/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
/****
TODO:
* SFX: Maybe jump sound is a bit monotonous. Maybe I could cut different pitches from a soundmap (like a chord progresion)
* Instead of white flash on powerup, use particle explosion effect on all enemies. (Doesn't work, for some reason.)
* Maybe give player 3 lives? That refill by collecting energy?
* Maybe turret enemy can be used, if it's changed somehow?
****/
var Collectible = Container.expand(function (i) {
var self = Container.call(this);
var particleGraphics = self.attachAsset('energyPill', {
anchorX: 0.5,
anchorY: 0.5
});
self.orbitSpeed; // = 0; // set by the orbit that spawns it.
self.growing = Math.random() <= 0.5 ? true : false;
self.radius; // = 0;
self.initialPosition = function (radius, angle) {
self.angle = angle;
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
self._move_migrated = function () {
/*if (self.parent) {
self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width);
}*/
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
// Pulse effect
if (self.growing) {
if (self.scale.x < 1.1) {
self.scale.x += 0.025;
self.scale.y += 0.025;
} else {
self.growing = false;
}
} else {
if (self.scale.x > 0.9) {
self.scale.x -= 0.025;
self.scale.y -= 0.025;
} else {
self.growing = true;
}
}
};
});
var Dragon = Container.expand(function (head, index) {
var self = Container.call(this);
self.head = head;
self.index = index;
if (head == true) {
var powerup1Graphics = self.attachAsset('powerup3', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
var powerup1Graphics = self.attachAsset('dragonTail', {
anchorX: 0.5,
anchorY: 0.5
});
}
self.radius = 880;
//self.angleSpeed = 0.01;
//self.orbitSpeed = 0.075;
self.orbitSpeed = 0.01; //0.055;
self.soundPlayed = false;
self.initialPosition = function (angle) {
self.angle = angle;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
self._move_migrated = function () {
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 10;
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 2;
self.angle = (self.angle || 0) + self.orbitSpeed;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
//var sway = Math.cos((LK.ticks + self.index) % 100) * 2;
//self.radius += sway;
self.radius += Math.sin((LK.ticks + (self.index + 1) * 10) * 0.1) * 2; // Adjust radius for wavelike movement
//self.rotation += 0.1;
// If in the player's orbit.
if (self.parent == orbits[currentOrbitIndex]) {
if (!self.soundPlayed) {
self.soundPlayed = true;
LK.getSound('dragonSound').play();
}
if (LK.ticks % 15 == 0) {
// Increase speed every 15 ticks.
self.orbitSpeed += 0.0025;
}
}
if (self.head) {
self.parent.addChild(self);
if (self.x < centerX) {
//self.rotation = self.angle;
} else {
//self.rotation = self.angle / 2;
}
}
};
});
var ExplosionTrail = Container.expand(function (x, y) {
var self = Container.call(this);
//var tint = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : "#ffffff";
/*var trailGraphics = self.attachAsset('trail', {
anchorX: 0.5,
anchorY: 0.5
});*/
var trailGraphics = self.attachAsset('redExplosion', {
anchorX: 0.5,
anchorY: 0.5
});
trailGraphics.blendMode = 3;
self.x = x;
self.y = y;
var angle = Math.random() * Math.PI * 2;
var speed = Math.random() * 10;
self.speedX = Math.cos(angle) * speed;
self.speedY = Math.sin(angle) * speed;
self.alpha = 1;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.scale.x -= 0.015;
self.scale.y -= 0.015;
//self.alpha -= 0.01;
//if (self.alpha <= 0) {
if (self.scale.x <= 0) {
self.destroy();
}
};
});
var FloatingText = Container.expand(function (text, x, y) {
var self = Container.call(this);
var textLabel = new Text2(text, {
size: 100,
fill: 0x8888FF,
align: 'center'
});
textLabel.anchor.set(0.5, 0.5);
textLabel.x = x;
textLabel.y = y;
self.addChild(textLabel);
self.update = function () {
textLabel.y -= 2; // Move the text up
textLabel.alpha -= 0.02; // Fade out the text
if (textLabel.alpha <= 0) {
self.destroy();
}
};
});
var GameOverScreen = Container.expand(function (orbitsJumped, energyCollected, finalScore) {
var self = Container.call(this);
var bgGraphics = self.attachAsset('gameoverBg', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
bgGraphics.width = 2048 - 700;
bgGraphics.height = 600;
bgGraphics.x = centerX;
bgGraphics.y = centerY;
var text = new Text2("Orbits jumped: ".concat(orbitsJumped, "\nEnergy collected: ").concat(energyCollected, "\nFinal score: (").concat(orbitsJumped, "+").concat(energyCollected, ") = ").concat(finalScore), {
size: 100,
fill: 0xFFFFFF,
align: 'center'
});
text.anchor.set(0.5, 0.5);
text.x = 2048 / 2;
text.y = 2732 / 2;
self.addChild(text);
self.update = function () {
// No update logic needed for static game over screen
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed.
