User prompt
Let the character double jump
User prompt
Set an endgame point 300 meters into the game and give it the appearance of a gate
User prompt
Erase the aura of the boxes
User prompt
Increase the brightness of the boxes and make them stand out ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Allocate a separate asset to harmful boxes
User prompt
The assets of the harmful boxes should be different.
User prompt
After damaging the box, it will shatter like an explosion. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let's put another box, but this box can cause damage
User prompt
Let them be closer to each other
User prompt
The boxes on top of each other should be stuck together but their hitboxes should be separate.
User prompt
Some of the boxes should be 2-stage, one on top of the other.
User prompt
Let the screen move with us
User prompt
Let us move the character
User prompt
The door should be a little higher
User prompt
Let the door be attached to the floor
User prompt
Place the starting gate at 40 meters
User prompt
Place the starting gate a little further ahead of the character
User prompt
Place the starting gate in the same area as the character
User prompt
Place the starting gate at 20 meters
User prompt
Put a starting gate
User prompt
Bring back the location of the boxes
User prompt
The boxes should not be animated, they should remain stationary and appear closer to the ground.
User prompt
Let the boxes stick to the ground
User prompt
Add small boxes to the game and collectable coins when broken.
User prompt
Let it turn right and left ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Box = Container.expand(function () {
var self = Container.call(this);
var boxGraphics = self.attachAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFFB347 // Bright orange color
});
// Add glow effect
var glowEffect = self.attachAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0,
alpha: 0.3,
tint: 0xFFD700 // Golden glow
});
// Start glow pulsing animation
function startGlowPulse() {
tween(glowEffect, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(glowEffect, {
scaleX: 2.0,
scaleY: 2.0,
alpha: 0.3
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: startGlowPulse
});
}
});
}
startGlowPulse();
self.speed = gameSpeed;
self.broken = false;
self.health = 1; // Can be broken in one hit
self.update = function () {
self.x -= self.speed;
};
// Method to break the box and spawn coins
self.breakBox = function () {
if (!self.broken) {
self.broken = true;
// Create breaking effect
LK.effects.flashObject(self, 0xFFFFFF, 300);
// Spawn 2-3 coins around the box
var numCoins = 2 + Math.floor(Math.random() * 2);
for (var c = 0; c < numCoins; c++) {
var coin = new Coin();
coin.x = self.x + (Math.random() - 0.5) * 100;
coin.y = self.y + (Math.random() - 0.5) * 80;
coins.push(coin);
game.addChild(coin);
}
// Simple fade out without scaling or rotation
tween(self, {
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
self.destroy();
}
});
}
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
// Create aura effect
var aura = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.3,
tint: 0xFFD700
});
self.speed = gameSpeed;
self.collected = false;
// Floating animation
self.floatOffset = 0;
// Start aura pulsing animation
function startAuraPulse() {
tween(aura, {
scaleX: 2.0,
scaleY: 2.0,
alpha: 0.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(aura, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.3
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: startAuraPulse
});
}
});
}
startAuraPulse();
self.update = function () {
self.x -= self.speed;
// Floating animation
self.floatOffset += 0.15;
coinGraphics.y = Math.sin(self.floatOffset) * 10;
aura.y = Math.sin(self.floatOffset) * 10;
// Rotation animation
coinGraphics.rotation += 0.1;
aura.rotation -= 0.05; // Counter-rotate aura for visual effect
};
return self;
});
var DamageBox = Container.expand(function () {
var self = Container.call(this);
var damageBoxGraphics = self.attachAsset('danger_box', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF4444 // Bright red color to indicate danger
});
// Add warning glow effect
var warningGlow = self.attachAsset('danger_box', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 2.2,
