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AmeĢliore le systeĢme des abeilles secondaires : fait en sorte que lorsqu'une abeille secondaire remplace l'abeille principale, le stock d'abeilles secondaires libeĢre une place, laissant le joueur acheter une nouvelle abeille secondaire a chaque fois qu'une place se libeĢre āŖš” Consider importing and using the following plugins: @upit/storage.v1
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CorrigeĢ les probleĢmes!!!!!
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CorrigeĢ les probleĢmes!!!!!
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CorrigeĢ les probleĢmes
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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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CreĢe une page de lancement pour bee wars! cette page de lancement a un fond repreĢsentant des abeilles mignonnes (je personnaliserai moi meĢme le fond avec mon propre asset), un text rose a police mignonne disant "Bienvenue sur Bee Wars! PreĢt(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" apparaiĢt et quand le joueur appuie dessus il acceĢde au jeu! āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Fait en sorte que le joueur puisse deĢrouler l'eĢcran 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 probleĢmes en rapport avec les nouveaux ennemis !
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Ajoute ces fonctionnaliteĢs a bee wars : - la fin du jeu doit deĢsormais eĢtre fixeĢ au niveau 17 500 (oui je ne suis pas folle mdr, bee wars est deĢsormais un jeu que les joueurs peuvent jouer et suivre durant des anneĢes) - ajouter de nouveaux fonds personnaliseĢs dans bee wars : 1) foreĢt enchanteĢe (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 araigneĢes et les abeilles - ajouter des ennemis suppleĢmentaires aux comportements impreĢvisibles (pour eĢviter que le joueur se lasse dans les gros niveaux) : Frelons (aĢ partir du niveau 100) : les frelons sont de nouveaux ennemis, ils ont aleĢatoirement entre 300 et 600 points de vie au deĢbut du combat, mais attention, les frelons sont capables de se reviltaliser (reĢcupeĢrer 35% de leurs points de vie originaux) de façon aleĢatoire quand ils tombent en bas des moins de 100 points de vie (vaincre un frelon = eĢquivalent de 10 araigneĢes vaincus) GueĢpes (aĢ partir du niveau 444) : ont aleĢatoirement entre 700 et 6 000 points de vie, sont capables d'invoquer aleĢatoirement un frelon quand elles descendent en bas des 500 points de vie! (vaincre une gueĢpe = eĢquivalent de 20 araigneĢes vaincus) Libellules (aĢ partir du niveau 750) : ont aleĢatoirement entre 1000 et 15 000 points de vie! (vaincre une libellule = eĢquivalent de 30 araigneĢes vaincus) Oiseaux (a partir du niveau 5 000) ; ont aleĢatoirement entre 6 000 et 26 000 points de vies! (Vaincre un oiseau = eĢquivalent de 70 araigneĢes vaincus) āŖš” 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 fonctionnaliteĢs a bee wars : - ajouts de sons d'animations (bzz quand l'abeille se deĢplace, coups de fusils quand une araigneĢe est vaincu) - mini quizz de question aleĢatoire sur la vie des abeilles ou des araigneĢes, lors des combats avec les araigneĢes (apreĢs 4 araigneĢes preĢceĢdentes vaincus si le joueur est niveau infeĢrieur a 10, et apreĢs 7 araigneĢes preĢceĢdentes vaincu si le joueur est niveau supeĢrieur a 10l pour avoir un bonus de deĢgaĢt si le joueur reĢpond correctement aĢ la question du mini quizz , Un eĢcran avec la question du quizz et 3 choix possibles s'ouvre, Le joueur doit appuyer sur la bonne reĢponse, S'il se trompe, ça ne fait pas de deĢgaĢts suppleĢmentaires, et le joueur vaint l'araigneĢe normalement, Mais s'il reĢpond correctement, le joueur aĢ un bonus de deĢgaĢt pendant les 2 araigneĢes suivantes : il infligera 20% de deĢgaĢts suppleĢmentaires aux araigneĢes aĢ chaque coup Mais cet effet sera deĢsactiveĢ au bout de 2 araigneĢes apreĢs celle de laquelle il a reĢpondu au mini-quizz le joueur doit avoir une mini question de quizz a reĢpondre tout les 4 araigneĢes (s'il est niveau infeĢrieur a 10, et tout les 7 araigneĢes s'il est niveau supeĢrieur aĢ 10), Le joueur doit bien-suĢr avoir le choix entre faire un mini quizz ou jouer son tour sans quizz sur l'araigneĢe , Le jeu doit afficher un eĢcran 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 reĢpondre a la question du mini quizz, S'il reĢpond non, l'eĢcran se ferme et il peut continuer aĢ jouer au jeu, jusqu'au prochain moment de quizz , ou il a le choix pareil
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Ajoute ces fonctionnaliteĢs a bee wars : - ajouts de sons d'animations (bzz quand l'abeille se deĢplace, coups de fusils quand une araigneĢe est vaincu) - mini quizz de question aleĢatoire sur la vie des abeilles ou des araigneĢes, lors des combats avec les araigneĢes (apreĢs 4 araigneĢes preĢceĢdentes vaincus si le joueur est niveau infeĢrieur a 10, et apreĢs 7 araigneĢes preĢceĢdentes vaincu si le joueur est niveau supeĢrieur a 10l pour avoir un bonus de deĢgaĢt si le joueur reĢpond correctement aĢ la question du mini quizz , Un eĢcran avec la question du quizz et 3 choix possibles s'ouvre, Le joueur doit appuyer sur la bonne reĢponse, S'il se trompe, ça ne fait pas de deĢgaĢts suppleĢmentaires, et le joueur vaint l'araigneĢe normalement, Mais s'il reĢpond correctement, le joueur aĢ un bonus de deĢgaĢt pendant les 2 araigneĢes suivantes : il infligera 20% de deĢgaĢts suppleĢmentaires aux araigneĢes aĢ chaque coup Mais cet effet sera deĢsactiveĢ au bout de 2 araigneĢes apreĢs celle de laquelle il a reĢpondu au mini-quizz le joueur doit avoir une mini question de quizz a reĢpondre tout les 4 araigneĢes (s'il est niveau infeĢrieur a 10, et tout les 7 araigneĢes s'il est niveau supeĢrieur aĢ 10), Le joueur doit bien-suĢr avoir le choix entre faire un mini quizz ou jouer son tour sans quizz sur l'araigneĢe , Le jeu doit afficher un eĢcran 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 reĢpondre a la question du mini quizz, S'il reĢpond non, l'eĢcran se ferme et il peut continuer aĢ jouer au jeu, jusqu'au prochain moment de quizz , ou il a le choix pareil āŖš” Consider importing and using the following plugins: @upit/storage.v1
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Supprime le boutton reset
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Regles les probleĢmes de points de vie (NaN non deĢfinie sur les araigneĢes), 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 fonctionnaliteĢs a Bee wars : - Certaines araigneĢes peuvent se diviser en 2 autres araigneĢes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreĢs l'autre, et ces araigneĢes la infligeront plus de deĢgaĢts a l'abeille a chaque tour qu'une araigneĢe normale (aleĢatoirement entre 15 et 50 points de deĢgaĢts a chaque tour), Seule les araigneĢes de fin de niveau, ou les araigneĢes qui n'ont bientoĢt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eĢtre aleĢatoire - le nombre d'araigneĢes requises pour passer d'un niveau a un autre doit doubler , meĢme pour les niveaux 1 a 10 (5 araigneĢe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneĢes vaincus individuellement en tour par tour doivent eĢtre compteĢ - ajouter un systeĢme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseĢ pour le jeu, ce qui modifie le fond du jeu , ciel par deĢfaut), Ils peuvent choisir entre : - ruche (fond repreĢsentant des alveĢoles), (couĢte 30 ml) - campagnes (couĢte 60 ml) - roche (fond rochers) (couĢte 86 ml) - nid des araigneĢes (couĢte 100 ml) - maiĢs (fond de maiĢs) (couĢte 125 ml) Chaque changement de fond couĢte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameĢtressitue 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 deĢfaut par le fond choisis Le fond du jeu personnaliseĢ par le joueur reste de façon permanente meĢme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ajoute