self.rotatingRight = Math.random() < 0.5 ? true : false;
/*if (self.parent) {
self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2;
}*/
self.radius = 0;
self.initialPosition = function (speed, angle, radius) {
self.angle = angle;
self.orbitSpeed = speed;
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
if (speed == 0) {
self.obstacleGraphics.destroy();
self.obstacleGraphics = self.attachAsset('staticObstacle', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
self._move_migrated = function () {
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width);
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; // * (100 / self.width);
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
if (ENEMY_WOBBLE) {
if (self.rotatingRight) {
if (self.rotation < 0.15) {
self.rotation += 0.05;
} else {
self.rotatingRight = false;
}
} else {
if (self.rotation > -0.15) {
self.rotation -= 0.05;
} else {
self.rotatingRight = true;
}
}
}
};
});
var ObstacleExploding = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('obstacleExploding', {
anchorX: 0.5,
anchorY: 0.5
});
self.exploding = false;
self.soundPlayed = false;
self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed.
self.rotatingRight = Math.random() < 0.5 ? true : false;
self.radius = 0;
self.initialPosition = function (speed, angle, radius) {
self.angle = angle;
self.orbitSpeed = speed;
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
self._move_migrated = function () {
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
self.rotation = Math.atan2(0 - self.y, 0 - self.x);
if (self.parent == orbits[currentOrbitIndex]) {
if (!self.soundPlayed) {
self.soundPlayed = true;
LK.getSound('explodingObstacleSound').play();
}
//self.exploding = true;
self.parent.addFragment(self.angle, self.orbitSpeed);
self.parent.addFragment(self.angle, self.orbitSpeed * -1);
for (var i = 0; i < 10; i++) {
var angle = i / 10 * Math.PI * 2;
var trail = new ExplosionTrail(self.x + Math.cos(angle) * 5, self.y + Math.sin(angle) * 5);
self.parent.addChild(trail);
}
self.destroy();
self._destroyed = true;
}
};
});
var ObstacleFragment = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('obstacleFragment', {
anchorX: 0.5,
anchorY: 0.5
});
self.orbitSpeed;
self.rotatingRight;
self.radius; // = 0;
self.initialPosition = function (speed, angle, radius) {
self.angle = angle;
self.orbitSpeed = speed;
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
if (speed < 0) {
self.obstacleGraphics.rotation *= -1;
}
};
self._move_migrated = function () {
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
});
var ObstacleSeeker = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('obstacleSeeker', {
anchorX: 0.5,
anchorY: 0.5
});
self.obstacleGraphics2 = self.attachAsset('obstacleSeeker2', {
anchorX: 0.5,
anchorY: 0.5
});
self.soundPlayer = false;
self.obstacleGraphics2.alpha = 0;
self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed.
self.rotatingRight = Math.random() < 0.5 ? true : false;
self.radius = 0;
self.initialPosition = function (speed, angle, radius) {
self.angle = angle;
self.orbitSpeed = Math.max(0.01, speed);
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
self.determineDirection = function () {
// Is clockwise or counterclokwise shortest path to player?
var playerAngle = Math.atan2(player.y - centerY, player.x - centerX);
var angleDifference = playerAngle - self.angle;
angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI; // Normalize angle difference to [-π, π]
if (angleDifference > 0) {
self.orbitSpeed = Math.abs(self.orbitSpeed);
} else {
self.orbitSpeed = -Math.abs(self.orbitSpeed);
}
};
self._move_migrated = function () {
self.determineDirection();
//only move if player is one the same orbit.
if (self.parent == orbits[currentOrbitIndex]) {
if (!self.soundPlayed) {
self.soundPlayed = true;
LK.getSound('seekerAlertSound').play();
}
self.obstacleGraphics2.alpha = 1;
self.obstacleGraphics.alpha = 0;
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
} else {
self.obstacleGraphics2.alpha = 0;
self.obstacleGraphics.alpha = 1;
}
};
});
var ObstacleTurret = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('obstacleTurrets', {
anchorX: 0.5,
anchorY: 0.5
});
self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed.
