The bee or extra bee to follow self._index = 0; // Index in the beeQueue self.update = function () { // If not active, follow the previous bee in the queue if (!self.isActive && self.followTarget) { // Follow with a trailing effect var dx = self.followTarget.x - self.x; var dy = self.followTarget.y - self.y; self.x += dx * 0.15; self.y += dy * 0.15; // Stay on ground if followTarget is on ground self.onGround = self.followTarget.onGround; } else if (self.isActive) { // If active, behave like main bee if (!self.onGround) { self.velocityY += self.gravity; } self.x += self.velocityX; self.y += self.velocityY; self.onGround = false; } }; self.moveLeft = function () { if (self.isActive) self.velocityX = -self.speed; }; self.moveRight = function () { if (self.isActive) self.velocityX = self.speed; }; self.moveUp = function () { if (self.isActive && !self.isJumping) { self.velocityY = -self.speed * 0.8; } }; self.jump = function () { if (self.isActive && self.onGround) { self.velocityY = self.jumpForce; self.onGround = false; self.isJumping = true; LK.getSound('jump').play(); } }; self.stopMoving = function () { if (self.isActive) self.velocityX = 0; }; self.takeDamage = function (amount) { if (self.isActive) { self.health -= amount; if (self.health < 0) self.health = 0; LK.getSound('hurt').play(); } }; self.heal = function (amount) { if (self.isActive) { self.health += amount; if (self.health > self.maxHealth) self.health = self.maxHealth; } }; 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; }); // NeighborHive: special hive that appears on platforms and allows buying extra bees var NeighborHive = Container.expand(function () { var self = Container.call(this); var hiveGraphic = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, tint: 0xffe066 // yellowish }); self.width = hiveGraphic.width * 0.5; self.height = hiveGraphic.height * 0.5; self.platform = null; // The platform this hive is on self.interactive = true; self.down = function (x, y, obj) { // Only allow interaction if bee is on the same platform and close enough if (!self.platform) return; var dx = Math.abs(bee.x - self.x); var dy = Math.abs(bee.y - self.y); if (dx < self.width && dy < self.height * 2) { // Show hive purchase dialog showNeighborHiveDialog(self); } }; 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.baseMaxHealth = 50; // Base health that will be scaled with level self.health = 50; self.maxHealth = 50; self.attackDamage = 15; self.defeated = false; self.currentPlatform = null; self.moving = false; self.encounteredByPlayer = false; // Track if player has encountered this spider 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 ****/ // Show dialog to buy extra bee from neighbor hive function showNeighborHiveDialog(hive) { // Only allow up to 6 extra bees if (extraBees.length >= 6) { // Show message: max bees reached var maxPanel = new Container(); maxPanel.x = 2048 / 2; maxPanel.y = 2732 / 2; var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.3, alpha: 0.98 }); maxPanel.addChild(bg); var txt = new Text2("Nombre maximum d'abeilles atteint !", { size: 50, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; maxPanel.addChild(txt); LK.gui.addChild(maxPanel); LK.setTimeout(function () { if (maxPanel.parent) maxPanel.parent.removeChild(maxPanel); }, 1200); return; } // Show confirmation dialog var panel = new Container(); panel.x = 2048 / 2; panel.y = 2732 / 2; var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.4, alpha: 0.98 }); panel.addChild(bg); var txt = new Text2("Acheter une abeille supplĂ©mentaire pour 50 ML ?", { size: 48, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = -60; panel.addChild(txt); // Oui button var yesBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: -120, y: 60, tint: 0xFFBB00 }); var yesText = new Text2("Oui", { size: 40, fill: 0xFFFFFF }); yesText.anchor.set(0.5, 0.5); yesText.x = -120; yesText.y = 60; panel.addChild(yesBtn); panel.addChild(yesText); // Non button var noBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: 120, y: 60, tint: 0x00AA00 }); var noText = new Text2("Non", { size: 40, fill: 0xFFFFFF }); noText.anchor.set(0.5, 0.5); noText.x = 120; noText.y = 60; panel.addChild(noBtn); panel.addChild(noText); LK.gui.addChild(panel); // Oui handler yesBtn.interactive = true; yesBtn.down = function (xx, yy, obj2) { if (ml >= 50) { ml -= 50; storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); // Add extra bee var newBee = new ExtraBee(); // Place it behind the last bee in the queue var lastBee = beeQueue[beeQueue.length - 1]; newBee.x = lastBee.x - 60; newBee.y = lastBee.y + 40; newBee.isActive = false; newBee.maxHealth = bee.maxHealth; newBee.health = newBee.maxHealth; newBee.followTarget = lastBee; newBee._index = beeQueue.length; extraBees.push(newBee); beeQueue.push(newBee); game.addChild(newBee); // Remove hive from game if (hive && hive.parent) hive.parent.removeChild(hive); var idx = neighborHives.indexOf(hive); if (idx >= 0) neighborHives.splice(idx, 1); // Remove dialog if (panel.parent) panel.parent.removeChild(panel); } else { txt.setText("Pas assez de ML !"); LK.setTimeout(function () { if (panel.parent) panel.parent.removeChild(panel); }, 1000); } }; // Non handler noBtn.interactive = true; noBtn.down = function (xx, yy, obj2) { if (panel.parent) panel.parent.removeChild(panel); }; } var neighborHives = []; var extraBees = []; var beeQueue = []; var neighborHiveTimer = null; // Initialize bee asset // Initialize spider assets // Initialize platform assets // Initialize finish line // Initialize battle UI elements // Initialize sounds // Initialize music var currentLevel = storage.currentLevel || 1; var maxLevels = 100; var gameState = "platform"; // "platform" or "battle" var platforms = []; var spiders = []; var finishLine; var bee; var battleUI; var controlsUI; var levelText; var spidersDefeatedText; // Text element for displaying spiders defeated count var dragTarget = null; // Track if the bee is being dragged var levelScrolling = false; // Whether the platforms are moving var scrollSpeed = -3; // Horizontal scroll speed var platformGenerationTimer = null; // Timer for platform generation var spiderGenerationTimer = null; // Timer for spider generation var lastPlatformX = 0; // Track last platform position for generation // ML (monnaie du jeu) system var ml = typeof storage.ml === "number" ? storage.ml : 0; var mlText = null; var platformsPassed = 0; var platformsPassedSinceLastML = 0; var lastBeePlatform = null; var boutiqueButton = null; var boutiquePanel = null; var boutiqueItems = []; var boutiqueOpen = false; // Battle state game.battleState = { currentSpider: null, isPlayerTurn: true, turnDelay: 1000 // ms }; // Initialize level function initLevel(level) { // Reset level scrolling levelScrolling = false; if (platformGenerationTimer) { LK.clearInterval(platformGenerationTimer); platformGenerationTimer = null; } if (spiderGenerationTimer) { LK.clearInterval(spiderGenerationTimer); spiderGenerationTimer = null; } // Clear existing elements platforms = []; spiders = []; // Remove neighbor hives and extra bees if (!neighborHives) neighborHives = []; for (var i = 0; i < neighborHives.length; i++) { if (neighborHives[i].parent) neighborHives[i].parent.removeChild(neighborHives[i]); } neighborHives = []; if (!extraBees) extraBees = []; for (var i = 0; i < extraBees.length; i++) { if (extraBees[i].parent) extraBees[i].parent.removeChild(extraBees[i]); } extraBees = []; beeQueue = []; if (neighborHiveTimer) { LK.clearInterval(neighborHiveTimer); neighborHiveTimer = null; } // Remove old elements from game while (game.children.length > 0) { game.removeChild(game.children[0]); } // Create bee bee = new Bee(); bee.x = 150; // Update bee's max health based on level (50 more health per level) bee.maxHealth = bee.baseMaxHealth + (level - 1) * 50; bee.health = bee.maxHealth; // RĂ©initialise le compteur d'utilisations de Revitaliser Ă chaque niveau bee.healUses = 0; // --- Bee Wars: Setup beeQueue and extra bees --- bee.isActive = true; beeQueue = [bee]; extraBees = []; // 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(); // Update spider's max health based on level (20 more health per level) spider.maxHealth = spider.baseMaxHealth + (level - 1) * 20; spider.health = spider.maxHealth; // 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); // --- Bee Wars: Randomly spawn neighbor hives on platforms --- for (var i = 1; i < platforms.length - 1; i++) { // 25% chance to spawn a neighbor hive on this platform if (Math.random() < 0.25) { var hive = new NeighborHive(); hive.x = platforms[i].x; hive.y = platforms[i].y - platforms[i].height / 2 - hive.height / 2; hive.platform = platforms[i]; neighborHives.push(hive); game.addChild(hive); } } // 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 spiders defeated counter spidersDefeated = 0; spidersDefeatedText = new Text2("Spiders: 0", { size: 40, fill: 0xFFFFFF }); spidersDefeatedText.anchor.set(0, 0); spidersDefeatedText.x = 50; spidersDefeatedText.y = 100; LK.gui.topLeft.addChild(spidersDefeatedText); // Always reset spidersDefeated