ces fonctionnaliteĢs a Bee wars : - Certaines araigneĢes peuvent se diviser en 2 autres araigneĢes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreĢs l'autre, et ces araigneĢes la infligeront plus de deĢgaĢts a l'abeille a chaque tour qu'une araigneĢe normale (aleĢatoirement entre 15 et 50 points de deĢgaĢts a chaque tour), Seule les araigneĢes de fin de niveau, ou les araigneĢes qui n'ont bientoĢt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eĢtre aleĢatoire - le nombre d'araigneĢes requises pour passer d'un niveau a un autre doit doubler , meĢme pour les niveaux 1 a 10 (5 araigneĢe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneĢes vaincus individuellement en tour par tour doivent eĢtre compteĢ - ajouter un systeĢme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseĢ pour le jeu, ce qui modifie le fond du jeu , ciel par deĢfaut), Ils peuvent choisir entre : - ruche (fond repreĢsentant des alveĢoles), (couĢte 30 ml) - campagnes (couĢte 60 ml) - roche (fond rochers) (couĢte 86 ml) - nid des araigneĢes (couĢte 100 ml) - maiĢs (fond de maiĢs) (couĢte 125 ml) Chaque changement de fond couĢte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameĢtressitue 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 deĢfaut par le fond choisis Le fond du jeu personnaliseĢ par le joueur reste de façon permanente meĢme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ajoute ces fonctionnaliteĢs a Bee wars : - Certaines araigneĢes peuvent se diviser en 2 autres araigneĢes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreĢs l'autre, et ces araigneĢes la infligeront plus de deĢgaĢts a l'abeille a chaque tour qu'une araigneĢe normale (aleĢatoirement entre 15 et 50 points de deĢgaĢts a chaque tour), Seule les araigneĢes de fin de niveau, ou les araigneĢes qui n'ont bientoĢt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eĢtre aleĢatoire - le nombre d'araigneĢes requises pour passer d'un niveau a un autre doit doubler , meĢme pour les niveaux 1 a 10 (5 araigneĢe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneĢes vaincus individuellement en tour par tour doivent eĢtre compteĢ - ajouter un systeĢme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseĢ pour le jeu, ce qui modifie le fond du jeu , ciel par deĢfaut), Ils peuvent choisir entre : - ruche (fond repreĢsentant des alveĢoles), (couĢte 30 ml) - campagnes (couĢte 60 ml) - roche (fond rochers) (couĢte 86 ml) - nid des araigneĢes (couĢte 100 ml) - maiĢs (fond de maiĢs) (couĢte 125 ml) Chaque changement de fond couĢte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameĢtressitue 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 deĢfaut par le fond choisis Le fond du jeu personnaliseĢ par le joueur reste de façon permanente meĢme fur a mesure des niveaux, mais le joueur peut en changer quand il le souhaite āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ajoute ces fonctionnaliteĢs a Bee wars : - Certaines araigneĢes peuvent se diviser en 2 autres araigneĢes distinctes mais avec plus de points de vies, dans ce cas l'abeille devra les combattre/vaincre l'une apreĢs l'autre, et ces araigneĢes la infligeront plus de deĢgaĢts a l'abeille a chaque tour qu'une araigneĢe normale (aleĢatoirement entre 15 et 50 points de deĢgaĢts a chaque tour), Seule les araigneĢes de fin de niveau, ou les araigneĢes qui n'ont bientoĢt plus de points de vie peuvent faire cela, Mais elle ne le font pas toujours, ça doit eĢtre aleĢatoire - le nombre d'araigneĢes requises pour passer d'un niveau a un autre doit doubler , meĢme pour les niveaux 1 a 10 (5 araigneĢe pour passer du niveau 1 au niveau 2, Puis 10 pour passer au niveau 3, etc...), seule les araigneĢes vaincus individuellement en tour par tour doivent eĢtre compteĢ - ajouter un systeĢme de personnalisation du fond du jeu (les joueurs peuvent acheter un fond personnaliseĢ pour le jeu, ce qui modifie le fond du jeu , ciel par deĢfaut), Ils peuvent choisir entre : - ruche (fond repreĢsentant des alveĢoles), (couĢte 30 ml) - campagnes (couĢte 60 ml) - roche (fond rochers) (couĢte 86 ml) - nid des araigneĢes (couĢte 100 ml) - maiĢs (fond de maiĢs) (couĢte 125 ml) Chaque changement de fond couĢte des ml. Le joueur peut changer son fond en accedant a un boutton bleu parameĢtressitue 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 deĢfaut par le fond choisis Le fond du jeu personnaliseĢ par le joueur reste de façon permanente meĢme 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 eĢviter les sautements de niveaux : un seul niveau gagneĢs/atteint a la fois
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Ajoute ces fonctionnaliteĢs a bee wars : - ruche voisine : De temps en temps, aleĢatoirement 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 suppleĢmentaire pour le jeu (couĢte 50 ml) : L'abeille suppleĢmentaire est une abeille, qui, en tant , normal avance sur la plateforme automatiquement a la suite de l'abeille principale, mais l'abeille suppleĢmentaire ne combat pas les araigneĢes et ne perd pas de points de vies Mais si l'abeille principale viens aĢ mourir (ne plus avoir de points de vies), L'abeille suppleĢmentaire prend sa place, et le joueur peut continuer aĢ jouer avec l'abeille suppleĢmentaire sur la plateforme, pour les combats (l'abeille suppleĢmentaire a donc le meĢme systeĢme de points de vie que l'abeille principale), si le joueur rencontre une ruche et a deĢjaĢ une abeille suppleĢmentaire, il peut en acheter une autre (ou deĢcliner l'abeille suppleĢmentaire), le joueur peut avoir jusqu'aĢ 6 abeilles suppleĢmentaires en jeu, les abeilles suppleĢmentaires sont petites en taille
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Ajoute les assets requis pour les ruches et les abeilles suppleĢmentaires etc
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Ajoute ces fonctionnaliteĢs a bee wars : - ruche voisine : De temps en temps, aleĢatoirement 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 suppleĢmentaire pour le jeu (couĢte 50 ml) : L'abeille suppleĢmentaire est une abeille, qui, en tant , normal avance sur la plateforme automatiquement a la suite de l'abeille principale, mais l'abeille suppleĢmentaire ne combat pas les araigneĢes et ne perd pas de points de vies Mais si l'abeille principale viens aĢ mourir (ne plus avoir de points de vies), L'abeille suppleĢmentaire prend sa place, et le joueur peut continuer aĢ jouer avec l'abeille suppleĢmentaire sur la plateforme, pour les combats (l'abeille suppleĢmentaire a donc le meĢme systeĢme de points de vie que l'abeille principale), si le joueur rencontre une ruche et a deĢjaĢ une abeille suppleĢmentaire, il peut en acheter une autre (ou deĢcliner l'abeille suppleĢmentaire), le joueur peut avoir jusqu'aĢ 6 abeilles suppleĢmentaires en jeu, les abeilles suppleĢmentaires 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 LK.getSound('bzz').play(); } }; self.jump = function () { if (self.onGround) { self.velocityY = self.jumpForce; self.onGround = false; self.isJumping = true; LK.getSound('jump').play(); LK.getSound('bzz').play(); } }; self.moveLeft = function () { self.velocityX = -self.speed; LK.getSound('bzz').play(); }; self.moveRight = function () { self.velocityX = self.speed; LK.getSound('bzz').play(); }; 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 Bird = Container.expand(function () { var self = Container.call(this); var birdGraphic = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5, tint: 0x8B4513, scaleX: 2.0, scaleY: 2.0 }); self.baseMaxHealth = 6000 + Math.floor(Math.random() * 20001); // 6000-26000 self.maxHealth = self.baseMaxHealth; self.health = self.maxHealth; self.attackDamage = 80 + Math.floor(Math.random() * 41); // 80-120 self.defeated = false; self.currentPlatform = null; self.moving = false; self.encounteredByPlayer = false; self.isBird = true; self.moveAwayFromBee = function (bee) { if (self.moving || self.defeated) return; self.moving = true; 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; var nearbyPlatforms = []; for (var i = 0; i < platforms.length; i++) { if (platforms[i] !