self.rotatingRight = Math.random() < 0.5 ? true : false;
self.radius = 0;
self.initialPosition = function (speed, angle, radius) {
self.angle = angle;
self.orbitSpeed = speed;
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
self.lookAtPlayer = function () {
var playerAngle = Math.atan2(player.y - (self.y + self.parent.y), player.x - (self.x + self.parent.x));
self.rotation = playerAngle;
};
self.shootAtPlayer = function () {
var playerAngle = Math.atan2(player.y - (self.y + self.parent.y), player.x - (self.x + self.parent.x));
var turretShot = new Container();
var shotGraphics = turretShot.attachAsset('turretShot', {
anchorX: 0.5,
anchorY: 0.5
});
turretShot.dead = false;
turretShot.x = (self.x + self.parent.x) / self.parent.scale.x;
turretShot.y = (self.y + self.parent.y) / self.parent.scale.y;
turretShot.rotation = playerAngle + Math.PI / 2;
turretShot.speedX = Math.cos(playerAngle) * 10;
turretShot.speedY = Math.sin(playerAngle) * 10;
turretShot.update = function () {
turretShot.x += turretShot.speedX;
turretShot.y += turretShot.speedY;
if (turretShot.x < 0 || turretShot.x > 2048 || turretShot.y < 0 || turretShot.y > 2732) {
turretShot.dead = true;
turretShot.destroy();
}
};
game.addChild(turretShot);
turretShots.push(turretShot);
//obstacles.push(turretShot);
};
self._move_migrated = function () {
self.lookAtPlayer();
// Should only be true when player and turret in same layer.
if (self.parent.scale.x == 1) {
if (LK.ticks % 30 === 0) {
// Shoot every 2 seconds (assuming 60 FPS)
self.shootAtPlayer();
}
}
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
});
// Orbit class
var Orbit = Container.expand(function () {
var self = Container.call(this);
var orbitGraphics = self.attachAsset('orbit1', {
anchorX: 0.5,
anchorY: 0.5,
tint: rainbowColors[colorOffset % rainbowColors.length]
});
orbitsCreated++;
colorOffset++;
orbitGraphics.alpha = 0.5;
self.direction = Math.random() < 0.5 ? 1 : -1;
self.positionOrbit = function (i) {
// Set position and scale.
self.x = centerX;
self.y = centerY;
//self.width = self.height = 1900 - i * 500;
self.width = 1900 - i * 500;
self.height = self.width;
if (i == 4) {
//self.width = 100;
//self.height = 100;
}
console.log("Orbit created with id, x, y, width, height:", i, self.x, self.y, self.width, self.height);
self.barrierSpeed = maxEnemySpeed * Math.random() * self.direction;
// First orbit is always empty.
if (i == 0) {
return;
}
// Determine contents of this orbit.
// Every 17th orbit is reserved for a powerup.
if (orbitsCreated % 17 == 0) {
self.addCollectible(1);
self.addPowerup();
return;
}
if (orbitsCreated > 50) {
// Exploding enemy possible.
if (Math.random() < 0.1) {
var amount = Math.ceil(Math.random() * 3);
self.addCollectible(amount);
for (var i = 0; i < amount; i++) {
//self.addObstacleTurret();
self.addObstacleExploding(self.barrierSpeed, i);
}
return;
}
}
if (orbitsCreated > 40) {
// Dragon enemy possible.
if (Math.random() < 0.1) {
self.addCollectible(10);
self.addDragon();
return;
}
}
if (orbitsCreated > 30) {
// Seeker enemy possible.
if (Math.random() < 0.1) {
self.addCollectible(1);
for (var i = 0; i < 2; i++) {
self.addSeekerObstacle(self.barrierSpeed, i);
}
return;
}
}
if (orbitsCreated > 20) {
// Static enemy possible
if (Math.random() < 0.33) {
self.addCollectible(1);
self.numBarriers = Math.ceil(Math.random() * maxEnemiesPerOrbit);
self.barrierSpeed = 0; // Setting speed to 0 makes the barrier the static type.
for (var i = 0; i < this.numBarriers; i++) {
self.addBarrier(self.barrierSpeed, i);
}
return;
}
}
// Default case, spawn X normal enemies
self.addCollectible(1);
self.numBarriers = Math.ceil(Math.random() * maxEnemiesPerOrbit);
for (var i = 0; i < this.numBarriers; i++) {
self.addBarrier(self.barrierSpeed, i);
//self.addObstacleExploding(self.barrierSpeed, i);
}
};
/*
var orbitGraphicsMask = self.attachAsset('blackSphere', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000
//tint: rainbowColors[(colorOffset + 1) % rainbowColors.length]
});
orbitGraphicsMask.alpha = 0;
orbitGraphicsMask.width = self.width - 200;
orbitGraphicsMask.height = self.height - 200;
*/
self.addBarrier = function (speed, index) {
var barrier = new Obstacle();
var angle = Math.random() * (Math.PI * 2);
var radius = 880;
barrier.initialPosition(speed, angle, radius);
self.addChild(barrier);
obstacles.push(barrier);
};
self.addObstacleExploding = function (speed, index) {
var barrier = new ObstacleExploding();
var angle = Math.random() * (Math.PI * 2);
var radius = 880;
barrier.initialPosition(speed, angle, radius);
self.addChild(barrier);
obstacles.push(barrier);
};
self.addFragment = function (angle, speed) {
var fragment = new ObstacleFragment();
var radius = 880;
fragment.initialPosition(speed, angle, radius);
self.addChild(fragment);
obstacles.push(fragment);
};
self.addSeekerObstacle = function (speed, index) {
var seeker = new ObstacleSeeker();
var angle = Math.random() * (Math.PI * 2);
var radius = 880;
seeker.initialPosition(speed, angle, radius);
self.addChild(seeker);
obstacles.push(seeker);
};
self.addDragon = function () {
for (var i = 0; i < 10; i++) {
var dragon = new Dragon(i == 0, i);
var angle = Math.PI * 1.5 - i * 0.03;
dragon.scale.x = 1 - (i + 1) * 0.075; //0.15
dragon.scale.y = 1 - (i + 1) * 0.075;
dragon.initialPosition(angle);
self.addChild(dragon);
obstacles.push(dragon);
}
};
self.addObstacleTurret = function () {
var turret = new ObstacleTurret();
var angle = Math.random() * (Math.PI * 2);
var radius = 880;
var speed = 0.01; // Define a default speed value
turret.initialPosition(speed, angle, radius);
self.addChild(turret);
obstacles.push(turret);
};
self.addPowerup = function () {
for (var i = 0; i < 5; i++) {
var powerup = new Powerup1();
var angle = Math.PI * 1.5 - i * 0.08;
var radius = 880;
powerup.scale.x = 1 - (i + 1) * 0.15;
powerup.scale.y = 1 - (i + 1) * 0.15;
powerup.initialPosition(angle, radius);
self.addChild(powerup);
obstacles.push(powerup);
}
};
self.addCollectible = function (num) {
var angleOffset = Math.random() * (Math.PI * 2);
for (var i = 0; i < num; i++) {
var collectible = new Collectible();
collectible.orbitSpeed = 0.0005 * self.direction;
var angle = 0.00001 + i * (Math.PI * 2 / num) + angleOffset;
collectible.initialPosition(880, angle);
self.addChild(collectible);
obstacles.push(collectible);
}
};
});
var Particle = Container.expand(function (i) {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.id = i;
//self.speed = 8;
self.dead = false;
particleGraphics.blendMode = 3;
self.alpha = 0.75;
self.rotation = Math.random() * Math.PI * 2;
self.update = function () {
if (scaling) {
self.x = player.x;
self.y = player.y;
self.x += self.id * 3 * Math.cos(player.angle);
self.y += self.id * 3 * Math.sin(player.angle);
}
self.alpha -= 0.001;
self.scale.x -= 0.02;
self.scale.y -= 0.02;
if (LK.ticks % (self.id + 1) == 0 || self.scale.x < 0) {
self.alpha = 0.75;
self.scale.x = 1;
self.scale.y = 1;
self.y = player.y; // + Math.random() * player.height / 4; // + player.height / 2 + (Math.random() * 50 - 25);
self.x = player.x; // + Math.random() * player.width / 4; // + (Math.random() * 50 - 25);
