/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Hand = Container.expand(function () {
var self = Container.call(this);
var handGraphics = self.attachAsset('hand', {
anchorX: 0.5,
anchorY: 0
});
self.state = 'rising'; // rising, grabbing, retreating
self.speed = 0;
self.targetY = 0;
self.originalY = 0;
self.riseSpeed = 2 + Math.random() * 3;
self.grabSpeed = 8 + Math.random() * 4;
self.retreatSpeed = 5 + Math.random() * 3;
self.waitCounter = 0;
self.waitTime = 30 + Math.floor(Math.random() * 60);
// Randomly adjust hand appearance for variety
handGraphics.rotation = -0.2 + Math.random() * 0.4;
handGraphics.scaleX = 0.7 + Math.random() * 0.6;
handGraphics.alpha = 0.7 + Math.random() * 0.3;
self.update = function () {
switch (self.state) {
case 'rising':
self.y -= self.riseSpeed;
if (self.y <= self.targetY) {
self.y = self.targetY;
self.state = 'waiting';
}
break;
case 'waiting':
self.waitCounter++;
if (self.waitCounter >= self.waitTime) {
self.waitCounter = 0;
self.state = 'grabbing';
}
break;
case 'grabbing':
self.y -= self.grabSpeed;
if (self.y <= -handGraphics.height) {
self.state = 'retreating';
self.targetY = self.originalY;
}
break;
case 'retreating':
self.y += self.retreatSpeed;
if (self.y >= self.originalY) {
self.y = self.originalY;
self.state = 'rising';
self.targetY = getRandomTargetY();
}
break;
}
};
self.grab = function () {
if (self.state !== 'retreating') {
self.state = 'grabbing';
LK.getSound('handGrab').play();
}
};
function getRandomTargetY() {
return 1800 + Math.random() * 500;
}
return self;
});
var Orb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('orb', {
anchorX: 0.5,
anchorY: 0.5
});
self.glow = 0;
self.glowDirection = 0.05;
self.update = function () {
// Glow effect
self.glow += self.glowDirection;
if (self.glow >= 1) {
self.glow = 1;
self.glowDirection = -0.05;
} else if (self.glow <= 0.2) {
self.glow = 0.2;
self.glowDirection = 0.05;
}
// Apply glow as both scale and brightness
orbGraphics.scale.set(0.8 + self.glow * 0.4);
orbGraphics.alpha = 0.6 + self.glow * 0.4;
};
self.collect = function () {
// Expand and fade out effect
tween(orbGraphics, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
var pulseScale = 1.0;
var pulseDirection = 0.01;
self.isAlive = true;
self.orbsCollected = 0;
self.update = function () {
if (!self.isAlive) {
return;
}
// Subtle pulsing effect
pulseScale += pulseDirection;
if (pulseScale >= 1.1) {
pulseScale = 1.1;
pulseDirection = -0.01;
} else if (pulseScale <= 0.9) {
pulseScale = 0.9;
pulseDirection = 0.01;
}
playerGraphics.scale.x = pulseScale;
playerGraphics.scale.y = pulseScale;
};
self.die = function () {
if (!self.isAlive) {
return;
}
self.isAlive = false;
LK.getSound('playerDeath').play();
// Collapse and fade out effect
tween(playerGraphics, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
LK.showGameOver();
}
});
};
self.collectOrb = function () {
self.orbsCollected++;
LK.setScore(self.orbsCollected);
// Flash effect
LK.effects.flashObject(self, 0x00FFFF, 300);
// Play sound
LK.getSound('orbCollect').play();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game state variables
var player;
var orbs = [];
var hands = [];
var lastOrbSpawnTime = 0;
var orbSpawnDelay = 120; // in frames (60 fps = 2 seconds)
var difficulty = 1;
var shadow;
var gameStarted = false;
var scoreTxt;
// Initialize game elements
function initGame() {
// Create shadow overlay with low opacity
shadow = LK.getAsset('shadow', {
anchorX: 0,
anchorY: 0,
alpha: 0.9
});
game.addChild(shadow);
// Create player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// Initialize score display
scoreTxt = new Text2('0', {
size: 120,
fill: 0x00FFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.setText(LK.getScore());
LK.gui.top.addChild(scoreTxt);
// Initialize tutorial text (disappears after a few seconds)
var tutorialText = new Text2("Collect the glowing orbs.\nAvoid the hands.", {
size: 80,
fill: 0xFFFFFF
});