alpha: 0.4,
tint: 0xFF0000 // Bright red warning glow
});
// Start warning glow pulsing animation
function startWarningPulse() {
tween(warningGlow, {
scaleX: 2.8,
scaleY: 2.8,
alpha: 0.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(warningGlow, {
scaleX: 2.2,
scaleY: 2.2,
alpha: 0.4
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: startWarningPulse
});
}
});
}
startWarningPulse();
self.speed = gameSpeed;
self.damaged = false;
self.update = function () {
self.x -= self.speed;
};
// Method to cause damage to player
self.damagePlayer = function () {
if (!self.damaged && !player.isInvulnerable) {
self.damaged = true;
playerLives--;
// Update hearts display
if (playerLives >= 0 && hearts[playerLives]) {
hearts[playerLives].alpha = 0.3;
}
// Make player invulnerable temporarily
player.isInvulnerable = true;
LK.effects.flashObject(player, 0xFF0000, 1000);
// Remove invulnerability after 2 seconds
LK.setTimeout(function () {
player.isInvulnerable = false;
}, 2000);
// Check for game over
if (playerLives <= 0) {
LK.showGameOver();
}
// Create explosion effect when damaged
self.createExplosion();
}
};
// Method to create explosion effect
self.createExplosion = function () {
// Create explosion particles
for (var p = 0; p < 12; p++) {
var particle = LK.getAsset('danger_box', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6,
alpha: 1.0,
x: self.x,
y: self.y,
tint: 0x8B0000
});
game.addChild(particle);
var angle = p / 12 * Math.PI * 2;
var distance = 100 + Math.random() * 80;
var targetX = self.x + Math.cos(angle) * distance;
var targetY = self.y + Math.sin(angle) * distance;
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: Math.PI * 2 * (Math.random() > 0.5 ? 1 : -1)
}, {
duration: 600 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
// Flash screen and hide the damage box
LK.effects.flashScreen(0xFF0000, 300);
tween(self, {
alpha: 0,
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
var EndGate = Container.expand(function () {
var self = Container.call(this);
var gateGraphics = self.attachAsset('gate', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2,
tint: 0xFFD700 // Golden color for finish gate
});
// Add victory glow effect
var victoryGlow = self.attachAsset('gate', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.4,
tint: 0xFFFFFF // White victory glow
});
// Start victory glow pulsing animation
function startVictoryPulse() {
tween(victoryGlow, {
scaleX: 1.8,
scaleY: 1.8,
alpha: 0.1
}, {
duration: 1200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(victoryGlow, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.4
}, {
duration: 1200,
easing: tween.easeInOut,
onFinish: startVictoryPulse
});
}
});
}
startVictoryPulse();
self.speed = gameSpeed;
self.crossed = false;
self.update = function () {
self.x -= self.speed;
};
// Method to trigger win condition
self.triggerWin = function () {
if (!self.crossed) {
self.crossed = true;
// Create victory particle effect
for (var p = 0; p < 20; p++) {
var particle = LK.getAsset('gate', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3,
alpha: 1.0,
x: self.x,
y: self.y - 200,
tint: p % 3 === 0 ? 0xFFD700 : p % 3 === 1 ? 0xFFFFFF : 0x00FF00
});
game.addChild(particle);
var angle = p / 20 * Math.PI * 2;
var distance = 200 + Math.random() * 150;
var targetX = self.x + Math.cos(angle) * distance;
var targetY = self.y - 200 + Math.sin(angle) * distance;
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: Math.PI * 3
}, {
duration: 1500 + Math.random() * 500,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
// Flash screen with victory colors
LK.effects.flashScreen(0xFFD700, 800);
// Show you win after a brief delay
LK.setTimeout(function () {
LK.showYouWin();
}, 1000);
}
};
return self;
});
var Gem = Container.expand(function () {
var self = Container.call(this);
var gemGraphics = self.attachAsset('gem', {
anchorX: 0.5,
anchorY: 0.5
});
// Create crystalline aura effect
var aura1 = self.attachAsset('gem', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3,
alpha: 0.4,
tint: 0x00FFFF
});
var aura2 = self.attachAsset('gem', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.6,
scaleY: 1.6,
alpha: 0.2,
tint: 0x8A2BE2
});
self.speed = gameSpeed;
self.collected = false;
// Crystal aura remains steady without pulsing animation
self.update = function () {
self.x -= self.speed;
// Crystal remains steady without rotation
};
// Method to create particle effect when collected
self.createParticles = function () {
for (var p = 0; p < 8; p++) {
var particle = LK.getAsset('gem', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.8,
x: self.x,
y: self.y,
tint: p % 2 === 0 ? 0x00FFFF : 0x8A2BE2
});
game.addChild(particle);
var angle = p / 8 * Math.PI * 2;
var distance = 150 + Math.random() * 100;
var targetX = self.x + Math.cos(angle) * distance;
var targetY = self.y + Math.sin(angle) * distance;
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: Math.PI * 2
}, {
duration: 800 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var foxGraphics = self.attachAsset('fox', {
anchorX: 0.5,
anchorY: 1.0
});
self.isJumping = false;
self.velocityY = 0;
self.groundY = 2732 - 150 - 3; // Ground level
self.jumpPower = -27;
self.gravity = 1.2;
self.runAnimationTimer = 0;
self.isSpinning = false;
self.spinDamageRadius = 150;
self.jumpsRemaining = 2; // Allow double jump
self.jump = function () {
if (self.jumpsRemaining > 0) {
// First jump or double jump
if (!self.isJumping) {
self.isJumping = true;
}
self.velocityY = self.jumpPower;
self.jumpsRemaining--;
LK.getSound('jump').play();
// Different animation for double jump
var isDoubleJump = self.jumpsRemaining === 0 && self.isJumping;
if (isDoubleJump) {
// Double jump animation - more dramatic spin
tween(foxGraphics, {
scaleX: 1.3,
scaleY: 1.3,
rotation: -0.6
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(foxGraphics, {
scaleX: 1.0,
scaleY: 1.0,
rotation: 0
}, {
duration: 250,
easing: tween.easeIn
});
}
});
} else {
// Regular jump animation
tween(foxGraphics, {
scaleX: 1.2,
scaleY: 1.2,
rotation: -0.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(foxGraphics, {
scaleX: 1.0,
scaleY: 1.0,
rotation: 0
}, {
duration: 300,
easing: tween.easeIn
});
}
});
}
}
};
self.spinAttack = function () {
if (!self.isSpinning) {
self.isSpinning = true;
LK.getSound('jump').play(); // Reuse jump sound for spin
// Horizontal rotation animation around character's center
tween(foxGraphics, {
rotation: Math.PI * 4,
// 2 full horizontal rotations
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF4500
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
self.isSpinning = false;
foxGraphics.rotation = 0;
foxGraphics.scaleX = 1.0;
foxGraphics.scaleY = 1.0;
foxGraphics.tint = 0xFFFFFF;
}
});
}
};
self.update = function () {
if (self.isJumping) {
self.velocityY += self.gravity;
self.y += self.velocityY;
// Land on ground
if (self.y >= self.groundY) {
self.y = self.groundY;
self.isJumping = false;
self.velocityY = 0;
self.jumpsRemaining = 2; // Reset double jump when landing
}
} else {
// Running animation when on ground
self.runAnimationTimer += 0.2;
foxGraphics.y = Math.sin(self.runAnimationTimer) * 3;
foxGraphics.scaleX = 1.0 + Math.sin(self.runAnimationTimer * 2) * 0.05;
}
};
return self;
});
var StartingGate = Container.expand(function () {
var self = Container.call(this);
var gateGraphics = self.attachAsset('gate', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.0,
scaleY: 1.0
});
self.speed = gameSpeed;
self.update = function () {
self.x -= self.speed;
};
return self;
});
var Trail = Container.expand(function () {
var self = Container.call(this);
var trailGraphics = self.attachAsset('fox', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 0.6,
scaleY: 0.6,
alpha: 0.7
});
self.speed = gameSpeed;
self.update = function () {
self.x -= self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var player;
var coins = [];
var gems = [];
var boxes = [];
var damageBoxes = [];
var trails = [];
var gameSpeed = 8;
var spawnTimer = 0;
var coinCount = 0;
var gemCount = 0;
var distanceScore = 0;
var groundY = 2732 - 150;
var playerLives = 3;
var trailTimer = 0;
var crystalSpawned = false;
var endGateSpawned = false;
var startingGate;
var endGate;
var background1, background2;
// UI Elements
var coinIcon = LK.getAsset('coin_icon', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: 20
});
LK.gui.top.addChild(coinIcon);
var coinText = new Text2('0', {
size: 60,
fill: 0xFFFFFF,
font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif",
fontWeight: '900',
stroke: 0x000000,
strokeThickness: 15
});
coinText.anchor.set(0.5, 0);
coinText.x = 0;
coinText.y = 110;
LK.gui.top.addChild(coinText);
var gemIcon = LK.getAsset('gem_icon', {
anchorX: 0.5,
anchorY: 0,
x: 150,
y: 20
});
LK.gui.top.addChild(gemIcon);
var gemText = new Text2('0', {
size: 60,
fill: 0xFF69B4,
font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif",
fontWeight: '900',
stroke: 0x000000,
strokeThickness: 15
});
gemText.anchor.set(0.5, 0);
gemText.x = 150;
gemText.y = 110;
LK.gui.top.addChild(gemText);
var scoreText = new Text2('Distance: 0', {
size: 90,
fill: 0xFFFFFF,
fontStyle: 'italic',
fontWeight: 'bold'
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
// Create heart UI elements
var hearts = [];
for (var h = 0; h < 3; h++) {
var heart = LK.getAsset('heart', {
anchorX: 0.5,
anchorY: 0.5,
x: 97 + h * 105,
y: 193
});
hearts.push(heart);
LK.gui.topLeft.addChild(heart);
}
;
// Spin button removed
// Play background music constantly
LK.playMusic('Arkaplanmuzik');
// Create endless scrolling background
background1 = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
background2 = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 2048,
y: 0
}));
// Create animated ground elements for endless scrolling
var ground1 = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: groundY
}));
var ground2 = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 4008,
// Position second ground at end of first ground
y: groundY
}));
// Ground animation variables
var groundAnimationTimer = 0;
// Create starting gate
startingGate = new StartingGate();
startingGate.x = 400 + 40 * 10; // Position at 40 meters (40m * 10 pixels per meter)
startingGate.y = groundY + 75; // Position gate a little higher above the ground
game.addChild(startingGate);
// Create player (will be added to foreground later)
player = new Player();
player.x = 400;
player.y = groundY - 3;
player.isInvulnerable = false;
// Touch controls for swipe up to jump
var touchStartY = null;
var minSwipeDistance = 100; // Minimum distance for swipe detection
game.down = function (x, y, obj) {
touchStartY = y;
};
game.up = function (x, y, obj) {
if (touchStartY !== null) {
var swipeDistance = touchStartY - y; // Positive means swipe up
if (swipeDistance >= minSwipeDistance) {
// Swipe up detected - make player jump
player.jump();
}
touchStartY = null;
}
};
// Spin button interaction removed
function spawnCoin() {
var coin = new Coin();
coin.x = 2048 + 100;
coin.y = groundY - 100 - Math.random() * 150;
coins.push(coin);
game.addChild(coin);
}
function spawnGem() {
var gem = new Gem();
gem.x = 2048 + 100;
gem.y = groundY - 80 - Math.random() * 200;
gems.push(gem);
game.addChild(gem);
}
function spawnBox() {
// Randomly decide if this should be a 2-stage box (30% chance)
var isTwoStage = Math.random() < 0.3;
if (isTwoStage) {
// Create bottom box
var bottomBox = new Box();
bottomBox.x = 2048 + 100;
bottomBox.y = groundY - 45; // Closer to ground level
boxes.push(bottomBox);
game.addChild(bottomBox);
// Create top box
var topBox = new Box();
topBox.x = 2048 + 100;
topBox.y = groundY - 45 - 90; // Stack on top (90 pixels higher - closer spacing)
boxes.push(topBox);
game.addChild(topBox);
} else {
// Create single box as before
var box = new Box();
box.x = 2048 + 100;
box.y = groundY - 45; // Closer to ground level
boxes.push(box);
game.addChild(box);
}
}
function spawnDamageBox() {
var damageBox = new DamageBox();
damageBox.x = 2048 + 100;
damageBox.y = groundY - 45; // Same level as regular boxes
damageBoxes.push(damageBox);
game.addChild(damageBox);
}
game.update = function () {
// Increase distance score
distanceScore += 1;
scoreText.setText(Math.floor(distanceScore / 10) + 'm');
// Gradually increase speed
gameSpeed = 8 + distanceScore / 2000;
// Update starting gate
if (startingGate && startingGate.parent) {
startingGate.speed = gameSpeed;
// Remove gate when it goes off screen
if (startingGate.x < -200) {
startingGate.destroy();
startingGate = null;
}
}
// Update end gate
if (endGate && endGate.parent) {
endGate.speed = gameSpeed;
// Remove gate when it goes off screen (after win condition)
if (endGate.x < -400) {
endGate.destroy();
endGate = null;
}
}
// Move background with game progression
background1.x -= gameSpeed * 0.3; // Slower parallax effect
background2.x -= gameSpeed * 0.3;
// Reset background positions for endless scrolling
if (background1.x <= -2048) {
background1.x = background2.x + 2048;
}
if (background2.x <= -2048) {
background2.x = background1.x + 2048;
}
// Move both ground elements with game progression
ground1.x -= gameSpeed;
ground2.x -= gameSpeed;
// Reset ground positions for endless scrolling
if (ground1.x <= -4008) {
ground1.x = ground2.x + 4008;
}
if (ground2.x <= -4008) {
ground2.x = ground1.x + 4008;
}
// Animate ground with subtle movement
groundAnimationTimer += 0.1;
var groundOffset = Math.sin(groundAnimationTimer) * 2;
ground1.y = groundY + groundOffset;
ground2.y = groundY + groundOffset;
// Add slight scale animation to ground
var scaleAnimation = 1.0 + Math.sin(groundAnimationTimer * 0.5) * 0.02;
ground1.scaleY = scaleAnimation;
ground2.scaleY = scaleAnimation;
// Update spawn timer
spawnTimer++;
trailTimer++;
// Create trail when player is jumping
if (player.isJumping && trailTimer % 3 == 0) {
var trail = new Trail();
trail.x = player.x;
trail.y = player.y;
trail.speed = gameSpeed;
trails.push(trail);
game.addChild(trail);
// Fade out trail
tween(trail, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 500,
onFinish: function onFinish() {
trail.destroy();
}
});
}
// Spawn additional coins
if (spawnTimer % 60 == 0 && Math.random() < 0.8) {
spawnCoin();
}
// Spawn boxes occasionally
if (spawnTimer % 90 == 0 && Math.random() < 0.6) {
spawnBox();
}
// Spawn damage boxes occasionally (less frequent than regular boxes)
if (spawnTimer % 120 == 0 && Math.random() < 0.4) {
spawnDamageBox();
}
// Spawn crystal at exactly 100 meters
var currentDistance = Math.floor(distanceScore / 10);
if (currentDistance >= 100 && !crystalSpawned) {
spawnGem();
crystalSpawned = true;
}
// Spawn end gate at exactly 300 meters
if (currentDistance >= 300 && !endGateSpawned) {
endGate = new EndGate();
endGate.x = 2048 + 200; // Spawn off-screen right
endGate.y = groundY + 75; // Same position as starting gate
game.addChild(endGate);
endGateSpawned = true;
}
// Check if player crosses the end gate
if (endGate && endGate.parent && !endGate.crossed) {
if (player.x >= endGate.x - 50 && player.x <= endGate.x + 50) {
endGate.triggerWin();
}
}
// Update and check coins
for (var j = coins.length - 1; j >= 0; j--) {
var coin = coins[j];
coin.speed = gameSpeed;
// Check collection or spin attack
var distanceX = coin.x - player.x;
var distanceY = coin.y - player.y;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
var isInSpinRange = player.isSpinning && distance <= player.spinDamageRadius;
if (!coin.collected && (player.intersects(coin) || isInSpinRange)) {
coin.collected = true;
coinCount++;
LK.setScore(coinCount);
coinText.setText(coinCount);
LK.getSound('coin').play();
// Visual feedback - enhanced for spin attacks
if (isInSpinRange) {
LK.effects.flashObject(coin, 0xFF4500, 300);
} else {
LK.effects.flashObject(coin, 0xFFFFFF, 300);
}
tween(coin, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
coin.destroy();
}
});
coins.splice(j, 1);
continue;
}
// Remove off-screen coins
if (coin.x < -50) {
coin.destroy();
coins.splice(j, 1);
}
}
// Update and check gems
for (var g = gems.length - 1; g >= 0; g--) {
var gem = gems[g];
gem.speed = gameSpeed;
// Check collection or spin attack
var distanceX = gem.x - player.x;
var distanceY = gem.y - player.y;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
var isInSpinRange = player.isSpinning && distance <= player.spinDamageRadius;
if (!gem.collected && (player.intersects(gem) || isInSpinRange)) {
gem.collected = true;
gemCount++;
coinCount += 5; // Gems are worth 5 points
LK.setScore(coinCount);
coinText.setText(coinCount);
gemText.setText(gemCount);
LK.getSound('gem_collect').play();
// Visual feedback with particle explosion - enhanced for spin attacks
if (isInSpinRange) {
LK.effects.flashScreen(0xFF4500, 200);
} else {
LK.effects.flashScreen(0x00FFFF, 200);
}
gem.createParticles();
gem.destroy();
gems.splice(g, 1);
continue;
}
// Remove off-screen gems
if (gem.x < -50) {
gem.destroy();
gems.splice(g, 1);
}
}
// Update and check boxes
for (var b = boxes.length - 1; b >= 0; b--) {
var box = boxes[b];
box.speed = gameSpeed;
// Check collision with player or spin attack
var distanceX = box.x - player.x;
var distanceY = box.y - player.y;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
var isInSpinRange = player.isSpinning && distance <= player.spinDamageRadius;
if (!box.broken && (player.intersects(box) || isInSpinRange)) {
box.breakBox();
boxes.splice(b, 1);
continue;
}
// Remove off-screen boxes
if (box.x < -50) {
box.destroy();
boxes.splice(b, 1);
}
}
// Update and check damage boxes
for (var d = damageBoxes.length - 1; d >= 0; d--) {
var damageBox = damageBoxes[d];
damageBox.speed = gameSpeed;
// Check collision with player (damage boxes can't be destroyed by spin attack)
if (!damageBox.damaged && player.intersects(damageBox)) {
damageBox.damagePlayer();
damageBoxes.splice(d, 1);
continue;
}
// Remove off-screen damage boxes
if (damageBox.x < -50) {
damageBox.destroy();
damageBoxes.splice(d, 1);
}
}
// Update and clean up trails
for (var k = trails.length - 1; k >= 0; k--) {
var trail = trails[k];
trail.speed = gameSpeed;
// Remove off-screen or completely faded trails
if (trail.x < -100 || trail.alpha <= 0.1) {
trail.destroy();
trails.splice(k, 1);
}
}
// Ensure player stays in foreground by re-adding it
if (player.parent !== game) {
game.addChild(player);
} else {
// Move player to top of render order
game.removeChild(player);
game.addChild(player);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -426,32 +426,61 @@
self.gravity = 1.2;
self.runAnimationTimer = 0;
self.isSpinning = false;
self.spinDamageRadius = 150;
+ self.jumpsRemaining = 2; // Allow double jump
self.jump = function () {
- if (!self.isJumping) {
- self.isJumping = true;
+ if (self.jumpsRemaining > 0) {
+ // First jump or double jump
+ if (!self.isJumping) {
+ self.isJumping = true;
+ }
self.velocityY = self.jumpPower;
+ self.jumpsRemaining--;
LK.getSound('jump').play();
- // Jump animation - scale up and rotate slightly
- tween(foxGraphics, {
- scaleX: 1.2,
- scaleY: 1.2,
- rotation: -0.3
- }, {
- duration: 200,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(foxGraphics, {
- scaleX: 1.0,
- scaleY: 1.0,
- rotation: 0
- }, {
- duration: 300,
- easing: tween.easeIn
- });
- }
- });
+ // Different animation for double jump
+ var isDoubleJump = self.jumpsRemaining === 0 && self.isJumping;
+ if (isDoubleJump) {
+ // Double jump animation - more dramatic spin
+ tween(foxGraphics, {
+ scaleX: 1.3,
+ scaleY: 1.3,
+ rotation: -0.6
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(foxGraphics, {
+ scaleX: 1.0,
+ scaleY: 1.0,
+ rotation: 0
+ }, {
+ duration: 250,
+ easing: tween.easeIn
+ });
+ }
+ });
+ } else {
+ // Regular jump animation
+ tween(foxGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ rotation: -0.3
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(foxGraphics, {
+ scaleX: 1.0,
+ scaleY: 1.0,
+ rotation: 0
+ }, {
+ duration: 300,
+ easing: tween.easeIn
+ });
+ }
+ });
+ }
}
};
self.spinAttack = function () {
if (!self.isSpinning) {
@@ -485,8 +514,9 @@
if (self.y >= self.groundY) {
self.y = self.groundY;
self.isJumping = false;
self.velocityY = 0;
+ self.jumpsRemaining = 2; // Reset double jump when landing
}
} else {
// Running animation when on ground
self.runAnimationTimer += 0.2;
Just crystal
Just his head
Background, endless, forest, winter, cartoon. In-Game asset. 2d. High contrast. No shadows
Only the line of the ears and the color of the paws should be gray
Only the line of the ears and the color of the paws should be gray
Let C2 have the character's color
Only the line of the ears and the color of the paws should be gray
Delete the character on it
A version without snow
Koyu mavi elips start butonu. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
Uçan bir dinazor. In-Game asset. 2d. High contrast. No shadows
Alev topu. In-Game asset. 2d. High contrast. No shadows
Mavi top rasengan top. In-Game asset. 2d. High contrast. No shadows
jump
Sound effect
coin
Sound effect
Arkaplanmuzik
Music
gem_collect
Sound effect
happy_giggle
Sound effect
Canazalma
Sound effect
Arkaplanmuzik1
Music
wumpa1
Sound effect
cancan
Sound effect
box_break
Sound effect
tnt_break
Sound effect
enemy_sound
Sound effect
bullet_sound
Sound effect