}
};
});
// Initialize player
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 890;
self.angle = 0;
self.jump = function () {
LK.getSound('jumpSound').play();
currentOrbitIndex++;
var targetOrbit = orbits[currentOrbitIndex];
self.angle = Math.atan2(self.y - centerY, self.x - centerX);
if (targetOrbit && currentOrbitIndex < orbits.length) {
//self.radius = (targetOrbit.width - 100) / 2;
self.radius = targetOrbit.width / 2;
//console.log('self.radius after setting it to targetOrbits: ' + self.radius);
} else {
self.radius = 0; // Fallback radius if targetOrbit is not defined
}
self.x = centerX + self.radius * Math.cos(self.angle);
self.y = centerY + self.radius * Math.sin(self.angle);
game.setBackgroundColor(rainbowColors[(colorOffset + 4) % rainbowColors.length]);
//self.scale.x = 0.70;
//self.scale.y = 0.70;
self.width = 70;
self.height = self.width;
scaling = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
if (LK.getScore() > storage.bestScore) {
storage.bestScore = LK.getScore();
bestScoreTxt.setText('Best Score\n' + storage.bestScore);
}
/*
var orbit = game.addChild(new Orbit());
orbit.positionOrbit(4);
orbits.push(orbit);
// Move player to the topmost z-index
game.setChildIndex(player, game.children.length - 1);
*/
};
self._update_migrated = function () {
//self.angleSpeed = 0.01;
//self.angle = (self.angle || 0) + self.angleSpeed;
self.angle = (self.angle || 0) + playerSpeed;
self.x = centerX + self.radius * Math.cos(self.angle);
self.y = centerY + self.radius * Math.sin(self.angle);
};
});
// Powerup class
var Powerup1 = Container.expand(function () {
var self = Container.call(this);
var powerup1Graphics = self.attachAsset('powerup2', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 880;
//self.angleSpeed = 0.01;
//self.orbitSpeed = 0.075;
self.orbitSpeed = 0.055;
self.initialPosition = function (angle, radius) {
self.angle = angle;
//self.orbitSpeed = Math.max(0.01, speed);
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
};
self._move_migrated = function () {
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 10;
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 2;
self.angle = (self.angle || 0) + self.orbitSpeed;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
self.rotation += 0.1;
};
});
var Sparkle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5
//tint: Math.floor(Math.random() * 16777215) // Add random tint
});
//self.angleSpeed = 0.01;
self.angle = 0;
self.orbitSpeed = (0.5 - Math.random() * 1) * 0.2; //-0.01;
self.radius = 0;
self.spread = Math.random() * 6 + 1;
self.centerX = 2048 / 2;
self.centerY = 2720 / 2;
//self.x = Math.random() * 2048;
//self.y = Math.random() * 2732;
self.radius = Math.random() * centerY;
self.moveAround = function () {
// Obstacle move logic
//var angleSpeed = -0.01 * self.parent.direction; //self.orbitSpeed;
//self.radius = self.parent.width / 2 - self.width / 2;
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width);
self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle %= Math.PI * 2;
var oldX = self.x;
var oldY = self.y;
self.x = self.centerX + self.radius * Math.cos(self.angle);
self.y = self.centerY + self.radius * Math.sin(self.angle);
/*
// Create a trail effect
if (LK.ticks % 3 == 0) {
var trail = LK.getAsset('trail', {
x: oldX,
y: oldY,
width: 4,
height: 4,
anchorX: 0.5,
anchorY: 0.5
//tint: Math.floor(Math.random() * 16777215) // Add random tint
});
game.addChild(trail);
//trails.push(trail);
// Fade out and remove the trail after a short duration
LK.setTimeout(function () {
game.removeChild(trail);
}, 50);
}
*/
if (true || Math.random() < 0.9) {