to 0 at the start of each level spidersDefeated = 0; spidersDefeatedText.setText("Spiders: " + spidersDefeated); // Reset platform counters for ML platformsPassed = 0; platformsPassedSinceLastML = 0; lastBeePlatform = null; // Remove previous levelText if it exists if (levelText && levelText.parent) { levelText.parent.removeChild(levelText); } levelText = null; // Remove previous spidersDefeatedText if it exists if (spidersDefeatedText && spidersDefeatedText.parent) { spidersDefeatedText.parent.removeChild(spidersDefeatedText); } spidersDefeatedText = null; // Remove previous ML text if it exists if (mlText && mlText.parent) { mlText.parent.removeChild(mlText); } mlText = null; // Remove previous boutique button/panel if they exist if (boutiqueButton && boutiqueButton.parent) { boutiqueButton.parent.removeChild(boutiqueButton); } boutiqueButton = null; if (boutiquePanel && boutiquePanel.parent) { boutiquePanel.parent.removeChild(boutiquePanel); } boutiquePanel = null; boutiqueOpen = false; // Create level display text levelText = new Text2("Niveau : " + currentLevel + " / " + maxLevels, { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); // Create spiders defeated counter spidersDefeatedText = new Text2("Spiders: " + spidersDefeated, { size: 40, fill: 0xFFFFFF }); spidersDefeatedText.anchor.set(0, 0); spidersDefeatedText.x = 50; spidersDefeatedText.y = 100; LK.gui.topLeft.addChild(spidersDefeatedText); // ML counter (just below the level banner, left-aligned to levelText) mlText = new Text2("ML: " + ml, { size: 40, fill: 0x000000 }); mlText.anchor.set(0.5, 0); mlText.x = levelText.x; mlText.y = levelText.y + levelText.height + 10; LK.gui.top.addChild(mlText); // Boutique button (just below ML counter, left-aligned to levelText) boutiqueButton = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.0, scaleX: 0.4, scaleY: 0.4, x: levelText.x, y: mlText.y + mlText.height + 10, tint: 0xffffff }); var boutiqueBtnText = new Text2("Boutique", { size: 30, fill: 0x000000 }); boutiqueBtnText.anchor.set(0.5, 0.5); boutiqueBtnText.x = levelText.x; boutiqueBtnText.y = boutiqueButton.y + boutiqueButton.height * boutiqueButton.scaleY / 2; LK.gui.top.addChild(boutiqueButton); LK.gui.top.addChild(boutiqueBtnText); // Create reset button just below the level banner (score banner), centered on the banner var resetButton = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.0, scaleX: 0.5, scaleY: 0.5, x: levelText.x, y: levelText.y + levelText.height + mlText.height + boutiqueButton.height * boutiqueButton.scaleY + 40, // 40px below the boutique button tint: 0xFF4444 }); var resetText = new Text2("Reset", { size: 30, fill: 0xFFFFFF }); resetText.anchor.set(0.5, 0.5); resetText.x = levelText.x; resetText.y = resetButton.y + resetButton.height * resetButton.scaleY / 2; // Add to the same UI container as the levelText (top banner) LK.gui.top.addChild(resetButton); LK.gui.top.addChild(resetText); // Make reset button interactive and always tappable resetButton.interactive = true; resetButton.down = function (x, y, obj) { // Always allow reset, regardless of game state, and always check bounds // Use correct bounds for scaled button var btnLeft = resetButton.x - resetButton.width * resetButton.scaleX / 2; var btnRight = resetButton.x + resetButton.width * resetButton.scaleX / 2; var btnTop = resetButton.y; var btnBottom = resetButton.y + resetButton.height * resetButton.scaleY; if (x >= btnLeft && x <= btnRight && y >= btnTop && y <= btnBottom) { // Show confirmation popup if (typeof window._resetConfirmPanel !== "undefined" && window._resetConfirmPanel && window._resetConfirmPanel.parent) { // Already open, do nothing return; } // Defensive: only allow one confirmation panel at a time var resetConfirmPanel = new Container(); window._resetConfirmPanel = resetConfirmPanel; resetConfirmPanel.x = 2048 / 2; resetConfirmPanel.y = 2732 / 2; // Background var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.5, alpha: 0.98 }); resetConfirmPanel.addChild(bg); // Confirmation text var confirmText = new Text2("Ătes-vous sĂ»r de rĂ©initialiser votre progression depuis le dĂ©but ?", { size: 55, fill: 0x000000 }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 0; confirmText.y = -60; resetConfirmPanel.addChild(confirmText); // Oui button var yesBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: -180, y: 80, tint: 0xFF4444 }); var yesText = new Text2("Oui", { size: 40, fill: 0xFFFFFF }); yesText.anchor.set(0.5, 0.5); yesText.x = -180; yesText.y = 80; resetConfirmPanel.addChild(yesBtn); resetConfirmPanel.addChild(yesText); // Non button var noBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: 180, y: 80, tint: 0x00AA00 }); var noText = new Text2("Non", { size: 40, fill: 0xFFFFFF }); noText.anchor.set(0.5, 0.5); noText.x = 180; noText.y = 80; resetConfirmPanel.addChild(noBtn); resetConfirmPanel.addChild(noText); // Add to GUI overlay (centered) LK.gui.addChild(resetConfirmPanel); // Handler for Oui yesBtn.interactive = true; yesBtn.down = function (xx, yy, obj2) { // Remove confirmation panel if (resetConfirmPanel && resetConfirmPanel.parent) { resetConfirmPanel.parent.removeChild(resetConfirmPanel); } window._resetConfirmPanel = null; // RĂ©initialise toutes les donnĂ©es de progression du joueur dans le storage currentLevel = 1; storage.currentLevel = 1; spidersDefeated = 0; LK.setScore(0); ml = 0; storage.ml = 0; // Supprime toutes les autres clĂ©s de progression personnalisĂ©es si prĂ©sentes if (typeof storage.spidersDefeated !== "undefined") { storage.spidersDefeated = 0; } if (typeof storage.inventory !== "undefined") { storage.inventory = {}; } if (typeof storage.beeUpgrades !== "undefined") { storage.beeUpgrades = {}; } if (typeof storage.lastLevel !== "undefined") { storage.lastLevel = 1; } if (typeof storage.boutiquePurchases !== "undefined") { storage.boutiquePurchases = {}; } // Ajoutez ici toute autre clĂ© de progression personnalisĂ©e Ă rĂ©initialiser si besoin // Affiche un vrai game over pour rĂ©initialiser complĂštement l'Ă©tat du jeu LK.showGameOver({ message: "Progression rĂ©initialisĂ©e !" }); }; // Handler for Non noBtn.interactive = true; noBtn.down = function (xx, yy, obj2) { if (resetConfirmPanel && resetConfirmPanel.parent) { resetConfirmPanel.parent.removeChild(resetConfirmPanel); } window._resetConfirmPanel = null; }; } }; // Boutique button handler boutiqueButton.interactive = true; boutiqueButton.down = function (x, y, obj) { if (boutiqueOpen) { // Hide boutique if (boutiquePanel && boutiquePanel.parent) { boutiquePanel.parent.removeChild(boutiquePanel); } boutiquePanel = null; boutiqueOpen = false; return; } // Show boutique if (boutiquePanel && boutiquePanel.parent) { boutiquePanel.parent.removeChild(boutiquePanel); } boutiquePanel = new Container(); boutiquePanel.x = 2048 / 2; boutiquePanel.y = 2732 / 2; // Background var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7, alpha: 0.95 }); boutiquePanel.addChild(bg); // Title var title = new Text2("Boutique", { size: 70, fill: 0x000000 }); title.anchor.set(0.5, 0); title.y = -bg.height * 0.3 + 40; boutiquePanel.addChild(title); // Items var items = [{ label: "30 points de vie", price: 2, heal: 30, percent: 0 }, { label: "50 points de vie", price: 3, heal: 50, percent: 0 }, { label: "RĂ©cupĂ©rer 10% de vie", price: 6, heal: 0, percent: 0.10 }, { label: "RĂ©cupĂ©rer 20% de vie", price: 10, heal: 0, percent: 0.20 }, { label: "RĂ©cupĂ©rer 30% de vie", price: 12, heal: 0, percent: 0.30 }]; boutiqueItems = []; for (var i = 0; i < items.length; i++) { (function (idx) { var item = items[idx]; var y = -bg.height * 0.15 + idx * 120; var btn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.5, x: 0, y: y, tint: 0xffffff }); var txt = new Text2(item.label + " (" + item.price + " ML)", { size: 40, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = y; boutiquePanel.addChild(btn); boutiquePanel.addChild(txt); btn.interactive = true; btn.down = function (xx, yy, obj2) { // Check ML if (ml < item.price) { title.setText("Pas assez de ML !"); return; } // Heal logic var healAmount = item.heal; if (item.percent > 0) { healAmount = Math.floor(bee.maxHealth * item.percent); } if (healAmount > 0) { bee.heal(healAmount); } // Deduct ML ml -= item.price; if (ml < 0) ml = 0; storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); title.setText("Achat rĂ©ussi !"); // Hide boutique after purchase LK.setTimeout(function () { if (boutiquePanel && boutiquePanel.parent) { boutiquePanel.parent.removeChild(boutiquePanel); } boutiquePanel = null; boutiqueOpen = false; }, 700); }; boutiqueItems.push(btn); })(i); } // Close button var closeBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: 0, y: bg.height * 0.3 - 60, tint: 0x000000 }); var closeTxt = new Text2("Fermer", { size: 35, fill: 0xffffff }); closeTxt.anchor.set(0.5, 0.5); closeTxt.x = 0; closeTxt.y = bg.height * 0.3 - 60; boutiquePanel.addChild(closeBtn); boutiquePanel.addChild(closeTxt); closeBtn.interactive = true; closeBtn.down = function (xx, yy, obj2) { if (boutiquePanel && boutiquePanel.parent) { boutiquePanel.parent.removeChild(boutiquePanel); } boutiquePanel = null; boutiqueOpen = false; }; LK.gui.addChild(boutiquePanel); boutiqueOpen = true; }; // Reset spiders defeated counter for this level spidersDefeated = 0; // 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) { // Check if already in battle mode - prevent multiple battles at once if (gameState === "battle") { return; } // Store bee's position and ground state before battle var originalBeeX = bee.x; var originalBeeY = bee.y; var originalOnGround = bee.onGround; gameState = "battle"; game.battleState.currentSpider = spider; // Mark spider as encountered by player spider.encounteredByPlayer = true; game.battleState.isPlayerTurn = true; // Keep bee in place by setting velocities to zero bee.velocityX = 0; bee.velocityY = 0; // 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); // --- Ajout du bouton Revitaliser --- if (typeof bee.healUses === "undefined") bee.healUses = 0; bee.healUses = 0; // Reset heal uses at start of each battle // CrĂ©e le bouton bleu "Revitaliser" sous le bouton d'attaque var healBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 320, tint: 0x3399FF }); battleUI.addChild(healBtn); var healText = new Text2("Revitaliser", { size: 40, fill: 0xFFFFFF }); healText.anchor.set(0.5, 0.5); healText.x = 0; healText.y = 320; battleUI.addChild(healText); // Affichage du nombre d'utilisations restantes var healUsesText = new Text2("3 utilisations restantes", { size: 30, fill: 0xFFFFFF }); healUsesText.anchor.set(0.5, 0.5); healUsesText.x = 0; healUsesText.y = 370; battleUI.addChild(healUsesText); // Handler pour le bouton Revitaliser healBtn.interactive = true; healBtn.down = function (x, y, obj) { // Conditions pour pouvoir se soigner var canHeal = false; var spidersRequired = currentLevel < 3 ? 3 : 6; if (spidersDefeated >= spidersRequired && bee.healUses < 3 && game.battleState.isPlayerTurn) { canHeal = true; } if (canHeal) { var healAmount = Math.floor(bee.maxHealth * 0.2); bee.heal(healAmount); bee.healUses++; battleUI.updateHealth(bee.health, bee.maxHealth, game.battleState.currentSpider.health, game.battleState.currentSpider.maxHealth); // Feedback visuel LK.effects.flashObject(bee, 0x00ccff, 300); } // Met Ă jour le texte d'utilisation var usesLeft = 3 - bee.healUses; healUsesText.setText(usesLeft + " utilisation" + (usesLeft === 1 ? "" : "s") + " restante" + (usesLeft > 1 ? "s" : "")); // Message si non autorisĂ© if (!canHeal && game.battleState.isPlayerTurn) { if (bee.healUses >= 3) { healUsesText.setText("Limite atteinte ce niveau"); } else if (spidersDefeated < spidersRequired) { healUsesText.setText("Vaincs " + spidersRequired + " araignĂ©es pour te soigner"); } } }; // Set up attack button handler battleUI.onAttackPressed = function () { if (game.battleState.isPlayerTurn) { playerAttack(); } }; // Store original position and state in battle state for recovery after battle game.battleState.originalBeeX = originalBeeX; game.battleState.originalBeeY = originalBeeY; game.battleState.originalOnGround = originalOnGround; } // 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() { // Spider attack now deals random damage between 1 and 20 var damage = 1 + Math.floor(Math.random() * 20); 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()); // Only increment spiders defeated counter if the spider was properly encountered and defeated manually in battle // Ensure only one spider is counted at a time if (game.battleState.currentSpider.encounteredByPlayer && !game.battleState.currentSpider.countedAsDefeated) { spidersDefeated++; game.battleState.currentSpider.countedAsDefeated = true; spidersDefeatedText.setText("Spiders: " + spidersDefeated); // Award 1 ML per spider defeated ml += 1; storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); } // Bee ne rĂ©cupĂšre plus de points de vie automatiquement aprĂšs victoire (sauf lors du passage de niveau ou revitaliser) // (Bloc supprimĂ© pour respecter la nouvelle rĂšgle) // Only allow one level up at a time and require progressive spider defeats // Level 1: 5 spiders, Level 2: 10, Level 3: 20, Level 4: 40, Level 5: 80, etc. (doubles each level) var spidersNeededForNextLevel = 5 * Math.pow(2, currentLevel - 1); // Game now has 100 levels var maxLevels = 100; // Check if player is at max level and has defeated enough spiders if (currentLevel >= maxLevels && spidersDefeated >= spidersNeededForNextLevel) { // Display victory message var victoryContainer = new Container(); victoryContainer.x = 2048 / 2; victoryContainer.y = 2732 / 2; var victoryBackground = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, alpha: 0.9 }); victoryContainer.addChild(victoryBackground); var victoryText = new Text2("Merci d'avoir jouĂ© a Bee Wars!\nFĂ©licitations tu as complĂ©ter le jeu!\nA bientĂŽt pour de futures jeux de clem27games !", { size: 80, fill: 0xFF69B4 // Pink color }); victoryText.anchor.set(0.5, 0.5); victoryContainer.addChild(victoryText); game.addChild(victoryContainer); // Create OK button to reset game var okButton = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 200, tint: 0x00FF00 }); victoryContainer.addChild(okButton); var okText = new Text2("OK", { size: 60, fill: 0xFFFFFF }); okText.anchor.set(0.5, 0.5); okText.x = 0; okText.y = 200; victoryContainer.addChild(okText); // Add down handler to the container victoryContainer.down = function (x, y, obj) { // Check if OK button was pressed if (x >= okButton.x - okButton.width / 2 && x <= okButton.x + okButton.width / 2 && y >= okButton.y - okButton.height / 2 && y <= okButton.y + okButton.height / 2) { // Reset to level 1 currentLevel = 1; storage.currentLevel = 1; // Remove previous levelText if it exists if (levelText && levelText.parent) { levelText.parent.removeChild(levelText); } levelText = null; // Remove previous spidersDefeatedText if it exists if (spidersDefeatedText && spidersDefeatedText.parent) { spidersDefeatedText.parent.removeChild(spidersDefeatedText); } spidersDefeatedText = null; initLevel(currentLevel); game.removeChild(victoryContainer); } }; return; // Exit function early } else if (spidersDefeated >= spidersNeededForNextLevel && currentLevel < maxLevels) { // Only allow a single level up at a time, even if player has defeated more spiders than needed // Restore bee health before advancing to next level bee.health = bee.maxHealth; LK.setTimeout(function () { currentLevel++; storage.currentLevel = currentLevel; // Reset spiders defeated for the new level spidersDefeated = 0; spidersDefeatedText.setText("Spiders: " + spidersDefeated); // Update the level banner to show the new level if (levelText) { levelText.setText("Niveau : " + currentLevel + " / " + maxLevels); } initLevel(currentLevel); }, 1000); } } else { // --- Bee Wars: If main bee dies in battle, replace with extra bee if available --- if (extraBees.length > 0) { // Remove main bee from game if (bee.parent) bee.parent.removeChild(bee); // Promote first extra bee to main bee var newBee = extraBees.shift(); beeQueue.shift(); newBee.isActive = true; bee = newBee; beeQueue[0] = bee; // Set controls to new bee 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(); }; // Place new bee at last position bee.x = game.battleState.originalBeeX; bee.y = game.battleState.originalBeeY; bee.velocityX = 0; bee.velocityY = 0; bee.onGround = true; bee.fallingInVoid = false; bee.alpha = 1.0; // Defensive: update followTarget for remaining extra bees for (var i = 0; i < extraBees.length; i++) { extraBees[i].followTarget = beeQueue[i]; extraBees[i]._index = i; } // Add to game if not already if (!bee.parent) game.addChild(bee); // Return to platform mode gameState = "platform"; return; } else { // Reset to level 1 on defeat currentLevel = 1; storage.currentLevel = 1; // Remove previous levelText if it exists if (levelText && levelText.parent) { levelText.parent.removeChild(levelText); } levelText = null; // Remove previous spidersDefeatedText if it exists if (spidersDefeatedText && spidersDefeatedText.parent) { spidersDefeatedText.parent.removeChild(spidersDefeatedText); } spidersDefeatedText = null; initLevel(currentLevel); // Game over if player lost LK.showGameOver({ message: "L'araign\xE9e t'a vaincu, tu es morte, petite abeille\u202F!" }); return; } } // Restore bee's position and state from before the battle bee.x = game.battleState.originalBeeX; bee.y = game.battleState.originalBeeY; bee.onGround = game.battleState.originalOnGround; // Ensure bee doesn't fall by zeroing velocities bee.velocityX = 0; bee.velocityY = 0; // Return to platform mode gameState = "platform"; } // Start level scrolling function startLevelScrolling() { levelScrolling = true; lastPlatformX = platforms[platforms.length - 1].x; // Start platform generation timer platformGenerationTimer = LK.setInterval(function () { generateNewPlatform(); }, 2000); // Start spider generation timer spiderGenerationTimer = LK.setInterval(function () { generateNewSpider(); }, 5000); // Move finish line further ahead tween(finishLine, { x: 2048 + 3000 }, { duration: 1000, easing: tween.linear }); } // Generate a new platform ahead function generateNewPlatform() { if (!levelScrolling) { return; } var platform = new Platform(); // Position new platform off screen to the right platform.x = 2048 + platform.width / 2; // Randomize y position within screen bounds var minPlatformY = 500; var maxPlatformY = 2732 - 500; platform.y = minPlatformY + Math.random() * (maxPlatformY - minPlatformY); // Add platform to game platforms.push(platform); game.addChild(platform); // Update last platform x position lastPlatformX = platform.x; } // Generate a new spider on a platform function generateNewSpider() { if (!levelScrolling) { return; } // Find suitable platform for new spider (one that's just entered the screen) var suitablePlatforms = []; for (var i = 0; i < platforms.length; i++) { if (platforms[i].x > 1500 && platforms[i].x < 2500) { suitablePlatforms.push(platforms[i]); } } if (suitablePlatforms.length === 0) { return; } // Choose a random platform var platform = suitablePlatforms[Math.floor(Math.random() * suitablePlatforms.length)]; // Create new spider var spider = new Spider(); // Update spider's max health based on current level (20 more health per level) spider.maxHealth = spider.baseMaxHealth + (currentLevel - 1) * 20; spider.health = spider.maxHealth; spider.x = platform.x; spider.y = platform.y - platform.height / 2 - spider.height / 2; spider.currentPlatform = platform; // Add spider to game spiders.push(spider); game.addChild(spider); } // Stop level scrolling function stopLevelScrolling() { levelScrolling = false; // Clear timers if (platformGenerationTimer) { LK.clearInterval(platformGenerationTimer); platformGenerationTimer = null; } if (spiderGenerationTimer) { LK.clearInterval(spiderGenerationTimer); spiderGenerationTimer = null; } } // Complete level function completeLevel() { LK.getSound('levelComplete').play(); // Stop level scrolling stopLevelScrolling(); // Increase level currentLevel++; storage.currentLevel = currentLevel; // Award ML for level completion if (currentLevel < 10) { ml += 3; } else { ml += 8; } storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); // Update bee's max health based on new level and restore health (seul moment oĂč l'abeille rĂ©cupĂšre toute sa vie) bee.maxHealth = bee.baseMaxHealth + (currentLevel - 1) * 50; bee.health = bee.maxHealth; // Update the level banner to show the new level if (levelText) { levelText.setText("Niveau : " + currentLevel + " / " + maxLevels); } // Check if player has reached the max level if (currentLevel >= maxLevels) { // Reset to level 1 and show victory message currentLevel = 1; storage.currentLevel = 1; // Remove previous levelText if it exists if (levelText && levelText.parent) { levelText.parent.removeChild(levelText); } levelText = null; // Remove previous spidersDefeatedText if it exists if (spidersDefeatedText && spidersDefeatedText.parent) { spidersDefeatedText.parent.removeChild(spidersDefeatedText); } spidersDefeatedText = null; initLevel(currentLevel); // Create victory message var victoryContainer = new Container(); victoryContainer.x = 2048 / 2; victoryContainer.y = 2732 / 2; var victoryBackground = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, alpha: 0.9 }); victoryContainer.addChild(victoryBackground); var victoryText = new Text2("FĂ©licitations vous avez complĂ©tĂ© Bee Wars !\nA bientĂŽt pour de nouveaux jeu de clem27games", { size: 80, fill: 0xFF69B4 // Pink color }); victoryText.anchor.set(0.5, 0.5); victoryContainer.addChild(victoryText); game.addChild(victoryContainer); // Create OK button to reset game var okButton = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 200, tint: 0x00FF00 }); victoryContainer.addChild(okButton); var okText = new Text2("OK", { size: 60, fill: 0xFFFFFF }); okText.anchor.set(0.5, 0.5); okText.x = 0; okText.y = 200; victoryContainer.addChild(okText); // Add down handler to the container victoryContainer.down = function (x, y, obj) { // Check if OK button was pressed if (x >= okButton.x - okButton.width / 2 && x <= okButton.x + okButton.width / 2 && y >= okButton.y - okButton.height / 2 && y <= okButton.y + okButton.height / 2) { // Reset to level 1 currentLevel = 1; storage.currentLevel = 1; // Reset spiders defeated for new level spidersDefeated = 0; spidersDefeatedText.setText("Spiders: " + spidersDefeated); initLevel(currentLevel); game.removeChild(victoryContainer); } }; // Show win screen after showing message for a few seconds if player doesn't click OK LK.setTimeout(function () { LK.showYouWin(); }, 30000); return; } // Initialize next level LK.setTimeout(function () { initLevel(currentLevel); // Remove previous levelText if it exists if (levelText && levelText.parent) { levelText.parent.removeChild(levelText); } levelText = null; // Remove previous spidersDefeatedText if it exists if (spidersDefeatedText && spidersDefeatedText.parent) { spidersDefeatedText.parent.removeChild(spidersDefeatedText); } spidersDefeatedText = null; 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; // Check for spiders on this platform to battle for (var i = 0; i < spiders.length; i++) { var spider = spiders[i]; if (!spider.defeated && spider.currentPlatform === platform) { // If we landed on a platform with a spider, start battle LK.setTimeout(function () { startBattle(spider); }, 100); break; } } 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; // --- Bee Wars: After drag, update extra bees followTarget --- for (var i = 0; i < extraBees.length; i++) { extraBees[i].followTarget = beeQueue[i]; extraBees[i]._index = i; } } 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(); // Update extra bees (they follow the beeQueue) for (var i = 0; i < extraBees.length; i++) { extraBees[i].update(); } } // Draw extra bees in front of main bee for (var i = 0; i < extraBees.length; i++) { if (extraBees[i].parent !== game) { game.addChild(extraBees[i]); } // Always keep extra bees above the bee if (bee.parent && extraBees[i].parent) { if (game.children.indexOf(extraBees[i]) < game.children.indexOf(bee)) { game.removeChild(extraBees[i]); game.addChild(extraBees[i]); } } } // 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++) { var collided = checkPlatformCollision(bee, platforms[i]); // Platform ML logic: count platforms passed (without spider) if (collided) { if (lastBeePlatform !== platforms[i]) { // Only count if platform has no spider on it var hasSpider = false; for (var s = 0; s < spiders.length; s++) { if (!spiders[s].defeated && spiders[s].currentPlatform === platforms[i]) { hasSpider = true; break; } } if (!hasSpider) { platformsPassed++; platformsPassedSinceLastML++; // Award 2 ML every 5 platforms passed (without spider) if (platformsPassedSinceLastML >= 5) { ml += 2; storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); platformsPassedSinceLastML = 0; } } lastBeePlatform = platforms[i]; } } // Defensive: if bee is not on any platform, reset lastBeePlatform if (!collided && lastBeePlatform === platforms[i]) { lastBeePlatform = null; } 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 // --- Bee Wars: If main bee dies outside battle, replace with extra bee if available --- if (extraBees.length > 0) { // Remove main bee from game if (bee.parent) bee.parent.removeChild(bee); // Promote first extra bee to main bee var newBee = extraBees.shift(); beeQueue.shift(); newBee.isActive = true; bee = newBee; beeQueue[0] = bee; // Set controls to new bee 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(); }; // Place new bee at start position bee.x = 150; bee.y = 2732 / 2; bee.velocityX = 0; bee.velocityY = 0; bee.onGround = true; bee.fallingInVoid = false; bee.alpha = 1.0; // Defensive: update followTarget for remaining extra bees for (var i = 0; i < extraBees.length; i++) { extraBees[i].followTarget = beeQueue[i]; extraBees[i]._index = i; } // Add to game if not already if (!bee.parent) game.addChild(bee); return; } else { 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 or shared platform to start battle if (bee.intersects(spider) || spider.currentPlatform && bee.onGround && Math.abs(bee.x - spider.x) < spider.currentPlatform.width * 0.5) { startBattle(spider); return; } } } // Check if all spiders on screen are defeated to start scrolling var visibleSpiders = false; for (var i = 0; i < spiders.length; i++) { if (!spiders[i].defeated && spiders[i].x < 2048) { visibleSpiders = true; break; } } // Start level scrolling if all visible spiders are defeated and not already scrolling if (!visibleSpiders && !levelScrolling && bee.onGround) { startLevelScrolling(); } // Handle platform and object movement when scrolling if (levelScrolling) { // Move platforms for (var i = 0; i < platforms.length; i++) { platforms[i].x += scrollSpeed; // Remove platforms that have gone off screen if (platforms[i].x < -platforms[i].width) { game.removeChild(platforms[i]); platforms.splice(i, 1); i--; } } // Move spiders with their platforms for (var i = 0; i < spiders.length; i++) { if (spiders[i].currentPlatform) { spiders[i].x = spiders[i].currentPlatform.x; } } // Move finish line finishLine.x += scrollSpeed; // If bee is on a platform, move it with the platform if (bee.onGround) { bee.x += scrollSpeed; } } // 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(); } } };