tutorialText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tutorialText);
// Fade out tutorial text after 4 seconds
LK.setTimeout(function () {
tween(tutorialText, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
tutorialText.destroy();
}
});
}, 4000);
// Start ambient music
LK.playMusic('creepyAmbience', {
fade: {
start: 0,
end: 0.4,
duration: 3000
}
});
gameStarted = true;
}
// Create a new orb at a random position
function spawnOrb() {
var newOrb = new Orb();
// Place orb in a random position, but keep it away from edges
newOrb.x = 200 + Math.random() * (2048 - 400);
newOrb.y = 200 + Math.random() * (2732 - 400);
// Keep orbs away from player's initial position
var dx = newOrb.x - player.x;
var dy = newOrb.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 200) {
// Too close to player, adjust position
newOrb.x = newOrb.x + (dx > 0 ? 200 : -200);
newOrb.y = newOrb.y + (dy > 0 ? 200 : -200);
}
game.addChild(newOrb);
orbs.push(newOrb);
lastOrbSpawnTime = LK.ticks;
}
// Create a new hand at a random position
function spawnHand() {
var newHand = new Hand();
// Place hand at a random horizontal position at the bottom of the screen
newHand.x = 100 + Math.random() * (2048 - 200);
newHand.y = 2732 + 100; // Start below the screen
newHand.originalY = newHand.y;
newHand.targetY = 1800 + Math.random() * 500; // Target y to rise to
game.addChild(newHand);
hands.push(newHand);
return newHand;
}
// Handle player movement
var isDragging = false;
game.down = function (x, y, obj) {
if (!gameStarted) {
initGame();
}
if (!player.isAlive) {
return;
}
isDragging = true;
player.x = x;
player.y = y;
};
game.move = function (x, y, obj) {
if (!player.isAlive || !isDragging) {
return;
}
player.x = x;
player.y = y;
};
game.up = function (x, y, obj) {
isDragging = false;
};
// Main game update loop
game.update = function () {
if (!gameStarted) {
initGame();
return;
}
// Spawn orbs on a timer
if (LK.ticks - lastOrbSpawnTime > orbSpawnDelay && orbs.length < 10) {
spawnOrb();
// Make orbs spawn faster as the game progresses
orbSpawnDelay = Math.max(60, 120 - player.orbsCollected * 2);
}
// Spawn hands based on difficulty
if (LK.ticks % Math.max(60, 180 - difficulty * 15) === 0 && hands.length < 10 + difficulty) {
spawnHand();
}
// Update difficulty based on orbs collected
difficulty = Math.floor(player.orbsCollected / 5) + 1;
// Process orb collection
for (var i = orbs.length - 1; i >= 0; i--) {
var orb = orbs[i];
if (player.isAlive && player.intersects(orb)) {
player.collectOrb();
orb.collect();
orbs.splice(i, 1);
// Increase difficulty
if (player.orbsCollected % 5 === 0) {
// Spawn extra hands when difficulty increases
for (var j = 0; j < 2; j++) {
var hand = spawnHand();
hand.grab(); // Make it immediately try to grab
}
// Flash screen to indicate difficulty increase
LK.effects.flashScreen(0x880000, 300);
}
// Update score display
scoreTxt.setText(LK.getScore());
// Check for win condition (collect 30 orbs)
if (player.orbsCollected >= 30) {
LK.showYouWin();
}
}
}
// Process hand movement and grabbing
for (var i = hands.length - 1; i >= 0; i--) {
var hand = hands[i];
// Check for collision with player
if (player.isAlive && player.intersects(hand) && (hand.state === 'rising' || hand.state === 'waiting' || hand.state === 'grabbing')) {
player.die();
}
// Remove hands that have been off-screen for too long
if (hand.state === 'retreating' && hand.y > hand.originalY + 300) {
hand.destroy();
hands.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,347 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Hand = Container.expand(function () {
+ var self = Container.call(this);
+ var handGraphics = self.attachAsset('hand', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ self.state = 'rising'; // rising, grabbing, retreating
+ self.speed = 0;
+ self.targetY = 0;
+ self.originalY = 0;
+ self.riseSpeed = 2 + Math.random() * 3;
+ self.grabSpeed = 8 + Math.random() * 4;
+ self.retreatSpeed = 5 + Math.random() * 3;