self.radius += self.spread;
}
//self.radius += 2 + Math.sin(LK.ticks % 20);
if (self.x > 2060 || self.x < -2060 || self.y < -60 || self.y > 2800) {
self.x = self.centerX;
self.y = self.centerY;
self.angle = 0;
self.orbitSpeed = (0.5 - Math.random() * 1) * 0.2; //-0.01;
self.radius = 0;
self.spread = Math.random() * 10 + 1;
game.addChild(self);
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x444488 // Init game with black background
});
/****
* Game Code
****/
// Import storage plugin
LK.playMusic('backgroundMusic');
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var ENEMY_WOBBLE = false;
var PARTICLES_ON = true;
var SPARKLES_ON = true;
var INCREASE_DIFFICULTY_EVERY_X_LEVELS = 15;
var GAME_ENDED = false;
var maxEnemiesPerOrbit = 2;
var player;
var playerSpeed = 0.005; //0.01;
var maxEnemySpeed = 0.01;
var collectiblesCollected = 0;
var orbits = [];
var obstacles = [];
var turretShots = [];
var currentOrbitIndex = 0;
var scaling = false;
var scalingCounter = 0;
var scalingSpeed = 50;
var scalingTarget = 500;
var powerupText;
var stalling = false;
var powerup1Activated = false;
var numColors = 18;
var orbitsCreated = 0; //Math.floor(Math.random() * numColors);
var colorOffset = Math.floor(Math.random() * numColors);
/*var rainbowColors = function () {
var colors = [];
for (var i = 0; i < numColors; i++) {
var hue = i * (360 / numColors) % 360;
colors.push(hsvToHex(hue / 360, 1, 1));
}
return colors;
}();*/
var fullscreenBackground = LK.getAsset('fullscreenBackground', {
anchorX: 0.507,
anchorY: 0.46,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
});
game.addChild(fullscreenBackground);
function hsvToHex(h, s, v) {
var r, g, b, i, f, p, q, t;
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0:
r = v, g = t, b = p;
break;
case 1:
r = q, g = v, b = p;
break;
case 2:
r = p, g = v, b = t;
break;
case 3:
r = p, g = q, b = v;
break;
case 4:
r = t, g = p, b = v;
break;
case 5:
r = v, g = p, b = q;
break;
}
var toHex = function toHex(x) {
var hex = Math.round(x * 255).toString(16);
return hex.length === 1 ? '0' + hex : hex;
};
return '0x' + toHex(r) + toHex(g) + toHex(b);
}
var rainbowColors = [];
function makeRainbowColors() {
var colors = [];
for (var i = 0; i < numColors; i++) {
var hue = i * (360 / numColors) % 360;
colors.push(hsvToHex(hue / 360, 1, 1));
}
return colors;
}
;
rainbowColors = makeRainbowColors();
//console.log(rainbowColors);
// A for our purposes optimized hitdetection, based on orbit layer and angle.
var radIntersects = function radIntersects(p, t) {
if (t.parent == orbits[currentOrbitIndex]) {
var pa = (p.angle * (180 / Math.PI) + 180) % 360;
var ta = (t.angle * (180 / Math.PI) + 180) % 360;
if (Math.abs(pa - ta) < 6) {
return true;
} else {
return false;
}
} else {
return false;
}
};
var showPowerupText = function showPowerupText() {
powerupText = new Text2('Powerup Activated!\nAll visible obstacles cleared!\nTap to continue', {
size: 100,
fill: 0xBBBBBB,
align: 'center'
});
powerupText.y = 2700 / 2;
powerupText.x = 2048 / 2;
powerupText.anchor.set(0.5, 0.5);
//instructionText.x = 2048 / 2; // Center horizontally
//instructionText.y = 2732 - instructionText.height / 2; // Position at the bottom
game.addChild(powerupText);
LK.setTimeout(function () {
var fadeDuration = 4000;
var fadeStep = 30;
var fadeInterval = fadeDuration / fadeStep;
var currentStep = 0;
var fadeOutInterval = LK.setInterval(function () {
if (powerupText) {
powerupText.alpha -= 1 / fadeStep;
}
currentStep++;
if (currentStep >= fadeStep) {
LK.clearInterval(fadeOutInterval);
game.removeChild(powerupText);
powerupText = null;
}
}, fadeInterval);
}, 0);
};
// Initialize assets used in this game.