/****
* 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.baseMaxHealth = 100; // Base health value
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;
});
// ExtraBee: small bee that follows the main bee and can replace it if main bee dies
var ExtraBee = Container.expand(function () {
var self = Container.call(this);
var beeGraphic = self.attachAsset('bee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
alpha: 0.8
});
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.baseMaxHealth = 100;
self.isJumping = false;
self.fallingInVoid = false;
self.isActive = false; // Only true if this bee is currently the main bee
self.followTarget = null; // The bee or extra bee to follow
self._index = 0; // Index in the beeQueue
self.update = function () {
// If not active, follow the previous bee in the queue
if (!self.isActive && self.followTarget) {
// Follow with a trailing effect
var dx = self.followTarget.x - self.x;
var dy = self.followTarget.y - self.y;
self.x += dx * 0.15;
self.y += dy * 0.15;
// Stay on ground if followTarget is on ground
self.onGround = self.followTarget.onGround;
} else if (self.isActive) {
// If active, behave like main bee
if (!self.onGround) {
self.velocityY += self.gravity;
}
self.x += self.velocityX;
self.y += self.velocityY;
self.onGround = false;
}
};
self.moveLeft = function () {
if (self.isActive) self.velocityX = -self.speed;
};
self.moveRight = function () {
if (self.isActive) self.velocityX = self.speed;
};
self.moveUp = function () {
if (self.isActive && !self.isJumping) {
self.velocityY = -self.speed * 0.8;
}
};
self.jump = function () {
if (self.isActive && self.onGround) {
self.velocityY = self.jumpForce;
self.onGround = false;
self.isJumping = true;
LK.getSound('jump').play();
}
};
self.stopMoving = function () {
if (self.isActive) self.velocityX = 0;
};
self.takeDamage = function (amount) {
if (self.isActive) {
self.health -= amount;
if (self.health < 0) self.health = 0;
LK.getSound('hurt').play();
}
};
self.heal = function (amount) {
if (self.isActive) {
self.health += amount;
if (self.health > self.maxHealth) self.health = self.maxHealth;
}
};
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;
});
// NeighborHive: special hive that appears on platforms and allows buying extra bees
var NeighborHive = Container.expand(function () {
var self = Container.call(this);
var hiveGraphic = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
tint: 0xffe066 // yellowish
});
self.width = hiveGraphic.width * 0.5;
self.height = hiveGraphic.height * 0.5;
self.platform = null; // The platform this hive is on
self.interactive = true;
self.down = function (x, y, obj) {
// Only allow interaction if bee is on the same platform and close enough
if (!self.platform) return;
var dx = Math.abs(bee.x - self.x);
var dy = Math.abs(bee.y - self.y);
if (dx < self.width && dy < self.height * 2) {
// Show hive purchase dialog
showNeighborHiveDialog(self);
}
};
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.baseMaxHealth = 50; // Base health that will be scaled with level
self.health = 50;
self.maxHealth = 50;
self.attackDamage = 15;
self.defeated = false;
self.currentPlatform = null;
self.moving = false;
self.encounteredByPlayer = false; // Track if player has encountered this spider
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
****/
// Show dialog to buy extra bee from neighbor hive
function showNeighborHiveDialog(hive) {
// Only allow up to 6 extra bees
if (extraBees.length >= 6) {
// Show message: max bees reached
var maxPanel = new Container();
maxPanel.x = 2048 / 2;
maxPanel.y = 2732 / 2;
var bg = LK.getAsset('battlePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.3,
alpha: 0.98
});
maxPanel.addChild(bg);
var txt = new Text2("Nombre maximum d'abeilles atteint !", {
size: 50,
fill: 0x000000
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = 0;
maxPanel.addChild(txt);
LK.gui.addChild(maxPanel);
LK.setTimeout(function () {
if (maxPanel.parent) maxPanel.parent.removeChild(maxPanel);
}, 1200);
return;
}
// Show confirmation dialog
var panel = new Container();
panel.x = 2048 / 2;
panel.y = 2732 / 2;
var bg = LK.getAsset('battlePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.4,
alpha: 0.98
});
panel.addChild(bg);
var txt = new Text2("Acheter une abeille supplémentaire pour 50 ML ?", {
size: 48,
fill: 0x000000
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = -60;
panel.addChild(txt);
// Oui button
var yesBtn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
x: -120,
y: 60,
tint: 0xFFBB00
});
var yesText = new Text2("Oui", {
size: 40,
fill: 0xFFFFFF
});
yesText.anchor.set(0.5, 0.5);
yesText.x = -120;
yesText.y = 60;
panel.addChild(yesBtn);
panel.addChild(yesText);
// Non button
var noBtn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
x: 120,
y: 60,
tint: 0x00AA00
});
var noText = new Text2("Non", {
size: 40,
fill: 0xFFFFFF
});
noText.anchor.set(0.5, 0.5);
noText.x = 120;
noText.y = 60;
panel.addChild(noBtn);
panel.addChild(noText);
LK.gui.addChild(panel);
// Oui handler
yesBtn.interactive = true;
yesBtn.down = function (xx, yy, obj2) {
if (ml >= 50) {
ml -= 50;
storage.ml = ml;
if (mlText) mlText.setText("ML: " + ml);
// Add extra bee
var newBee = new ExtraBee();
// Place it behind the last bee in the queue
var lastBee = beeQueue[beeQueue.length - 1];
newBee.x = lastBee.x - 60;
newBee.y = lastBee.y + 40;
newBee.isActive = false;
newBee.maxHealth = bee.maxHealth;
newBee.health = newBee.maxHealth;
newBee.followTarget = lastBee;
newBee._index = beeQueue.length;
extraBees.push(newBee);
beeQueue.push(newBee);
game.addChild(newBee);
// Remove hive from game
if (hive && hive.parent) hive.parent.removeChild(hive);
var idx = neighborHives.indexOf(hive);
if (idx >= 0) neighborHives.splice(idx, 1);
// Remove dialog
if (panel.parent) panel.parent.removeChild(panel);
} else {
txt.setText("Pas assez de ML !");
LK.setTimeout(function () {
if (panel.parent) panel.parent.removeChild(panel);
}, 1000);
}
};
// Non handler
noBtn.interactive = true;
noBtn.down = function (xx, yy, obj2) {
if (panel.parent) panel.parent.removeChild(panel);
};
}
var neighborHives = [];
var extraBees = [];
var beeQueue = [];
var neighborHiveTimer = null;
// Initialize bee asset
// Initialize spider assets
// Initialize platform assets
// Initialize finish line
// Initialize battle UI elements
// Initialize sounds
// Initialize music
var currentLevel = storage.currentLevel || 1;
var maxLevels = 100;
var gameState = "platform"; // "platform" or "battle"
var platforms = [];
var spiders = [];
var finishLine;
var bee;
var battleUI;
var controlsUI;
var levelText;
var spidersDefeatedText; // Text element for displaying spiders defeated count
var dragTarget = null; // Track if the bee is being dragged
var levelScrolling = false; // Whether the platforms are moving
var scrollSpeed = -3; // Horizontal scroll speed
var platformGenerationTimer = null; // Timer for platform generation
var spiderGenerationTimer = null; // Timer for spider generation
var lastPlatformX = 0; // Track last platform position for generation
// ML (monnaie du jeu) system
var ml = typeof storage.ml === "number" ? storage.ml : 0;
var mlText = null;
var platformsPassed = 0;
var platformsPassedSinceLastML = 0;
var lastBeePlatform = null;
var boutiqueButton = null;
var boutiquePanel = null;
var boutiqueItems = [];
var boutiqueOpen = false;
// Battle state
game.battleState = {
currentSpider: null,
isPlayerTurn: true,
turnDelay: 1000 // ms
};
// Initialize level
function initLevel(level) {
// Reset level scrolling
levelScrolling = false;
if (platformGenerationTimer) {
LK.clearInterval(platformGenerationTimer);
platformGenerationTimer = null;
}
if (spiderGenerationTimer) {
LK.clearInterval(spiderGenerationTimer);
spiderGenerationTimer = null;
}
// Clear existing elements
platforms = [];
spiders = [];
// Remove neighbor hives and extra bees
if (!neighborHives) neighborHives = [];
for (var i = 0; i < neighborHives.length; i++) {
if (neighborHives[i].parent) neighborHives[i].parent.removeChild(neighborHives[i]);
}
neighborHives = [];
if (!extraBees) extraBees = [];
for (var i = 0; i < extraBees.length; i++) {
if (extraBees[i].parent) extraBees[i].parent.removeChild(extraBees[i]);
}
extraBees = [];
beeQueue = [];
if (neighborHiveTimer) {
LK.clearInterval(neighborHiveTimer);
neighborHiveTimer = null;
}
// Remove old elements from game
while (game.children.length > 0) {
game.removeChild(game.children[0]);
}
// Create bee
bee = new Bee();
bee.x = 150;
// Update bee's max health based on level (50 more health per level)
bee.maxHealth = bee.baseMaxHealth + (level - 1) * 50;
bee.health = bee.maxHealth;
// Réinitialise le compteur d'utilisations de Revitaliser à chaque niveau
bee.healUses = 0;
// --- Bee Wars: Setup beeQueue and extra bees ---
bee.isActive = true;
beeQueue = [bee];
extraBees = [];
// 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();
// Update spider's max health based on level (20 more health per level)
spider.maxHealth = spider.baseMaxHealth + (level - 1) * 20;