== self.currentPlatform && Math.abs(platforms[i].x - self.x) < 800) { nearbyPlatforms.push(platforms[i]); } } if (nearbyPlatforms.length === 0) { self.moving = false; return; } nearbyPlatforms.sort(function (a, b) { var distA = Math.abs(a.x - bee.x); var distB = Math.abs(b.x - bee.x); return distB - distA; }); var targetPlatform = nearbyPlatforms[0]; var targetX = targetPlatform.x; var targetY = targetPlatform.y - targetPlatform.height / 2 - self.height / 2; tween(self, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { self.currentPlatform = targetPlatform; self.moving = false; 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; }); 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; }); // DividingSpider: special spider that can split into two stronger spiders var DividingSpider = Container.expand(function () { var self = Container.call(this); self.isDividingSpider = true; self.hasDivided = false; // Ensure health properties are always initialized and valid self.baseMaxHealth = 50; self.maxHealth = typeof self.maxHealth === "number" && !isNaN(self.maxHealth) ? self.maxHealth : 50; self.health = typeof self.health === "number" && !isNaN(self.health) ? self.health : self.maxHealth; self.attackDamage = 15; self.defeated = false; self.currentPlatform = null; self.moving = false; // Override attack to deal more damage (random between 15 and 50) self.attack = function () { return 15 + Math.floor(Math.random() * 36); // 15-50 }; // Override takeDamage to allow splitting self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0 && !self.hasDivided) { // Only divide if not already divided self.health = 0; self.defeated = true; self.hasDivided = true; // Spawn two new spiders with more health var newHealth = self.maxHealth + 30 + Math.floor(Math.random() * 40); // More health for (var i = 0; i < 2; i++) { var newSpider = new Spider(); newSpider.baseMaxHealth = 50; newSpider.maxHealth = newHealth; newSpider.health = newHealth; newSpider.attackDamage = 15 + Math.floor(Math.random() * 36); // Place on same platform, offset X newSpider.x = self.x + (i === 0 ? -60 : 60); newSpider.y = self.y; newSpider.currentPlatform = self.currentPlatform; spiders.push(newSpider); game.addChild(newSpider); } } else if (self.health <= 0) { self.health = 0; self.defeated = true; } }; // Add moveAwayFromBee method (copy of Spider's) 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++) { 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; } } }); }; return self; }); var Dragonfly = Container.expand(function () { var self = Container.call(this); var dragonflyGraphic = self.attachAsset('dragonfly', { anchorX: 0.5, anchorY: 0.5, tint: 0x0099FF, scaleX: 1.5, scaleY: 1.5 }); self.baseMaxHealth = 1000 + Math.floor(Math.random() * 14001); // 1000-15000 self.maxHealth = self.baseMaxHealth; self.health = self.maxHealth; self.attackDamage = 50 + Math.floor(Math.random() * 31); // 50-80 self.defeated = false; self.currentPlatform = null; self.moving = false; self.encounteredByPlayer = false; self.isDragonfly = true; self.moveAwayFromBee = function (bee) { if (self.moving || self.defeated) return; self.moving = true; 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; var nearbyPlatforms = []; for (var i = 0; i < platforms.length; i++) { if (platforms[i] !== self.currentPlatform && Math.abs(platforms[i].x - self.x) < 800) { nearbyPlatforms.push(platforms[i]); } } if (nearbyPlatforms.length === 0) { self.moving = false; return; } nearbyPlatforms.sort(function (a, b) { var distA = Math.abs(a.x - bee.x); var distB = Math.abs(b.x - bee.x); return distB - distA; }); var targetPlatform = nearbyPlatforms[0]; var targetX = targetPlatform.x; var targetY = targetPlatform.y - targetPlatform.height / 2 - self.height / 2; tween(self, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { self.currentPlatform = targetPlatform; self.moving = false; 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; }); // 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('extraBee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, alpha: 0.9 }); 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; }); var Hornet = Container.expand(function () { var self = Container.call(this); var hornetGraphic = self.attachAsset('hornet', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFAA00 }); self.baseMaxHealth = 300 + Math.floor(Math.random() * 301); // 300-600 self.maxHealth = self.baseMaxHealth; self.health = self.maxHealth; self.attackDamage = 25 + Math.floor(Math.random() * 16); // 25-40 self.defeated = false; self.currentPlatform = null; self.moving = false; self.encounteredByPlayer = false; self.hasRevitalized = false; self.originalMaxHealth = self.maxHealth; self.isHornet = true; self.moveAwayFromBee = function (bee) { if (self.moving || self.defeated) return; self.moving = true; 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; var nearbyPlatforms = []; for (var i = 0; i < platforms.length; i++) { if (platforms[i] !== self.currentPlatform && Math.abs(platforms[i].x - self.x) < 800) { nearbyPlatforms.push(platforms[i]); } } if (nearbyPlatforms.length === 0) { self.moving = false; return; } nearbyPlatforms.sort(function (a, b) { var distA = Math.abs(a.x - bee.x); var distB = Math.abs(b.x - bee.x); return distB - distA; }); var targetPlatform = nearbyPlatforms[0]; var targetX = targetPlatform.x; var targetY = targetPlatform.y - targetPlatform.height / 2 - self.height / 2; tween(self, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { self.currentPlatform = targetPlatform; self.moving = false; 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 <= 100 && !self.hasRevitalized && Math.random() < 0.6) { var healAmount = Math.floor(self.originalMaxHealth * 0.35); self.health += healAmount; if (self.health > self.maxHealth) self.health = self.maxHealth; self.hasRevitalized = true; LK.effects.flashObject(self, 0x00FF00, 500); } if (self.health <= 0) { self.health = 0; self.defeated = true; } }; self.attack = function () { return self.attackDamage; }; return self; }); var LaunchPage = Container.expand(function () { var self = Container.call(this); // Background with cute bees (user will customize) var background = self.attachAsset('launchBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 1.0, scaleY: 1.0 }); // Welcome text in pink cute font var welcomeText = new Text2("Bienvenue sur Bee Wars!\nPrĆŖt(e) a combattre ?", { size: 80, fill: 0xFF69B4 }); welcomeText.anchor.set(0.5, 0.5); welcomeText.x = 2048 / 2; welcomeText.y = 2732 / 3; self.addChild(welcomeText); // Loading bar background var loadingBarBg = self.attachAsset('loadingBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Loading bar (starts at 0 width) self.loadingBar = self.attachAsset('loadingBar', { anchorX: 0, anchorY: 0.5, x: 2048 / 2 - 300, y: 2732 / 2, scaleX: 0 }); // Loading percentage text self.percentText = new Text2("0%", { size: 50, fill: 0xFFFFFF }); self.percentText.anchor.set(0.5, 0.5); self.percentText.x = 2048 / 2; self.percentText.y = 2732 / 2 + 80; self.addChild(self.percentText); // Play button (initially hidden) self.playButton = self.attachAsset('playButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 200, alpha: 0 }); var playText = new Text2("jouer", { size: 60, fill: 0x000000 }); playText.anchor.set(0.5, 0.5); playText.x = 2048 / 2; playText.y = 2732 / 2 + 200; playText.alpha = 0; self.addChild(playText); self.playText = playText; // Loading progress self.loadingProgress = 0; self.loadingComplete = false; self.updateLoading = function () { if (self.loadingComplete) return; self.loadingProgress += 2; // Progress by 2% each update if (self.loadingProgress > 100) { self.loadingProgress = 100; self.loadingComplete = true; } // Update loading bar scale self.loadingBar.scaleX = self.loadingProgress / 100; // Update percentage text self.percentText.setText(self.loadingProgress + "%"); // When loading complete, show play button if (self.loadingComplete) { tween(self.playButton, { alpha: 1 }, { duration: 500 }); tween(self.playText, { alpha: 1 }, { duration: 500 }); } }; self.down = function (x, y, obj) { if (!self.loadingComplete) return; // Check if play button was pressed var btnLeft = self.playButton.x - self.playButton.width / 2; var btnRight = self.playButton.x + self.playButton.width / 2; var btnTop = self.playButton.y - self.playButton.height / 2; var btnBottom = self.playButton.y + self.playButton.height / 2; if (x >= btnLeft && x <= btnRight && y >= btnTop && y <= btnBottom) { if (self.onPlayPressed) { self.onPlayPressed(); } } }; 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('neighborHive', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, alpha: 0.95 }); self.width = hiveGraphic.width; self.height = hiveGraphic.height; 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 }); // Defensive: always initialize health properties self.baseMaxHealth = 50; // Base health that will be scaled with level self.maxHealth = typeof self.maxHealth === "number" && !isNaN(self.maxHealth) ? self.maxHealth : 50; self.health = typeof self.health === "number" && !isNaN(self.health) ? self.health : self.maxHealth; 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; }); var Wasp = Container.expand(function () { var self = Container.call(this); var waspGraphic = self.attachAsset('wasp', { anchorX: 0.5, anchorY: 0.5, tint: 0xFF6600, scaleX: 1.2, scaleY: 1.2 }); self.baseMaxHealth = 700 + Math.floor(Math.random() * 5301); // 700-6000 self.maxHealth = self.baseMaxHealth; self.health = self.maxHealth; self.attackDamage = 35 + Math.floor(Math.random() * 21); // 35-55 self.defeated = false; self.currentPlatform = null; self.moving = false; self.encounteredByPlayer = false; self.hasSpawnedHornet = false; self.isWasp = true; self.moveAwayFromBee = function (bee) { if (self.moving || self.defeated) return; self.moving = true; 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; var nearbyPlatforms = []; for (var i = 0; i < platforms.length; i++) { if (platforms[i] !== self.currentPlatform && Math.abs(platforms[i].x - self.x) < 800) { nearbyPlatforms.push(platforms[i]); } } if (nearbyPlatforms.length === 0) { self.moving = false; return; } nearbyPlatforms.sort(function (a, b) { var distA = Math.abs(a.x - bee.x); var distB = Math.abs(b.x - bee.x); return distB - distA; }); var targetPlatform = nearbyPlatforms[0]; var targetX = targetPlatform.x; var targetY = targetPlatform.y - targetPlatform.height / 2 - self.height / 2; tween(self, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { self.currentPlatform = targetPlatform; self.moving = false; 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 <= 500 && !self.hasSpawnedHornet && Math.random() < 0.4) { var newHornet = new Hornet(); newHornet.x = self.x + 80; newHornet.y = self.y; newHornet.currentPlatform = self.currentPlatform; spiders.push(newHornet); game.addChild(newHornet); self.hasSpawnedHornet = true; } 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 ****/ // Launch page variables var launchPage = null; var gameStarted = false; var loadingTimer = null; // Show dialog to buy extra bee from neighbor hive // --- Bee Wars: Assets for neighbor hives and extra bees --- // Replace id with actual asset id if available // Replace id with actual asset id if available // Custom background images // --- Nouveaux sons pour animations --- 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 supplĆ©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 = 17500; 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 launch page function initLaunchPage() { // Clear any existing game elements while (game.children.length > 0) { game.removeChild(game.children[0]); } // Clear GUI elements while (LK.gui.children.length > 0) { LK.gui.removeChild(LK.gui.children[0]); } while (LK.gui.top.children.length > 0) { LK.gui.top.removeChild(LK.gui.top.children[0]); } while (LK.gui.topLeft.children.length > 0) { LK.gui.topLeft.removeChild(LK.gui.topLeft.children[0]); } while (LK.gui.topRight.children.length > 0) { LK.gui.topRight.removeChild(LK.gui.topRight.children[0]); } // Create launch page launchPage = new LaunchPage(); game.addChild(launchPage); // Set up play button handler launchPage.onPlayPressed = function () { // Remove launch page if (launchPage.parent) { launchPage.parent.removeChild(launchPage); } launchPage = null; // Clear loading timer if (loadingTimer) { LK.clearInterval(loadingTimer); loadingTimer = null; } // Start the actual game gameStarted = true; initLevel(currentLevel); }; // Start loading animation loadingTimer = LK.setInterval(function () { if (launchPage) { launchPage.updateLoading(); } if (launchPage && launchPage.loadingComplete) { LK.clearInterval(loadingTimer); loadingTimer = null; } }, 100); } // 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]); } // --- Bee Wars: Custom background system --- if (typeof storage.selectedBg === "undefined") { storage.selectedBg = "default"; } var bgAssetId = null; if (storage.selectedBg === "hive") bgAssetId = "bg_hive";else if (storage.selectedBg === "campagne") bgAssetId = "bg_campagne";else if (storage.selectedBg === "roche") bgAssetId = "bg_roche";else if (storage.selectedBg === "nid") bgAssetId = "bg_nid";else if (storage.selectedBg === "mais") bgAssetId = "bg_mais";else if (storage.selectedBg === "foret") bgAssetId = "bg_foret";else if (storage.selectedBg === "muguet") bgAssetId = "bg_muguet";else if (storage.selectedBg === "roses") bgAssetId = "bg_roses";else if (storage.selectedBg === "prairie") bgAssetId = "bg_prairie";else if (storage.selectedBg === "orties") bgAssetId = "bg_orties"; if (bgAssetId) { var bgImg = LK.getAsset(bgAssetId, { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 2048 / 2048, scaleY: 2732 / 2732 }); game.addChild(bgImg); } // 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; // RĆ©initialise le compteur d'utilisations de Revitaliser Ć 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++) { // Determine enemy type based on level and random chance var enemy; if (level >= 5000 && Math.random() < 0.15) { enemy = new Bird(); } else if (level >= 750 && Math.random() < 0.12) { enemy = new Dragonfly(); } else if (level >= 444 && Math.random() < 0.10) { enemy = new Wasp(); } else if (level >= 100 && Math.random() < 0.08) { enemy = new Hornet(); } else { // Regular spider logic var isEndOfLevel = i === spiderCount - 1; var isLowHealth = level > 2 && Math.random() < 0.25; var makeDividing = (isEndOfLevel || isLowHealth) && Math.random() < 0.7; if (makeDividing) { enemy = new DividingSpider(); } else { enemy = new Spider(); } } var spider = enemy; // Update spider's max health based on level (20 more health per level) - but only for regular spiders if (!spider.isHornet && !spider.isWasp && !spider.isDragonfly && !spider.isBird) { 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); // --- Bee Wars: Add blue settings button for background customization --- var settingsButton = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.0, scaleX: 0.4, scaleY: 0.4, x: levelText.x, y: boutiqueButton.y + boutiqueButton.height * boutiqueButton.scaleY + 10, tint: 0x3399FF }); var settingsBtnText = new Text2("ParamĆØtres", { size: 30, fill: 0xffffff }); settingsBtnText.anchor.set(0.5, 0.5); settingsBtnText.x = levelText.x; settingsBtnText.y = settingsButton.y + settingsButton.height * settingsButton.scaleY / 2; LK.gui.top.addChild(settingsButton); LK.gui.top.addChild(settingsBtnText); // Handler for settings button to show background selection settingsButton.interactive = true; settingsButton.down = function (x, y, obj) { // Show background selection dialog if (typeof window._bgPanel !== "undefined" && window._bgPanel && window._bgPanel.parent) { // Already open return; } var bgPanel = new Container(); window._bgPanel = bgPanel; bgPanel.x = 2048 / 2; bgPanel.y = 2732 / 2; var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.9, alpha: 0.97 }); bgPanel.addChild(bg); // Create scrollable content container var scrollContainer = new Container(); bgPanel.addChild(scrollContainer); var title = new Text2("Choisis ton fond :", { size: 60, fill: 0x000000 }); title.anchor.set(0.5, 0); title.y = -bg.height * 0.4; scrollContainer.addChild(title); // List of backgrounds var bgs = [{ key: "hive", label: "Ruche", price: 30, asset: "bg_hive" }, { key: "campagne", label: "Campagnes", price: 60, asset: "bg_campagne" }, { key: "roche", label: "Roche", price: 86, asset: "bg_roche" }, { key: "nid", label: "Nid des araignĆ©es", price: 100, asset: "bg_nid" }, { key: "mais", label: "MaĆÆs", price: 125, asset: "bg_mais" }, { key: "foret", label: "ForĆŖt enchantĆ©e", price: 185, asset: "bg_foret" }, { key: "muguet", label: "Muguet", price: 200, asset: "bg_muguet" }, { key: "roses", label: "Roses Ć©pineuses", price: 170, asset: "bg_roses" }, { key: "prairie", label: "Prairie manga", price: 220, asset: "bg_prairie" }, { key: "orties", label: "Orties", price: 240, asset: "bg_orties" }]; var yStart = -bg.height * 0.25; var scrollY = 0; var maxScrollY = Math.max(0, bgs.length * 120 - bg.height * 0.6); for (var i = 0; i < bgs.length; i++) { (function (idx) { var bgItem = bgs[idx]; var y = yStart + idx * 120; var btn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.5, x: 0, y: y, tint: 0xeeeeee }); var txt = new Text2(bgItem.label + " (" + bgItem.price + " ML)", { size: 40, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = y; var selectBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, x: 350, y: y, tint: 0x3399FF }); var selectTxt = new Text2("Celui-ci", { size: 30, fill: 0xffffff }); selectTxt.anchor.set(0.5, 0.5); selectTxt.x = 350; selectTxt.y = y; scrollContainer.addChild(btn); scrollContainer.addChild(txt); scrollContainer.addChild(selectBtn); scrollContainer.addChild(selectTxt); selectBtn.interactive = true; selectBtn.down = function (xx, yy, obj2) { // If already selected, just close if (storage.selectedBg === bgItem.key) { if (bgPanel.parent) bgPanel.parent.removeChild(bgPanel); window._bgPanel = null; return; } // Check if player has enough ML if (ml < bgItem.price) { title.setText("Pas assez de ML !"); return; } // Deduct ML and set background ml -= bgItem.price; storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); storage.selectedBg = bgItem.key; // Show confirmation title.setText("Fond changĆ© !"); // Remove panel and re-init level after short delay LK.setTimeout(function () { if (bgPanel.parent) bgPanel.parent.removeChild(bgPanel); window._bgPanel = null; initLevel(currentLevel); }, 700); }; })(i); } // Scroll up button var scrollUpBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, x: 300, y: -bg.height * 0.35, tint: 0x00AA00 }); var scrollUpTxt = new Text2("ā", { size: 40, fill: 0xffffff }); scrollUpTxt.anchor.set(0.5, 0.5); scrollUpTxt.x = 300; scrollUpTxt.y = -bg.height * 0.35; bgPanel.addChild(scrollUpBtn); bgPanel.addChild(scrollUpTxt); // Scroll down button var scrollDownBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, x: 300, y: bg.height * 0.35, tint: 0x00AA00 }); var scrollDownTxt = new Text2("ā", { size: 40, fill: 0xffffff }); scrollDownTxt.anchor.set(0.5, 0.5); scrollDownTxt.x = 300; scrollDownTxt.y = bg.height * 0.35; bgPanel.addChild(scrollDownBtn); bgPanel.addChild(scrollDownTxt); // Scroll button handlers scrollUpBtn.interactive = true; scrollUpBtn.down = function (xx, yy, obj2) { if (scrollY > 0) { scrollY = Math.max(0, scrollY - 120); scrollContainer.y = scrollY; } }; scrollDownBtn.interactive = true; scrollDownBtn.down = function (xx, yy, obj2) { if (scrollY < maxScrollY) { scrollY = Math.min(maxScrollY, scrollY + 120); scrollContainer.y = -scrollY; } }; // Close button var closeBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: 0, y: bg.height * 0.4, 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 * 0.4; bgPanel.addChild(closeBtn); bgPanel.addChild(closeTxt); closeBtn.interactive = true; closeBtn.down = function (xx, yy, obj2) { if (bgPanel.parent) bgPanel.parent.removeChild(bgPanel); window._bgPanel = null; }; LK.gui.addChild(bgPanel); }; // (reset button supprimĆ©) // 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: "RĆ©cupĆ©rer 10% de vie", price: 6, heal: 0, percent: 0.10 }, { label: "RĆ©cupĆ©rer 20% de vie", price: 10, heal: 0, percent: 0.20 }, { label: "RĆ©cupĆ©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 rĆ©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 // CrĆ©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 Ć jour le texte d'utilisation var usesLeft = 3 - bee.healUses; healUsesText.setText(usesLeft + " utilisation" + (usesLeft === 1 ? "" : "s") + " restante" + (usesLeft > 1 ? "s" : "")); // Message si non autorisĆ© if (!canHeal && game.battleState.isPlayerTurn) { if (bee.healUses >= 3) { healUsesText.setText("Limite atteinte ce niveau"); } else if (spidersDefeated < spidersRequired) { healUsesText.setText("Vaincs " + spidersRequired + " araignĆ©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; } // --- Mini-quizz et bonus de dĆ©gĆ¢ts --- // Variables globales pour le quizz et le bonus if (typeof window.quizState === "undefined") { window.quizState = { spidersSinceLastQuiz: 0, bonusActive: false, bonusSpidersLeft: 0 }; } // Liste de questions/choix/rĆ©ponses (exemples, Ć Ć©tendre) var quizQuestions = [{ question: "Combien de pattes a une araignĆ©e ?", choices: ["6", "8", "10"], answer: 1 }, { question: "Combien de temps vit une abeille ouvriĆØre ?", choices: ["Quelques semaines", "Plusieurs annĆ©es", "Un jour"], answer: 0 }, { question: "Quel est le rĆ“le principal de la reine des abeilles ?", choices: ["Butiner", "Pondre des Åufs", "Tisser la toile"], answer: 1 }, { question: "Les abeilles fabriquent du miel Ć partir de :", choices: ["Pollen", "Nectar", "Eau"], answer: 1 }, { question: "Les araignĆ©es sont-elles des insectes ?", choices: ["Oui", "Non", "Seulement les petites"], answer: 1 }, { question: "Combien d'yeux ont la plupart des araignĆ©es ?", choices: ["2", "8", "4"], answer: 1 }, { question: "Quel est l'aliment principal des abeilles ?", choices: ["Miel", "Nectar", "Feuilles"], answer: 1 }, { question: "Comment s'appelle la maison des abeilles ?", choices: ["Ruche", "Toile", "Nid"], answer: 0 }, { question: "Quel est le principal prĆ©dateur des abeilles ?", choices: ["Ours", "AraignĆ©e", "GuĆŖpe"], answer: 2 }, { question: "Combien de reines y a-t-il dans une ruche ?", choices: ["1", "10", "Aucune"], answer: 0 }, { question: "Les araignĆ©es tissent leur toile pour :", choices: ["Dormir", "Attraper des proies", "Voler"], answer: 1 }, { question: "Quel est le rĆ“le des faux-bourdons dans la ruche ?", choices: ["Butiner", "Fertiliser la reine", "Fabriquer du miel"], answer: 1 }, { question: "Les abeilles communiquent entre elles par :", choices: ["Chant", "Danse", "Couleur"], answer: 1 }, { question: "Combien de temps vit une reine des abeilles ?", choices: ["Quelques semaines", "Plusieurs annĆ©es", "Un jour"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles voler ?", choices: ["Oui", "Non", "Seulement les petites"], answer: 1 }, { question: "Quel est le principal ingrĆ©dient du miel ?", choices: ["Eau", "Nectar", "Pollen"], answer: 1 }, { question: "Les abeilles voient-elles les couleurs ?", choices: ["Oui", "Non", "Seulement le rouge"], answer: 0 }, { question: "Combien d'ailes a une abeille ?", choices: ["2", "4", "6"], answer: 1 }, { question: "Les araignĆ©es sont utiles car elles :", choices: ["Pollinisent", "Mangent des insectes", "Font du miel"], answer: 1 }, { question: "Quel est le nom scientifique de l'abeille domestique ?", choices: ["Apis mellifera", "Bombus terrestris", "Vespa crabro"], answer: 0 }, { question: "Les abeilles piquent-elles plusieurs fois ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 1 }, { question: "Les araignĆ©es boivent-elles du sang ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 1 }, { question: "Combien de pattes a une abeille ?", choices: ["4", "6", "8"], answer: 1 }, { question: "Les abeilles peuvent-elles voir les ultraviolets ?", choices: ["Oui", "Non", "Seulement la nuit"], answer: 0 }, { question: "Les araignĆ©es pondent-elles des Åufs ?", choices: ["Oui", "Non", "Seulement les mĆ¢les"], answer: 0 }, { question: "Quel est le principal danger pour les abeilles ?", choices: ["Froid", "Pesticides", "LumiĆØre"], answer: 1 }, { question: "Les abeilles fabriquent-elles la cire ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 0 }, { question: "Les araignĆ©es ont-elles des antennes ?", choices: ["Oui", "Non", "Seulement les bĆ©bĆ©s"], answer: 1 }, { question: "Combien de temps met une abeille pour fabriquer du miel ?", choices: ["Quelques heures", "Plusieurs jours", "Un mois"], answer: 1 }, { question: "Les abeilles vivent-elles seules ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles nager ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 2 }, { question: "Quel est le rĆ“le du pollen pour les abeilles ?", choices: ["Nourriture", "Construire la ruche", "Attirer les prĆ©dateurs"], answer: 0 }, { question: "Les abeilles dorment-elles ?", choices: ["Oui", "Non", "Seulement la nuit"], answer: 0 }, { question: "Les araignĆ©es sont-elles toutes venimeuses ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 1 }, { question: "Combien de temps vit une araignĆ©e ?", choices: ["Quelques jours", "Plusieurs mois", "Plusieurs annĆ©es"], answer: 2 }, { question: "Les abeilles peuvent-elles voler sous la pluie ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 1 }, { question: "Les araignĆ©es mangent-elles des abeilles ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 2 }, { question: "Quel est le principal ennemi des araignĆ©es ?", choices: ["Abeilles", "Oiseaux", "GuĆŖpes"], answer: 1 }, { question: "Les abeilles fabriquent-elles du miel en hiver ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles changer de couleur ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 2 }, { question: "Combien de reines dans une ruche normale ?", choices: ["1", "2", "Aucune"], answer: 0 }, { question: "Les abeilles peuvent-elles piquer plusieurs fois ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 1 }, { question: "Les araignĆ©es ont-elles des ailes ?", choices: ["Oui", "Non", "Seulement les mĆ¢les"], answer: 1 }, { question: "Quel est le rĆ“le du dard chez l'abeille ?", choices: ["Butiner", "Se dĆ©fendre", "Construire la ruche"], answer: 1 }, { question: "Les abeilles mangent-elles du miel ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles vivre dans l'eau ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 2 }, { question: "Combien de temps vit une abeille reine ?", choices: ["Quelques semaines", "Plusieurs annĆ©es", "Un jour"], answer: 1 }, { question: "Les abeilles voient-elles la couleur rouge ?", choices: ["Oui", "Non", "Seulement la nuit"], answer: 1 }, { question: "Les araignĆ©es sont-elles sourdes ?", choices: ["Oui", "Non", "Seulement les petites"], answer: 0 }, { question: "Quel est le rĆ“le du nectar pour les abeilles ?", choices: ["Nourriture", "Construire la ruche", "Attirer les prĆ©dateurs"], answer: 0 }, { question: "Les abeilles peuvent-elles vivre sans reine ?", choices: ["Oui", "Non", "Seulement quelques jours"], answer: 2 }, { question: "Les araignĆ©es peuvent-elles sauter ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 0 }, { question: "Combien de temps met une araignĆ©e pour tisser sa toile ?", choices: ["Quelques minutes", "Plusieurs heures", "Un jour"], answer: 0 }, { question: "Les abeilles sont-elles toutes ouvriĆØres ?", choices: ["Oui", "Non", "Seulement la nuit"], answer: 1 }, { question: "Les araignĆ©es mangent-elles des plantes ?", choices: ["Oui", "Non", "Seulement les bĆ©bĆ©s"], answer: 1 }, { question: "Quel est le rĆ“le du pollen pour la ruche ?", choices: ["Nourriture", "Construire la ruche", "Attirer les prĆ©dateurs"], answer: 0 }, { question: "Les abeilles peuvent-elles reconnaĆ®tre les humains ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles vivre dans le dĆ©sert ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 0 }, { question: "Combien de temps vit une abeille en hiver ?", choices: ["Quelques semaines", "Plusieurs mois", "Un jour"], answer: 1 }, { question: "Les abeilles fabriquent-elles la gelĆ©e royale ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles voir dans le noir ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 2 }, { question: "Quel est le principal ingrĆ©dient de la cire d'abeille ?", choices: ["Nectar", "Pollen", "SĆ©crĆ©tion"], answer: 2 }, { question: "Les abeilles peuvent-elles voler la nuit ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 1 }, { question: "Les araignĆ©es sont-elles toutes solitaires ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 1 }, { question: "Combien de temps vit une abeille butineuse ?", choices: ["Quelques semaines", "Plusieurs annĆ©es", "Un jour"], answer: 0 }, { question: "Les abeilles mangent-elles du pollen ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles vivre dans les arbres ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 0 }, { question: "Quel est le rĆ“le de la gelĆ©e royale ?", choices: ["Nourrir la reine", "Construire la ruche", "Attirer les prĆ©dateurs"], answer: 0 }, { question: "Les abeilles peuvent-elles reconnaĆ®tre leur ruche ?", choices: ["Oui", "Non", "Seulement la reine"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles vivre sous terre ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 0 }, { question: "Combien de cellules hexagonales une abeille peut-elle construire par jour ?", choices: ["10", "100", "1000"], answer: 1 }, { question: "Les abeilles peuvent-elles reconnaĆ®tre les visages humains ?", choices: ["Oui", "Non", "Seulement les apiculteurs"], answer: 0 }, { question: "Quel est le principal composant de la propolis ?", choices: ["RĆ©sine", "Miel", "Pollen"], answer: 0 }, { question: "Les araignĆ©es ont-elles du sang rouge ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 1 }, { question: "Combien de fois par seconde les ailes d'une abeille battent-elles ?", choices: ["50", "230", "500"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles rĆ©gĆ©nĆ©rer leurs pattes ?", choices: ["Oui", "Non", "Seulement jeunes"], answer: 0 }, { question: "Quelle est la tempĆ©rature idĆ©ale dans une ruche ?", choices: ["25°C", "35°C", "45°C"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles entendre ?", choices: ["Oui", "Non", "Seulement les vibrations"], answer: 2 }, { question: "Combien de kilomĆØtres une abeille peut-elle voler en une journĆ©e ?", choices: ["50 km", "150 km", "300 km"], answer: 1 }, { question: "Les araignĆ©es muent-elles ?", choices: ["Oui", "Non", "Seulement les mĆ¢les"], answer: 0 }, { question: "Quel pourcentage de plantes dĆ©pend de la pollinisation par les abeilles ?", choices: ["30%", "50%", "80%"], answer: 2 }, { question: "Les araignĆ©es peuvent-elles survivre dans l'espace ?", choices: ["Oui", "Non", "Quelques heures"], answer: 1 }, { question: "Combien d'Åufs une reine peut-elle pondre par jour ?", choices: ["100", "1000", "2000"], answer: 2 }, { question: "Les araignĆ©es sociales existent-elles ?", choices: ["Oui", "Non", "Seulement en AmĆ©rique"], answer: 0 }, { question: "Ć quelle vitesse vole une abeille ?", choices: ["15 km/h", "25 km/h", "40 km/h"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles nager sous l'eau ?", choices: ["Oui", "Non", "Seulement certaines espĆØces"], answer: 2 }, { question: "Combien de fleurs une abeille visite-t-elle par jour ?", choices: ["100", "500", "2000"], answer: 2 }, { question: "Les araignĆ©es ont-elles des poumons ?", choices: ["Oui", "Non", "Seulement les grandes"], answer: 1 }, { question: "Quelle est la durĆ©e de vie d'une ruche ?", choices: ["1 an", "5 ans", "20 ans"], answer: 2 }, { question: "Les araignĆ©es peuvent-elles vomir ?", choices: ["Oui", "Non", "Seulement malades"], answer: 0 }, { question: "Combien pĆØse une abeille ouvriĆØre ?", choices: ["0.1 gramme", "0.5 gramme", "1 gramme"], answer: 0 }, { question: "Les araignĆ©es dorment-elles ?", choices: ["Oui", "Non", "Ćtat de repos"], answer: 2 }, { question: "Quel est le record de distance de vol d'une abeille ?", choices: ["5 km", "10 km", "15 km"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles sentir les odeurs ?", choices: ["Oui", "Non", "Seulement les phĆ©romones"], answer: 0 }, { question: "Combien de temps met le miel Ć cristalliser ?", choices: ["1 semaine", "6 mois", "2 ans"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles survivre au froid ?", choices: ["Oui", "Non", "Avec antigel"], answer: 2 }, { question: "Ć quel Ć¢ge une abeille ouvriĆØre commence-t-elle Ć butiner ?", choices: ["1 jour", "3 semaines", "2 mois"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles changer de sexe ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 1 }, { question: "Combien de cellules contient un rayon de miel ?", choices: ["1000", "25000", "100000"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles vivre sans tĆŖte ?", choices: ["Oui", "Non", "Quelques heures"], answer: 2 }, { question: "Quelle est la portĆ©e de communication des abeilles ?", choices: ["10 mĆØtres", "100 mĆØtres", "1 kilomĆØtre"], answer: 2 }, { question: "Les araignĆ©es peuvent-elles planer ?", choices: ["Oui", "Non", "Avec balloning"], answer: 2 }, { question: "Combien de gĆ©nĆ©rations d'abeilles naissent par an ?", choices: ["2", "6", "12"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles manger leurs partenaires ?", choices: ["Oui", "Non", "Seulement les femelles"], answer: 2 }, { question: "Quel est le pH du miel ?", choices: ["Acide", "Neutre", "Basique"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles tisser sous l'eau ?", choices: ["Oui", "Non", "Seulement bulles d'air"], answer: 2 }, { question: "Combien de muscles contrĆ“lent les ailes d'une abeille ?", choices: ["4", "75", "200"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles voir les couleurs ?", choices: ["Oui", "Non", "Seulement certaines"], answer: 2 }, { question: "Ć quelle tempĆ©rature le miel devient-il toxique ?", choices: ["60°C", "100°C", "Jamais"], answer: 2 }, { question: "Les araignĆ©es peuvent-elles survivre Ć la radioactivitĆ© ?", choices: ["Oui", "Non", "Mieux que humains"], answer: 2 }, { question: "Combien de types de cellules une ruche contient-elle ?", choices: ["2", "3", "5"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles se camoufler ?", choices: ["Oui", "Non", "Seulement mimĆ©tisme"], answer: 0 }, { question: "Quelle distance parcourt une abeille pour 1 kg de miel ?", choices: ["40000 km", "80000 km", "120000 km"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles pleurer ?", choices: ["Oui", "Non", "Pas de larmes"], answer: 2 }, { question: "Combien de phĆ©romones diffĆ©rentes une reine produit-elle ?", choices: ["5", "20", "50"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles vivre en groupe ?", choices: ["Oui", "Non", "Rarement"], answer: 2 }, { question: "Ć quelle altitude maximale les abeilles peuvent-elles voler ?", choices: ["1000m", "3000m", "5000m"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles hiberner ?", choices: ["Oui", "Non", "Diapause"], answer: 2 }, { question: "Combien de fois son poids une abeille peut-elle porter ?", choices: ["0.5 fois", "1 fois", "2 fois"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles ĆŖtre cannibales ?", choices: ["Oui", "Non", "Seulement affamĆ©es"], answer: 0 }, { question: "Quelle est la vitesse de production du miel ?", choices: ["1g/jour", "10g/jour", "100g/jour"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles voler rĆ©ellement ?", choices: ["Oui", "Non", "Balloning seulement"], answer: 2 }, { question: "Combien de danses diffĆ©rentes les abeilles connaissent-elles ?", choices: ["2", "8", "20"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles survivre sous l'eau longtemps ?", choices: ["Oui", "Non", "Avec bulles d'air"], answer: 2 }, { question: "Ć quelle frĆ©quence vibrent les ailes d'une abeille ?", choices: ["100 Hz", "230 Hz", "500 Hz"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles ĆŖtre venimeuses ET vĆ©nĆ©neuses ?", choices: ["Oui", "Non", "TrĆØs rarement"], answer: 2 }, { question: "Combien de sucre contient le nectar ?", choices: ["10%", "30%", "70%"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles rĆ©gĆ©nĆ©rer leur cerveau ?", choices: ["Oui", "Non", "Partiellement"], answer: 1 }, { question: "Quelle est la forme gĆ©omĆ©trique parfaite des cellules ?", choices: ["CarrĆ©", "Hexagone", "Octogone"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles survivre Ć l'espace ?", choices: ["Oui", "Non", "Quelques minutes"], answer: 1 }, { question: "Combien d'antennes ont les abeilles ?", choices: ["2", "4", "6"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles ĆŖtre albinos ?", choices: ["Oui", "Non", "TrĆØs rare"], answer: 2 }, { question: "Ć quelle tempĆ©rature les abeilles ne volent plus ?", choices: ["5°C", "10°C", "15°C"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles chasser en groupe ?", choices: ["Oui", "Non", "Certaines espĆØces"], answer: 2 }, { question: "Combien de pattes a une larve d'abeille ?", choices: ["0", "3", "6"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles survivre sans eau ?", choices: ["Oui", "Non", "Longtemps"], answer: 2 }, { question: "Quelle est la consommation de miel d'une ruche en hiver ?", choices: ["5 kg", "15 kg", "30 kg"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles ĆŖtre gĆ©antes ?", choices: ["Oui", "Non", "PrĆ©histoire"], answer: 2 }, { question: "Combien pĆØse une reine des abeilles ?", choices: ["0.2g", "0.5g", "1g"], answer: 0 }, { question: "Les araignĆ©es peuvent-elles ĆŖtre transparentes ?", choices: ["Oui", "Non", "Certaines espĆØces"], answer: 2 }, { question: "Ć quelle distance les abeilles sentent-elles les fleurs ?", choices: ["1m", "100m", "1km"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles ĆŖtre immortelles ?", choices: ["Oui", "Non", "ThĆ©oriquement"], answer: 1 }, { question: "Combien de rayons contient une ruche moyenne ?", choices: ["5", "10", "20"], answer: 1 }, { question: "Les araignĆ©es peuvent-elles prĆ©dire le temps ?", choices: ["Oui", "Non", "Comportement change"], answer: 2 }, { question: "Quel pourcentage d'eau contient le miel mĆ»r ?", choices: ["10%", "18%", "30%"], answer: 1 }]; // Affiche le panneau de choix pour faire un quizz ou non function showQuizChoicePanel(onYes, onNo) { var panel = new Container(); panel.x = 2048 / 2; panel.y = 2732 / 2; var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.5, alpha: 0.97 }); panel.addChild(bg); var txt = new Text2("Veux-tu tenter un mini-quizz pour un bonus de dĆ©gĆ¢ts ?", { size: 50, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.y = -80; panel.addChild(txt); // Oui var yesBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: -180, y: 80, tint: 0x00bb00 }); var yesTxt = new Text2("Oui", { size: 40, fill: 0xffffff }); yesTxt.anchor.set(0.5, 0.5); yesTxt.x = -180; yesTxt.y = 80; panel.addChild(yesBtn); panel.addChild(yesTxt); // Non var noBtn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: 180, y: 80, tint: 0xbb0000 }); var noTxt = new Text2("Non", { size: 40, fill: 0xffffff }); noTxt.anchor.set(0.5, 0.5); noTxt.x = 180; noTxt.y = 80; panel.addChild(noBtn); panel.addChild(noTxt); yesBtn.interactive = true; yesBtn.down = function () { if (panel.parent) panel.parent.removeChild(panel); if (onYes) onYes(); }; noBtn.interactive = true; noBtn.down = function () { if (panel.parent) panel.parent.removeChild(panel); if (onNo) onNo(); }; LK.gui.addChild(panel); } // Affiche le panneau de quizz function showQuizPanel(onResult) { // Choisit une question au hasard var q = quizQuestions[Math.floor(Math.random() * quizQuestions.length)]; var panel = new Container(); panel.x = 2048 / 2; panel.y = 2732 / 2; var bg = LK.getAsset('battlePanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.7, alpha: 0.97 }); panel.addChild(bg); var txt = new Text2(q.question, { size: 50, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.y = -180; panel.addChild(txt); // Affiche les choix for (var i = 0; i < q.choices.length; i++) { (function (idx) { var btn = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.5, x: 0, y: -40 + idx * 120, tint: 0xeeeeee }); var choiceTxt = new Text2(q.choices[idx], { size: 40, fill: 0x000000 }); choiceTxt.anchor.set(0.5, 0.5); choiceTxt.x = 0; choiceTxt.y = -40 + idx * 120; panel.addChild(btn); panel.addChild(choiceTxt); btn.interactive = true; btn.down = function () { // Affiche rĆ©sultat if (idx === q.answer) { txt.setText("Bonne rĆ©ponse ! Bonus de dĆ©gĆ¢ts activĆ© !"); if (onResult) onResult(true); } else { txt.setText("Mauvaise rĆ©ponse !"); if (onResult) onResult(false); } // Ferme le panneau aprĆØs 1s LK.setTimeout(function () { if (panel.parent) panel.parent.removeChild(panel); }, 1000); }; })(i); } LK.gui.addChild(panel); } // Remplace la fonction playerAttack par une version qui gĆØre le quizz et le bonus function playerAttack() { // VĆ©rifie si on doit proposer un quizz var spidersToQuiz = currentLevel < 10 ? 4 : 7; if (!window.quizState) window.quizState = { spidersSinceLastQuiz: 0, bonusActive: false, bonusSpidersLeft: 0 }; // Si le bonus est actif, on le dĆ©crĆ©mente if (window.quizState.bonusActive) { // On applique le bonus de dĆ©gĆ¢ts window.quizState.bonusSpidersLeft--; if (window.quizState.bonusSpidersLeft <= 0) { window.quizState.bonusActive = false; } } // Si c'est le moment du quizz, on propose le choix if (window.quizState.spidersSinceLastQuiz >= spidersToQuiz) { showQuizChoicePanel(function () { // Oui, on fait le quizz showQuizPanel(function (isCorrect) { if (isCorrect) { window.quizState.bonusActive = true; window.quizState.bonusSpidersLeft = 2; } window.quizState.spidersSinceLastQuiz = 0; // AprĆØs le quizz, attaque normale doPlayerAttack(); }); }, function () { // Non, on attaque normalement window.quizState.spidersSinceLastQuiz = 0; doPlayerAttack(); }); return; } else { doPlayerAttack(); } } // Fonction d'attaque rĆ©elle du joueur (avec bonus si actif) function doPlayerAttack() { var baseDamage = 20 + Math.floor(Math.random() * 10); // 20-29 var damage = baseDamage; if (window.quizState && window.quizState.bonusActive) { damage = Math.floor(baseDamage * 1.2); } 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) { // IncrĆ©mente le compteur d'araignĆ©es vaincues pour le quizz if (window.quizState) window.quizState.spidersSinceLastQuiz++; 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; // Joue le son de coup de fusil LK.getSound('gun').play(); // 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) { var spiderEquivalent = 1; if (game.battleState.currentSpider.isHornet) spiderEquivalent = 10;else if (game.battleState.currentSpider.isWasp) spiderEquivalent = 20;else if (game.battleState.currentSpider.isDragonfly) spiderEquivalent = 30;else if (game.battleState.currentSpider.isBird) spiderEquivalent = 70; spidersDefeated += spiderEquivalent; game.battleState.currentSpider.countedAsDefeated = true; spidersDefeatedText.setText("Spiders: " + spidersDefeated); // Award ML based on enemy type ml += spiderEquivalent; storage.ml = ml; if (mlText) mlText.setText("ML: " + ml); // IncrĆ©mente le compteur d'araignĆ©es vaincues pour le quizz if (window.quizState) window.quizState.spidersSinceLastQuiz += spiderEquivalent; } // Bee ne rĆ©cupĆØre plus de points de vie automatiquement aprĆØs victoire (sauf lors du passage de niveau ou revitaliser) // (Bloc supprimĆ© pour respecter la nouvelle rĆØgle) // 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 17500 levels var maxLevels = 17500; // 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 jouĆ© a Bee Wars!\nFĆ©licitations tu as complĆ©ter le jeu!\nA bientĆ“t 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; // Prevent skipping levels: only increment by 1, and reset spidersDefeated to 0 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 enemy based on level var spider; if (currentLevel >= 5000 && Math.random() < 0.15) { spider = new Bird(); } else if (currentLevel >= 750 && Math.random() < 0.12) { spider = new Dragonfly(); } else if (currentLevel >= 444 && Math.random() < 0.10) { spider = new Wasp(); } else if (currentLevel >= 100 && Math.random() < 0.08) { spider = new Hornet(); } else { spider = new Spider(); } // Update spider's max health based on current level (20 more health per level) - but only for regular spiders if (!spider.isHornet && !spider.isWasp && !spider.isDragonfly && !spider.isBird) { 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 où l'abeille rĆ©cupĆØre 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("FĆ©licitations vous avez complĆ©tĆ© Bee Wars !\nA bientĆ“t 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) { // Defensive check: ensure bee exists and has required properties if (!bee || typeof bee.x === 'undefined' || typeof bee.width === 'undefined' || typeof bee.height === 'undefined') { return false; } // Additional defensive check for bee object integrity if (!bee || bee.destroyed || !bee.parent) { return false; } // 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; LK.getSound('bzz').play(); } } }; // 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 launch page instead of going directly to game if (!gameStarted) { initLaunchPage(); } else { 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 not yet started or in launch page if (!gameStarted || launchPage) { return; } // 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 && bee) { // Check for platform collisions for (var i = 0; i < platforms.length; i++) { // Defensive: ensure bee still exists before each collision check if (!bee) break; 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; } } } // 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(); } } };
===================================================================
--- original.js
+++ change.js
@@ -3242,8 +3242,12 @@
// Defensive check: ensure bee exists and has required properties
if (!bee || typeof bee.x === 'undefined' || typeof bee.width === 'undefined' || typeof bee.height === 'undefined') {
return false;
}
+ // Additional defensive check for bee object integrity
+ if (!bee || bee.destroyed || !bee.parent) {
+ return false;
+ }
// Simple rectangle collision
var beeLeft = bee.x - bee.width / 2;
var beeRight = bee.x + bee.width / 2;
var beeTop = bee.y - bee.height / 2;
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
AraigneĢe. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran ruche. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran maiĢs. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran roche. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran campagne. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran nid des araigneĢes. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran foreĢt enchanteĢe. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran muguet. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran roses epineuses. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran prairie manga. In-Game asset. 2d. High contrast. No shadows
Fond d'eĢcran ortis. In-Game asset. 2d. High contrast. No shadows
Frelon. In-Game asset. 2d. High contrast. No shadows
GueĢpe. 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