// Game variables
var scoreText = new Text2('0', {
size: 150,
align: 'center',
fill: 0xFFFFFF,
anchorX: 0.5
});
LK.gui.top.addChild(scoreText);
scoreText.x -= 40;
var bestScoreTxt = new Text2('Best Score\n0', {
size: 50,
fill: 0xFFFFFF,
align: 'center'
});
bestScoreTxt.x = 2048 - 300;
bestScoreTxt.y = 50;
storage.bestScore = storage.bestScore || 0;
bestScoreTxt.setText('Best Score\n' + storage.bestScore);
game.addChild(bestScoreTxt);
// Initialize orbits
function createOrbits() {
for (var i = 0; i < 5; i++) {
var orbit = new Orbit();
orbit.positionOrbit(i);
orbits.push(orbit);
game.addChild(orbit);
}
}
createOrbits();
// Add instruction text at the bottom of the screen
var instructionText = new Text2('Tap and release to jump to the next orbit.\nCollect blue energy and don\'t hit the red obstacles.', {
size: 50,
fill: 0xBBBBBB,
align: 'center'
});
instructionText.y = 163;
instructionText.x = 50;
instructionText.anchor.set(0.5, 0);
//instructionText.x = 2048 / 2; // Center horizontally
//instructionText.y = 2732 - instructionText.height / 2; // Position at the bottom
LK.gui.top.addChild(instructionText);
//game.setBackgroundColor(rainbowColors[7] + 0xdddddd);
var playerLayer = new Container();
//player = game.addChild(new Player());
player = playerLayer.addChild(new Player());
game.addChild(playerLayer);
var particles = [];
if (PARTICLES_ON) {
var particleContainer = new Container();
//game.addChild(particleContainer);
playerLayer.addChild(particleContainer);
// Initialize particles array
//var particles = [];
// Create particles
for (var i = 0; i < 40; i++) {
var particle = new Particle(i);
particle.x = player.x;
particle.y = player.y; // + player.height * 3;
particleContainer.addChild(particle);
particles.push(particle);
}
}
var sparkles = [];
if (SPARKLES_ON) {
for (var i = 0; i < 50; i++) {
var sparkle = game.addChild(new Sparkle());
//sparkles.positionOrbit(i);
sparkles.push(sparkle);
}
}
//player.x = 2048 / 2;
//player.y = 2732 / 2 - 200; // Start the player 200px above the center
/*
console.log('Player radius is now: ' + player.radius);
console.log('Orbits.length is now: ' + orbits.length);
console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex);
console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width);
*/
function increaseDifficulty() {
if (maxEnemiesPerOrbit < 8) {
maxEnemiesPerOrbit++;
}
maxEnemySpeed += 0.001;
playerSpeed += 0.001;
}
// Game logic
LK.playMusic('backgroundMusic', {
loop: true
});
game.on('down', function (x, y, obj) {
//LK.playMusic('backgroundMusic');
if (!GAME_ENDED) {
if (!stalling) {
stalling = true;
}
}
});
game.on('up', function (x, y, obj) {
if (!GAME_ENDED) {
if (powerupText) {
game.removeChild(powerupText);
powerupText = null;
}
if (!scaling) {
player.jump(currentOrbitIndex);
LK.gui.top.removeChild(instructionText);
if (orbitsCreated % INCREASE_DIFFICULTY_EVERY_X_LEVELS == 0) {
//maxEnemiesPerOrbit++;
//maxEnemySpeed += 0.002;
increaseDifficulty();
}
}
if (stalling) {
stalling = false;
}
game.addChild(bestScoreTxt);
}
});
LK.on('tick', function () {
if (!GAME_ENDED) {
if (!stalling) {
player._update_migrated();
}
var t;
if (powerup1Activated) {
powerup1Activated = false;
for (var i = obstacles.length - 1; i >= 0; i--) {
t = obstacles[i];
if (t instanceof Collectible == false) {
/*
for (var j = 0; j < 5; j++) {
var angle = j / 5 * Math.PI * 2;
var trail = new ExplosionTrail(t.parent.x + t.x + Math.cos(angle) * 5, t.parent.y + t.y + Math.sin(angle) * 5);
game.addChild(trail);
}*/
t.destroy();
t._destroyed = true;
}
}
}
if (scaling) {
scalingCounter++;
for (var i = 0; i < orbits.length; i++) {
t = orbits[i];
t.width += scalingSpeed;
t.height += scalingSpeed;
//player.radius += scalingSpeed * 0.1;
}
//player.radius = orbits[currentOrbitIndex].width / 2 - 50;
if (currentOrbitIndex < orbits.length && orbits[currentOrbitIndex]) {
player.radius = orbits[currentOrbitIndex].width / 2 - 65;
}
if (player.width < 100) {
player.width += 0.3;
player.height = player.width;
}
//player.scale.x = player.scale.y =
if (scalingCounter == scalingTarget / scalingSpeed) {
scaling = false;
scalingCounter = 0;
var orbit = game.addChild(new Orbit());
orbit.positionOrbit(4);
orbits.push(orbit);
//game.setChildIndex(player, game.children.length - 1);
game.setChildIndex(playerLayer, game.children.length - 1);
player.width = 100;
player.height = 100;
//game.setBackgroundColor(rainbowColors[(10 + currentOrbitIndex) % 15] + 0xdddddd);
/*
console.log('Player radius is now: ' + player.radius);
console.log('Orbits.length is now: ' + orbits.length);
console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex);
console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width);
*/
}
}
// Update orbits
for (var i = orbits.length - 1; i >= 0; i--) {
//orbits[i].positionOrbit(i);
var orb = orbits[i];
//if (orb && orb.width > 2700) {
if (orb && orb.width > 3500) {
for (var j = 0; j < orb.children.length; j++) {
t = orb.children[j];
if (t instanceof Obstacle || t instanceof Powerup1) {
// child is an instance of these, do something with it
t._destroyed = true;
}
}
//orbits[i].destroy();
orb.destroy();
// Splice alters jump logic, so alter currentTargetOrbit too.