spider.health = spider.maxHealth;
// 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);
// --- Bee Wars: Randomly spawn neighbor hives on platforms ---
for (var i = 1; i < platforms.length - 1; i++) {
// 25% chance to spawn a neighbor hive on this platform
if (Math.random() < 0.25) {
var hive = new NeighborHive();
hive.x = platforms[i].x;
hive.y = platforms[i].y - platforms[i].height / 2 - hive.height / 2;
hive.platform = platforms[i];
neighborHives.push(hive);
game.addChild(hive);
}
}
// 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 spiders defeated counter
spidersDefeated = 0;
spidersDefeatedText = new Text2("Spiders: 0", {
size: 40,
fill: 0xFFFFFF
});
spidersDefeatedText.anchor.set(0, 0);
spidersDefeatedText.x = 50;
spidersDefeatedText.y = 100;
LK.gui.topLeft.addChild(spidersDefeatedText);
// Always reset spidersDefeated to 0 at the start of each level
spidersDefeated = 0;
spidersDefeatedText.setText("Spiders: " + spidersDefeated);
// Reset platform counters for ML
platformsPassed = 0;
platformsPassedSinceLastML = 0;
lastBeePlatform = null;
// Remove previous levelText if it exists
if (levelText && levelText.parent) {
levelText.parent.removeChild(levelText);
}
levelText = null;
// Remove previous spidersDefeatedText if it exists
if (spidersDefeatedText && spidersDefeatedText.parent) {
spidersDefeatedText.parent.removeChild(spidersDefeatedText);
}
spidersDefeatedText = null;
// Remove previous ML text if it exists
if (mlText && mlText.parent) {
mlText.parent.removeChild(mlText);
}
mlText = null;
// Remove previous boutique button/panel if they exist
if (boutiqueButton && boutiqueButton.parent) {
boutiqueButton.parent.removeChild(boutiqueButton);
}
boutiqueButton = null;
if (boutiquePanel && boutiquePanel.parent) {
boutiquePanel.parent.removeChild(boutiquePanel);
}
boutiquePanel = null;
boutiqueOpen = false;
// Create level display text
levelText = new Text2("Niveau : " + currentLevel + " / " + maxLevels, {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
// Create spiders defeated counter
spidersDefeatedText = new Text2("Spiders: " + spidersDefeated, {
size: 40,
fill: 0xFFFFFF
});
spidersDefeatedText.anchor.set(0, 0);
spidersDefeatedText.x = 50;
spidersDefeatedText.y = 100;
LK.gui.topLeft.addChild(spidersDefeatedText);
// ML counter (just below the level banner, left-aligned to levelText)
mlText = new Text2("ML: " + ml, {
size: 40,
fill: 0x000000
});
mlText.anchor.set(0.5, 0);
mlText.x = levelText.x;
mlText.y = levelText.y + levelText.height + 10;
LK.gui.top.addChild(mlText);
// Boutique button (just below ML counter, left-aligned to levelText)
boutiqueButton = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.0,
scaleX: 0.4,
scaleY: 0.4,
x: levelText.x,
y: mlText.y + mlText.height + 10,
tint: 0xffffff
});
var boutiqueBtnText = new Text2("Boutique", {
size: 30,
fill: 0x000000
});
boutiqueBtnText.anchor.set(0.5, 0.5);
boutiqueBtnText.x = levelText.x;
boutiqueBtnText.y = boutiqueButton.y + boutiqueButton.height * boutiqueButton.scaleY / 2;
LK.gui.top.addChild(boutiqueButton);
LK.gui.top.addChild(boutiqueBtnText);
// Create reset button just below the level banner (score banner), centered on the banner
var resetButton = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.0,
scaleX: 0.5,
scaleY: 0.5,
x: levelText.x,
y: levelText.y + levelText.height + mlText.height + boutiqueButton.height * boutiqueButton.scaleY + 40,
// 40px below the boutique button
tint: 0xFF4444
});
var resetText = new Text2("Reset", {
size: 30,
fill: 0xFFFFFF
});
resetText.anchor.set(0.5, 0.5);
resetText.x = levelText.x;
resetText.y = resetButton.y + resetButton.height * resetButton.scaleY / 2;
// Add to the same UI container as the levelText (top banner)
LK.gui.top.addChild(resetButton);
LK.gui.top.addChild(resetText);
// Make reset button interactive and always tappable
resetButton.interactive = true;
resetButton.down = function (x, y, obj) {
// Always allow reset, regardless of game state, and always check bounds
// Use correct bounds for scaled button
var btnLeft = resetButton.x - resetButton.width * resetButton.scaleX / 2;
var btnRight = resetButton.x + resetButton.width * resetButton.scaleX / 2;
var btnTop = resetButton.y;
var btnBottom = resetButton.y + resetButton.height * resetButton.scaleY;
if (x >= btnLeft && x <= btnRight && y >= btnTop && y <= btnBottom) {
// Show confirmation popup
if (typeof window._resetConfirmPanel !== "undefined" && window._resetConfirmPanel && window._resetConfirmPanel.parent) {
// Already open, do nothing
return;
}
// Defensive: only allow one confirmation panel at a time
var resetConfirmPanel = new Container();
window._resetConfirmPanel = resetConfirmPanel;
resetConfirmPanel.x = 2048 / 2;
resetConfirmPanel.y = 2732 / 2;
// Background
var bg = LK.getAsset('battlePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.5,
alpha: 0.98
});
resetConfirmPanel.addChild(bg);
// Confirmation text
var confirmText = new Text2("Ătes-vous sĂ»r de rĂ©initialiser votre progression depuis le dĂ©but ?", {
size: 55,
fill: 0x000000
});
confirmText.anchor.set(0.5, 0.5);
confirmText.x = 0;
confirmText.y = -60;
resetConfirmPanel.addChild(confirmText);
// Oui button
var yesBtn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
x: -180,
y: 80,
tint: 0xFF4444
});
var yesText = new Text2("Oui", {
size: 40,
fill: 0xFFFFFF
});
yesText.anchor.set(0.5, 0.5);
yesText.x = -180;
yesText.y = 80;
resetConfirmPanel.addChild(yesBtn);
resetConfirmPanel.addChild(yesText);
// Non button
var noBtn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
x: 180,
y: 80,
tint: 0x00AA00
});
var noText = new Text2("Non", {
size: 40,
fill: 0xFFFFFF
});
noText.anchor.set(0.5, 0.5);
noText.x = 180;
noText.y = 80;
resetConfirmPanel.addChild(noBtn);
resetConfirmPanel.addChild(noText);
// Add to GUI overlay (centered)
LK.gui.addChild(resetConfirmPanel);
// Handler for Oui
yesBtn.interactive = true;
yesBtn.down = function (xx, yy, obj2) {
// Remove confirmation panel
if (resetConfirmPanel && resetConfirmPanel.parent) {
resetConfirmPanel.parent.removeChild(resetConfirmPanel);
}
window._resetConfirmPanel = null;
// Réinitialise toutes les données de progression du joueur dans le storage
currentLevel = 1;
storage.currentLevel = 1;
spidersDefeated = 0;
LK.setScore(0);
ml = 0;
storage.ml = 0;
// Supprime toutes les autres clés de progression personnalisées si présentes
if (typeof storage.spidersDefeated !== "undefined") {
storage.spidersDefeated = 0;
}
if (typeof storage.inventory !== "undefined") {
storage.inventory = {};
}
if (typeof storage.beeUpgrades !== "undefined") {
storage.beeUpgrades = {};
}
if (typeof storage.lastLevel !== "undefined") {
storage.lastLevel = 1;
}
if (typeof storage.boutiquePurchases !== "undefined") {
storage.boutiquePurchases = {};
}
// Ajoutez ici toute autre clé de progression personnalisée à réinitialiser si besoin
// Affiche un vrai game over pour réinitialiser complÚtement l'état du jeu
LK.showGameOver({
message: "Progression réinitialisée !"
});
};
// Handler for Non
noBtn.interactive = true;
noBtn.down = function (xx, yy, obj2) {
if (resetConfirmPanel && resetConfirmPanel.parent) {
resetConfirmPanel.parent.removeChild(resetConfirmPanel);
}
window._resetConfirmPanel = null;
};
}
};
// Boutique button handler
boutiqueButton.interactive = true;
boutiqueButton.down = function (x, y, obj) {
if (boutiqueOpen) {
// Hide boutique
if (boutiquePanel && boutiquePanel.parent) {
boutiquePanel.parent.removeChild(boutiquePanel);
}
boutiquePanel = null;
boutiqueOpen = false;
return;
}
// Show boutique
if (boutiquePanel && boutiquePanel.parent) {
boutiquePanel.parent.removeChild(boutiquePanel);
}
boutiquePanel = new Container();
boutiquePanel.x = 2048 / 2;
boutiquePanel.y = 2732 / 2;
// Background
var bg = LK.getAsset('battlePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7,
alpha: 0.95
});
boutiquePanel.addChild(bg);
// Title
var title = new Text2("Boutique", {
size: 70,
fill: 0x000000
});
title.anchor.set(0.5, 0);
title.y = -bg.height * 0.3 + 40;
boutiquePanel.addChild(title);
// Items
var items = [{
label: "30 points de vie",
price: 2,
heal: 30,
percent: 0
}, {
label: "50 points de vie",
price: 3,
heal: 50,
percent: 0
}, {
label: "Récupérer 10% de vie",
price: 6,
heal: 0,
percent: 0.10
}, {
label: "Récupérer 20% de vie",
price: 10,
heal: 0,
percent: 0.20
}, {
label: "Récupérer 30% de vie",
price: 12,
heal: 0,
percent: 0.30
}];
boutiqueItems = [];
for (var i = 0; i < items.length; i++) {
(function (idx) {
var item = items[idx];
var y = -bg.height * 0.15 + idx * 120;
var btn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.5,
x: 0,
y: y,
tint: 0xffffff
});
var txt = new Text2(item.label + " (" + item.price + " ML)", {
size: 40,
fill: 0x000000
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = y;
boutiquePanel.addChild(btn);
boutiquePanel.addChild(txt);
btn.interactive = true;
btn.down = function (xx, yy, obj2) {
// Check ML
if (ml < item.price) {
title.setText("Pas assez de ML !");
return;
}
// Heal logic
var healAmount = item.heal;
if (item.percent > 0) {
healAmount = Math.floor(bee.maxHealth * item.percent);
}
if (healAmount > 0) {
bee.heal(healAmount);
}
// Deduct ML
ml -= item.price;
if (ml < 0) ml = 0;
storage.ml = ml;
if (mlText) mlText.setText("ML: " + ml);
title.setText("Achat réussi !");
// Hide boutique after purchase
LK.setTimeout(function () {
if (boutiquePanel && boutiquePanel.parent) {
boutiquePanel.parent.removeChild(boutiquePanel);
}
boutiquePanel = null;
boutiqueOpen = false;
}, 700);
};
boutiqueItems.push(btn);
})(i);
}
// Close button
var closeBtn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
x: 0,
y: bg.height * 0.3 - 60,
tint: 0x000000
});
var closeTxt = new Text2("Fermer", {
size: 35,
fill: 0xffffff
});
closeTxt.anchor.set(0.5, 0.5);
closeTxt.x = 0;
closeTxt.y = bg.height * 0.3 - 60;
boutiquePanel.addChild(closeBtn);
boutiquePanel.addChild(closeTxt);
closeBtn.interactive = true;
closeBtn.down = function (xx, yy, obj2) {
if (boutiquePanel && boutiquePanel.parent) {
boutiquePanel.parent.removeChild(boutiquePanel);
}
boutiquePanel = null;
boutiqueOpen = false;
};
LK.gui.addChild(boutiquePanel);
boutiqueOpen = true;
};
// Reset spiders defeated counter for this level
spidersDefeated = 0;
// 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) {
// Check if already in battle mode - prevent multiple battles at once
if (gameState === "battle") {
return;
}
// Store bee's position and ground state before battle
var originalBeeX = bee.x;
var originalBeeY = bee.y;
var originalOnGround = bee.onGround;
gameState = "battle";
game.battleState.currentSpider = spider;
// Mark spider as encountered by player
spider.encounteredByPlayer = true;
game.battleState.isPlayerTurn = true;
// Keep bee in place by setting velocities to zero
bee.velocityX = 0;
bee.velocityY = 0;
// 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);
// --- Ajout du bouton Revitaliser ---
if (typeof bee.healUses === "undefined") bee.healUses = 0;
bee.healUses = 0; // Reset heal uses at start of each battle
// Crée le bouton bleu "Revitaliser" sous le bouton d'attaque
var healBtn = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 320,
tint: 0x3399FF
});
battleUI.addChild(healBtn);
var healText = new Text2("Revitaliser", {
size: 40,
fill: 0xFFFFFF
});
healText.anchor.set(0.5, 0.5);
healText.x = 0;
healText.y = 320;
battleUI.addChild(healText);
// Affichage du nombre d'utilisations restantes
var healUsesText = new Text2("3 utilisations restantes", {
size: 30,
fill: 0xFFFFFF
});
healUsesText.anchor.set(0.5, 0.5);
healUsesText.x = 0;
healUsesText.y = 370;
battleUI.addChild(healUsesText);
// Handler pour le bouton Revitaliser
healBtn.interactive = true;
healBtn.down = function (x, y, obj) {
// Conditions pour pouvoir se soigner
var canHeal = false;
var spidersRequired = currentLevel < 3 ? 3 : 6;
if (spidersDefeated >= spidersRequired && bee.healUses < 3 && game.battleState.isPlayerTurn) {
canHeal = true;
}
if (canHeal) {
var healAmount = Math.floor(bee.maxHealth * 0.2);
bee.heal(healAmount);
bee.healUses++;
battleUI.updateHealth(bee.health, bee.maxHealth, game.battleState.currentSpider.health, game.battleState.currentSpider.maxHealth);
// Feedback visuel
LK.effects.flashObject(bee, 0x00ccff, 300);
}
// Met Ă jour le texte d'utilisation
var usesLeft = 3 - bee.healUses;
healUsesText.setText(usesLeft + " utilisation" + (usesLeft === 1 ? "" : "s") + " restante" + (usesLeft > 1 ? "s" : ""));
// Message si non autorisé
if (!canHeal && game.battleState.isPlayerTurn) {
if (bee.healUses >= 3) {
healUsesText.setText("Limite atteinte ce niveau");
} else if (spidersDefeated < spidersRequired) {
healUsesText.setText("Vaincs " + spidersRequired + " araignées pour te soigner");
}
}
};
// Set up attack button handler
battleUI.onAttackPressed = function () {
if (game.battleState.isPlayerTurn) {
playerAttack();
}
};
// Store original position and state in battle state for recovery after battle
game.battleState.originalBeeX = originalBeeX;
game.battleState.originalBeeY = originalBeeY;
game.battleState.originalOnGround = originalOnGround;
}
// 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() {
// Spider attack now deals random damage between 1 and 20
var damage = 1 + Math.floor(Math.random() * 20);
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());
// Only increment spiders defeated counter if the spider was properly encountered and defeated manually in battle
// Ensure only one spider is counted at a time
if (game.battleState.currentSpider.encounteredByPlayer && !game.battleState.currentSpider.countedAsDefeated) {
spidersDefeated++;
game.battleState.currentSpider.countedAsDefeated = true;
spidersDefeatedText.setText("Spiders: " + spidersDefeated);
// Award 1 ML per spider defeated
ml += 1;
storage.ml = ml;
if (mlText) mlText.setText("ML: " + ml);
}
// Bee ne récupÚre plus de points de vie automatiquement aprÚs victoire (sauf lors du passage de niveau ou revitaliser)
// (Bloc supprimé pour respecter la nouvelle rÚgle)
// Only allow one level up at a time and require progressive spider defeats
// Level 1: 5 spiders, Level 2: 10, Level 3: 20, Level 4: 40, Level 5: 80, etc. (doubles each level)
var spidersNeededForNextLevel = 5 * Math.pow(2, currentLevel - 1);
// Game now has 100 levels
var maxLevels = 100;
// Check if player is at max level and has defeated enough spiders
if (currentLevel >= maxLevels && spidersDefeated >= spidersNeededForNextLevel) {
// Display victory message
var victoryContainer = new Container();
victoryContainer.x = 2048 / 2;
victoryContainer.y = 2732 / 2;
var victoryBackground = LK.getAsset('battlePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.9
});
victoryContainer.addChild(victoryBackground);
var victoryText = new Text2("Merci d'avoir joué a Bee Wars!\nFélicitations tu as compléter le jeu!\nA bientÎt pour de futures jeux de clem27games !", {
size: 80,
fill: 0xFF69B4 // Pink color
});
victoryText.anchor.set(0.5, 0.5);
victoryContainer.addChild(victoryText);
game.addChild(victoryContainer);
// Create OK button to reset game
var okButton = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 200,
tint: 0x00FF00
});
victoryContainer.addChild(okButton);
var okText = new Text2("OK", {
size: 60,
fill: 0xFFFFFF
});
okText.anchor.set(0.5, 0.5);
okText.x = 0;
okText.y = 200;
victoryContainer.addChild(okText);
// Add down handler to the container
victoryContainer.down = function (x, y, obj) {
// Check if OK button was pressed
if (x >= okButton.x - okButton.width / 2 && x <= okButton.x + okButton.width / 2 && y >= okButton.y - okButton.height / 2 && y <= okButton.y + okButton.height / 2) {
// Reset to level 1
currentLevel = 1;
storage.currentLevel = 1;
// Remove previous levelText if it exists
if (levelText && levelText.parent) {
levelText.parent.removeChild(levelText);
}
levelText = null;
// Remove previous spidersDefeatedText if it exists
if (spidersDefeatedText && spidersDefeatedText.parent) {
spidersDefeatedText.parent.removeChild(spidersDefeatedText);
}
spidersDefeatedText = null;
initLevel(currentLevel);
game.removeChild(victoryContainer);
}
};
return; // Exit function early
} else if (spidersDefeated >= spidersNeededForNextLevel && currentLevel < maxLevels) {
// Only allow a single level up at a time, even if player has defeated more spiders than needed
// Restore bee health before advancing to next level
bee.health = bee.maxHealth;
LK.setTimeout(function () {
currentLevel++;
storage.currentLevel = currentLevel;
// Reset spiders defeated for the new level
spidersDefeated = 0;
spidersDefeatedText.setText("Spiders: " + spidersDefeated);
// Update the level banner to show the new level
if (levelText) {
levelText.setText("Niveau : " + currentLevel + " / " + maxLevels);
}
initLevel(currentLevel);
}, 1000);
}
} else {
// --- Bee Wars: If main bee dies in battle, replace with extra bee if available ---
if (extraBees.length > 0) {
// Remove main bee from game
if (bee.parent) bee.parent.removeChild(bee);
// Promote first extra bee to main bee
var newBee = extraBees.shift();
beeQueue.shift();
newBee.isActive = true;
bee = newBee;
beeQueue[0] = bee;
// Set controls to new bee
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();
};
// Place new bee at last position
bee.x = game.battleState.originalBeeX;
bee.y = game.battleState.originalBeeY;
bee.velocityX = 0;
bee.velocityY = 0;
bee.onGround = true;
bee.fallingInVoid = false;
bee.alpha = 1.0;
// Defensive: update followTarget for remaining extra bees
for (var i = 0; i < extraBees.length; i++) {
extraBees[i].followTarget = beeQueue[i];
extraBees[i]._index = i;
}
// Add to game if not already
if (!bee.parent) game.addChild(bee);
// Return to platform mode
gameState = "platform";
return;
} else {
// Reset to level 1 on defeat
currentLevel = 1;
storage.currentLevel = 1;
// Remove previous levelText if it exists
if (levelText && levelText.parent) {
levelText.parent.removeChild(levelText);
}
levelText = null;
// Remove previous spidersDefeatedText if it exists
if (spidersDefeatedText && spidersDefeatedText.parent) {
spidersDefeatedText.parent.removeChild(spidersDefeatedText);
}
spidersDefeatedText = null;
initLevel(currentLevel);
// Game over if player lost
LK.showGameOver({
message: "L'araign\xE9e t'a vaincu, tu es morte, petite abeille\u202F!"