+ self.waitCounter = 0;
+ self.waitTime = 30 + Math.floor(Math.random() * 60);
+ // Randomly adjust hand appearance for variety
+ handGraphics.rotation = -0.2 + Math.random() * 0.4;
+ handGraphics.scaleX = 0.7 + Math.random() * 0.6;
+ handGraphics.alpha = 0.7 + Math.random() * 0.3;
+ self.update = function () {
+ switch (self.state) {
+ case 'rising':
+ self.y -= self.riseSpeed;
+ if (self.y <= self.targetY) {
+ self.y = self.targetY;
+ self.state = 'waiting';
+ }
+ break;
+ case 'waiting':
+ self.waitCounter++;
+ if (self.waitCounter >= self.waitTime) {
+ self.waitCounter = 0;
+ self.state = 'grabbing';
+ }
+ break;
+ case 'grabbing':
+ self.y -= self.grabSpeed;
+ if (self.y <= -handGraphics.height) {
+ self.state = 'retreating';
+ self.targetY = self.originalY;
+ }
+ break;
+ case 'retreating':
+ self.y += self.retreatSpeed;
+ if (self.y >= self.originalY) {
+ self.y = self.originalY;
+ self.state = 'rising';
+ self.targetY = getRandomTargetY();
+ }
+ break;
+ }
+ };
+ self.grab = function () {
+ if (self.state !== 'retreating') {
+ self.state = 'grabbing';
+ LK.getSound('handGrab').play();
+ }
+ };
+ function getRandomTargetY() {
+ return 1800 + Math.random() * 500;
+ }
+ return self;
+});
+var Orb = Container.expand(function () {
+ var self = Container.call(this);
+ var orbGraphics = self.attachAsset('orb', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.glow = 0;
+ self.glowDirection = 0.05;
+ self.update = function () {
+ // Glow effect
+ self.glow += self.glowDirection;
+ if (self.glow >= 1) {
+ self.glow = 1;
+ self.glowDirection = -0.05;
+ } else if (self.glow <= 0.2) {
+ self.glow = 0.2;
+ self.glowDirection = 0.05;
+ }
+ // Apply glow as both scale and brightness
+ orbGraphics.scale.set(0.8 + self.glow * 0.4);
+ orbGraphics.alpha = 0.6 + self.glow * 0.4;
+ };
+ self.collect = function () {
+ // Expand and fade out effect
+ tween(orbGraphics, {
+ alpha: 0,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var pulseScale = 1.0;
+ var pulseDirection = 0.01;
+ self.isAlive = true;
+ self.orbsCollected = 0;
+ self.update = function () {
+ if (!self.isAlive) {
+ return;
+ }
+ // Subtle pulsing effect
+ pulseScale += pulseDirection;
+ if (pulseScale >= 1.1) {
+ pulseScale = 1.1;
+ pulseDirection = -0.01;
+ } else if (pulseScale <= 0.9) {
+ pulseScale = 0.9;
+ pulseDirection = 0.01;
+ }
+ playerGraphics.scale.x = pulseScale;
+ playerGraphics.scale.y = pulseScale;
+ };
+ self.die = function () {
+ if (!self.isAlive) {
+ return;
+ }
+ self.isAlive = false;
+ LK.getSound('playerDeath').play();
+ // Collapse and fade out effect
+ tween(playerGraphics, {
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 1000,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ LK.showGameOver();
+ }
+ });
+ };
+ self.collectOrb = function () {
+ self.orbsCollected++;
+ LK.setScore(self.orbsCollected);
+ // Flash effect
+ LK.effects.flashObject(self, 0x00FFFF, 300);
+ // Play sound
+ LK.getSound('orbCollect').play();
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var player;
+var orbs = [];
+var hands = [];
+var lastOrbSpawnTime = 0;
+var orbSpawnDelay = 120; // in frames (60 fps = 2 seconds)
+var difficulty = 1;
+var shadow;
+var gameStarted = false;
+var scoreTxt;
+// Initialize game elements
+function initGame() {
+ // Create shadow overlay with low opacity
+ shadow = LK.getAsset('shadow', {
+ anchorX: 0,
+ anchorY: 0,
+ alpha: 0.9
+ });
+ game.addChild(shadow);
+ // Create player
+ player = new Player();
+ player.x = 2048 / 2;
+ player.y = 2732 / 2;
+ game.addChild(player);
+ // Initialize score display
+ scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0x00FFFF
+ });
+ scoreTxt.anchor.set(0.5, 0);
+ scoreTxt.setText(LK.getScore());
+ LK.gui.top.addChild(scoreTxt);
+ // Initialize tutorial text (disappears after a few seconds)
+ var tutorialText = new Text2("Collect the glowing orbs.\nAvoid the hands.", {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ tutorialText.anchor.set(0.5, 0.5);