orbits.splice(i, 1);
currentOrbitIndex--;
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
t = obstacles[i];
//if (obstacles[i] && !obstacles[i]._destroyed) {
if (t && !t._destroyed) {
//obstacles[i]._move_migrated();
t._move_migrated();
//if (player.intersects(obstacles[i])) {
//if (radIntersects(player, obstacles[i])) {
if (radIntersects(player, t)) {
//console.log('collision occurred: (obstacle:', t.radius, t.angle % (Math.PI * 2), ') , (player: ', player.radius, player.angle % (Math.PI * 2));
if (t instanceof Powerup1) {
t.destroy();
t._destroyed = true;
LK.getSound('powerupSound').play();
if (!powerup1Activated) {
LK.effects.flashScreen(0xffffff, 1000);
//LK.effects.flashScreen(rainbowColors[Math.floor(Math.random() * numColors)], 1000);
powerup1Activated = true;
showPowerupText();
}
} else if (t instanceof Collectible) {
t.destroy();
t._destroyed = true;
LK.getSound('collectSound').play();
collectiblesCollected++;
var floatingText = new FloatingText("+1", player.x, player.y);
game.addChild(floatingText);
} else {
player.visible = false;
for (var i = particles.length - 1; i >= 0; i--) {
particles[i].destroy();
}
particles = [];
LK.getSound('playerDeathSound').play();
for (var i = 0; i < 30; i++) {
var angle = i / 30 * Math.PI * 2;
var trail = new ExplosionTrail(player.x + Math.cos(angle) * 10, player.y + Math.sin(angle) * 10);
game.addChild(trail);
}
var orbitsJumped = LK.getScore();
var energyCollected = collectiblesCollected;
var finalScore = orbitsJumped + energyCollected;
LK.setScore(finalScore);
var gameOverScreen = new GameOverScreen(orbitsJumped, energyCollected, finalScore);
game.addChild(gameOverScreen);
scoreText.setText(finalScore);
bestScoreTxt.setText(finalScore);
GAME_ENDED = true;
LK.setTimeout(function () {
LK.showGameOver();
}, 6000);
break;
}
}
} else {
obstacles.splice(i, 1);
//console.log('obstacles.length is now: ' + obstacles.length);
}
}
// Update turretshots
for (var i = turretShots.length - 1; i >= 0; i--) {
t = turretShots[i];
//if (obstacles[i] && !obstacles[i]._destroyed) {
if (t.dead == true) {
t.destroy();
turretShots.splice(i, 1);
}
}
if (PARTICLES_ON && particles && particles.length > 0) {
for (var i = particles.length - 1; i >= 0; i--) {
particles[i].update();
}
}
if (SPARKLES_ON && sparkles && sparkles.length > 0) {
for (var i = sparkles.length - 1; i > 0; i--) {
if (sparkles[i] && !sparkles[i]._destroyed) {
sparkles[i].moveAround();
} else {
//sparkles.splice(i, 1);
}
}
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof ExplosionTrail) {
game.children[i].update();
}
}
}
});
Make the circle completely black on all pixels.
A white star. Flat vector art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The line-color should be white, and the circle a bit thinner.
a wonderful but not very dense starfield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A glowing blue comic energy orb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
I'd like a top down image of a super fine and thin white empty cicular band on a transparent background. It should be flatly white and with no other details, and of course perfectly round with blank space in the center. The band's width should be less than one percent of the width of the circle itself, as if a 1 cm band were laid out in a circle with a diameter of 100 cm. Single Game Texture. In-Game asset. 2d. Blank background.