});
return;
}
}
// Restore bee's position and state from before the battle
bee.x = game.battleState.originalBeeX;
bee.y = game.battleState.originalBeeY;
bee.onGround = game.battleState.originalOnGround;
// Ensure bee doesn't fall by zeroing velocities
bee.velocityX = 0;
bee.velocityY = 0;
// Return to platform mode
gameState = "platform";
}
// Start level scrolling
function startLevelScrolling() {
levelScrolling = true;
lastPlatformX = platforms[platforms.length - 1].x;
// Start platform generation timer
platformGenerationTimer = LK.setInterval(function () {
generateNewPlatform();
}, 2000);
// Start spider generation timer
spiderGenerationTimer = LK.setInterval(function () {
generateNewSpider();
}, 5000);
// Move finish line further ahead
tween(finishLine, {
x: 2048 + 3000
}, {
duration: 1000,
easing: tween.linear
});
}
// Generate a new platform ahead
function generateNewPlatform() {
if (!levelScrolling) {
return;
}
var platform = new Platform();
// Position new platform off screen to the right
platform.x = 2048 + platform.width / 2;
// Randomize y position within screen bounds
var minPlatformY = 500;
var maxPlatformY = 2732 - 500;
platform.y = minPlatformY + Math.random() * (maxPlatformY - minPlatformY);
// Add platform to game
platforms.push(platform);
game.addChild(platform);
// Update last platform x position
lastPlatformX = platform.x;
}
// Generate a new spider on a platform
function generateNewSpider() {
if (!levelScrolling) {
return;
}
// Find suitable platform for new spider (one that's just entered the screen)
var suitablePlatforms = [];
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].x > 1500 && platforms[i].x < 2500) {
suitablePlatforms.push(platforms[i]);
}
}
if (suitablePlatforms.length === 0) {
return;
}
// Choose a random platform
var platform = suitablePlatforms[Math.floor(Math.random() * suitablePlatforms.length)];
// Create new spider
var spider = new Spider();
// Update spider's max health based on current level (20 more health per level)
spider.maxHealth = spider.baseMaxHealth + (currentLevel - 1) * 20;
spider.health = spider.maxHealth;
spider.x = platform.x;
spider.y = platform.y - platform.height / 2 - spider.height / 2;
spider.currentPlatform = platform;
// Add spider to game
spiders.push(spider);
game.addChild(spider);
}
// Stop level scrolling
function stopLevelScrolling() {
levelScrolling = false;
// Clear timers
if (platformGenerationTimer) {
LK.clearInterval(platformGenerationTimer);
platformGenerationTimer = null;
}
if (spiderGenerationTimer) {
LK.clearInterval(spiderGenerationTimer);
spiderGenerationTimer = null;
}
}
// Complete level
function completeLevel() {
LK.getSound('levelComplete').play();
// Stop level scrolling
stopLevelScrolling();
// Increase level
currentLevel++;
storage.currentLevel = currentLevel;
// Award ML for level completion
if (currentLevel < 10) {
ml += 3;
} else {
ml += 8;
}
storage.ml = ml;
if (mlText) mlText.setText("ML: " + ml);
// Update bee's max health based on new level and restore health (seul moment oĂč l'abeille rĂ©cupĂšre toute sa vie)
bee.maxHealth = bee.baseMaxHealth + (currentLevel - 1) * 50;
bee.health = bee.maxHealth;
// Update the level banner to show the new level
if (levelText) {
levelText.setText("Niveau : " + currentLevel + " / " + maxLevels);
}
// Check if player has reached the max level
if (currentLevel >= maxLevels) {
// Reset to level 1 and show victory message
currentLevel = 1;
storage.currentLevel = 1;
// Remove previous levelText if it exists
if (levelText && levelText.parent) {
levelText.parent.removeChild(levelText);
}
levelText = null;
// Remove previous spidersDefeatedText if it exists
if (spidersDefeatedText && spidersDefeatedText.parent) {
spidersDefeatedText.parent.removeChild(spidersDefeatedText);
}
spidersDefeatedText = null;
initLevel(currentLevel);
// Create victory message
var victoryContainer = new Container();
victoryContainer.x = 2048 / 2;
victoryContainer.y = 2732 / 2;
var victoryBackground = LK.getAsset('battlePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.9
});
victoryContainer.addChild(victoryBackground);
var victoryText = new Text2("Félicitations vous avez complété Bee Wars !\nA bientÎt pour de nouveaux jeu de clem27games", {
size: 80,
fill: 0xFF69B4 // Pink color
});
victoryText.anchor.set(0.5, 0.5);
victoryContainer.addChild(victoryText);
game.addChild(victoryContainer);
// Create OK button to reset game
var okButton = LK.getAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 200,
tint: 0x00FF00
});
victoryContainer.addChild(okButton);
var okText = new Text2("OK", {
size: 60,
fill: 0xFFFFFF
});
okText.anchor.set(0.5, 0.5);
okText.x = 0;
okText.y = 200;
victoryContainer.addChild(okText);
// Add down handler to the container
victoryContainer.down = function (x, y, obj) {
// Check if OK button was pressed
if (x >= okButton.x - okButton.width / 2 && x <= okButton.x + okButton.width / 2 && y >= okButton.y - okButton.height / 2 && y <= okButton.y + okButton.height / 2) {
// Reset to level 1
currentLevel = 1;
storage.currentLevel = 1;
// Reset spiders defeated for new level
spidersDefeated = 0;
spidersDefeatedText.setText("Spiders: " + spidersDefeated);
initLevel(currentLevel);
game.removeChild(victoryContainer);
}
};
// Show win screen after showing message for a few seconds if player doesn't click OK
LK.setTimeout(function () {
LK.showYouWin();
}, 30000);
return;
}
// Initialize next level
LK.setTimeout(function () {
initLevel(currentLevel);
// Remove previous levelText if it exists
if (levelText && levelText.parent) {
levelText.parent.removeChild(levelText);
}
levelText = null;
// Remove previous spidersDefeatedText if it exists
if (spidersDefeatedText && spidersDefeatedText.parent) {
spidersDefeatedText.parent.removeChild(spidersDefeatedText);
}
spidersDefeatedText = null;
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;
// Check for spiders on this platform to battle
for (var i = 0; i < spiders.length; i++) {
var spider = spiders[i];
if (!spider.defeated && spider.currentPlatform === platform) {
// If we landed on a platform with a spider, start battle
LK.setTimeout(function () {
startBattle(spider);
}, 100);
break;
}
}
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;
// --- Bee Wars: After drag, update extra bees followTarget ---
for (var i = 0; i < extraBees.length; i++) {
extraBees[i].followTarget = beeQueue[i];
extraBees[i]._index = i;
}
} 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();
// Update extra bees (they follow the beeQueue)
for (var i = 0; i < extraBees.length; i++) {
extraBees[i].update();
}
}
// Draw extra bees in front of main bee
for (var i = 0; i < extraBees.length; i++) {
if (extraBees[i].parent !== game) {
game.addChild(extraBees[i]);
}
// Always keep extra bees above the bee
if (bee.parent && extraBees[i].parent) {
if (game.children.indexOf(extraBees[i]) < game.children.indexOf(bee)) {
game.removeChild(extraBees[i]);
game.addChild(extraBees[i]);
}
}
}
// 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++) {
var collided = checkPlatformCollision(bee, platforms[i]);
// Platform ML logic: count platforms passed (without spider)
if (collided) {
if (lastBeePlatform !== platforms[i]) {
// Only count if platform has no spider on it
var hasSpider = false;
for (var s = 0; s < spiders.length; s++) {
if (!spiders[s].defeated && spiders[s].currentPlatform === platforms[i]) {
hasSpider = true;
break;
}
}
if (!hasSpider) {
platformsPassed++;
platformsPassedSinceLastML++;
// Award 2 ML every 5 platforms passed (without spider)
if (platformsPassedSinceLastML >= 5) {
ml += 2;
storage.ml = ml;
if (mlText) mlText.setText("ML: " + ml);
platformsPassedSinceLastML = 0;
}
}
lastBeePlatform = platforms[i];
}
}
// Defensive: if bee is not on any platform, reset lastBeePlatform
if (!collided && lastBeePlatform === platforms[i]) {
lastBeePlatform = null;
}
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
// --- Bee Wars: If main bee dies outside battle, replace with extra bee if available ---
if (extraBees.length > 0) {
// Remove main bee from game
if (bee.parent) bee.parent.removeChild(bee);
// Promote first extra bee to main bee
var newBee = extraBees.shift();
beeQueue.shift();
newBee.isActive = true;
bee = newBee;
beeQueue[0] = bee;
// Set controls to new bee
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();
};
// Place new bee at start position
bee.x = 150;
bee.y = 2732 / 2;
bee.velocityX = 0;
bee.velocityY = 0;
bee.onGround = true;
bee.fallingInVoid = false;
bee.alpha = 1.0;
// Defensive: update followTarget for remaining extra bees
for (var i = 0; i < extraBees.length; i++) {
extraBees[i].followTarget = beeQueue[i];
extraBees[i]._index = i;
}
// Add to game if not already
if (!bee.parent) game.addChild(bee);
return;
} else {
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 or shared platform to start battle
if (bee.intersects(spider) || spider.currentPlatform && bee.onGround && Math.abs(bee.x - spider.x) < spider.currentPlatform.width * 0.5) {
startBattle(spider);
return;
}
}
}
// Check if all spiders on screen are defeated to start scrolling
var visibleSpiders = false;
for (var i = 0; i < spiders.length; i++) {
if (!spiders[i].defeated && spiders[i].x < 2048) {
visibleSpiders = true;
break;
}
}
// Start level scrolling if all visible spiders are defeated and not already scrolling
if (!visibleSpiders && !levelScrolling && bee.onGround) {
startLevelScrolling();
}
// Handle platform and object movement when scrolling
if (levelScrolling) {
// Move platforms
for (var i = 0; i < platforms.length; i++) {
platforms[i].x += scrollSpeed;
// Remove platforms that have gone off screen
if (platforms[i].x < -platforms[i].width) {
game.removeChild(platforms[i]);
platforms.splice(i, 1);
i--;
}
}
// Move spiders with their platforms
for (var i = 0; i < spiders.length; i++) {
if (spiders[i].currentPlatform) {
spiders[i].x = spiders[i].currentPlatform.x;
}
}
// Move finish line
finishLine.x += scrollSpeed;
// If bee is on a platform, move it with the platform
if (bee.onGround) {
bee.x += scrollSpeed;
}
}
// 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();
}
}
};
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
AraigneÌe. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran ruche. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran maiÌs. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran roche. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran campagne. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran nid des araigneÌes. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran foreÌt enchanteÌe. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran muguet. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran roses epineuses. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran prairie manga. In-Game asset. 2d. High contrast. No shadows
Fond d'eÌcran ortis. In-Game asset. 2d. High contrast. No shadows
Frelon. In-Game asset. 2d. High contrast. No shadows
GueÌpe. 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