+ LK.gui.center.addChild(tutorialText);
+ // Fade out tutorial text after 4 seconds
+ LK.setTimeout(function () {
+ tween(tutorialText, {
+ alpha: 0
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ tutorialText.destroy();
+ }
+ });
+ }, 4000);
+ // Start ambient music
+ LK.playMusic('creepyAmbience', {
+ fade: {
+ start: 0,
+ end: 0.4,
+ duration: 3000
+ }
+ });
+ gameStarted = true;
+}
+// Create a new orb at a random position
+function spawnOrb() {
+ var newOrb = new Orb();
+ // Place orb in a random position, but keep it away from edges
+ newOrb.x = 200 + Math.random() * (2048 - 400);
+ newOrb.y = 200 + Math.random() * (2732 - 400);
+ // Keep orbs away from player's initial position
+ var dx = newOrb.x - player.x;
+ var dy = newOrb.y - player.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < 200) {
+ // Too close to player, adjust position
+ newOrb.x = newOrb.x + (dx > 0 ? 200 : -200);
+ newOrb.y = newOrb.y + (dy > 0 ? 200 : -200);
+ }
+ game.addChild(newOrb);
+ orbs.push(newOrb);
+ lastOrbSpawnTime = LK.ticks;
+}
+// Create a new hand at a random position
+function spawnHand() {
+ var newHand = new Hand();
+ // Place hand at a random horizontal position at the bottom of the screen
+ newHand.x = 100 + Math.random() * (2048 - 200);
+ newHand.y = 2732 + 100; // Start below the screen
+ newHand.originalY = newHand.y;
+ newHand.targetY = 1800 + Math.random() * 500; // Target y to rise to
+ game.addChild(newHand);
+ hands.push(newHand);
+ return newHand;
+}
+// Handle player movement
+var isDragging = false;
+game.down = function (x, y, obj) {
+ if (!gameStarted) {
+ initGame();
+ }
+ if (!player.isAlive) {
+ return;
+ }
+ isDragging = true;
+ player.x = x;
+ player.y = y;
+};
+game.move = function (x, y, obj) {
+ if (!player.isAlive || !isDragging) {
+ return;
+ }
+ player.x = x;
+ player.y = y;
+};
+game.up = function (x, y, obj) {
+ isDragging = false;
+};
+// Main game update loop
+game.update = function () {
+ if (!gameStarted) {
+ initGame();
+ return;
+ }
+ // Spawn orbs on a timer
+ if (LK.ticks - lastOrbSpawnTime > orbSpawnDelay && orbs.length < 10) {
+ spawnOrb();
+ // Make orbs spawn faster as the game progresses
+ orbSpawnDelay = Math.max(60, 120 - player.orbsCollected * 2);
+ }
+ // Spawn hands based on difficulty
+ if (LK.ticks % Math.max(60, 180 - difficulty * 15) === 0 && hands.length < 10 + difficulty) {
+ spawnHand();
+ }
+ // Update difficulty based on orbs collected
+ difficulty = Math.floor(player.orbsCollected / 5) + 1;
+ // Process orb collection
+ for (var i = orbs.length - 1; i >= 0; i--) {
+ var orb = orbs[i];
+ if (player.isAlive && player.intersects(orb)) {
+ player.collectOrb();
+ orb.collect();
+ orbs.splice(i, 1);
+ // Increase difficulty
+ if (player.orbsCollected % 5 === 0) {
+ // Spawn extra hands when difficulty increases
+ for (var j = 0; j < 2; j++) {
+ var hand = spawnHand();
+ hand.grab(); // Make it immediately try to grab
+ }
+ // Flash screen to indicate difficulty increase
+ LK.effects.flashScreen(0x880000, 300);
+ }
+ // Update score display
+ scoreTxt.setText(LK.getScore());
+ // Check for win condition (collect 30 orbs)
+ if (player.orbsCollected >= 30) {
+ LK.showYouWin();
+ }
+ }
+ }
+ // Process hand movement and grabbing
+ for (var i = hands.length - 1; i >= 0; i--) {
+ var hand = hands[i];
+ // Check for collision with player
+ if (player.isAlive && player.intersects(hand) && (hand.state === 'rising' || hand.state === 'waiting' || hand.state === 'grabbing')) {
+ player.die();
+ }
+ // Remove hands that have been off-screen for too long
+ if (hand.state === 'retreating' && hand.y > hand.originalY + 300) {
+ hand.destroy();
+ hands.splice(i, 1);
+ }
+ }
+};
\ No newline at end of file
hand. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
player. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
shadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows