User prompt
The screen should appear just before the game starts and there should be a start button on it
User prompt
Let me add a screen to the game as an asset
User prompt
Place the start screen before all assets and everything else so the player sees this screen first.
User prompt
At the beginning of the game, there should be a screen with a start button and nothing behind it.
User prompt
Only the start button will appear on the start screen
User prompt
Bring the character, boxes, and dangerous boxes closer to the screen
User prompt
No background display on game start screen
User prompt
No background display
User prompt
Showing the starting gate and forest on the game's start screen
User prompt
Show the game start screen before the game starts and wait for the player to play when he says play
User prompt
Show the start of the game in front of all assets
User prompt
Make the game start visible in front of everything
User prompt
Make a start screen for the game
User prompt
Delete effects from dangerous boxes
User prompt
Delete effects in boxes
User prompt
Make the life icon larger
User prompt
Let the number of lives remain three, but only one will appear as an image, and the remaining lives will appear as numbers.
User prompt
The number of hearts remains 3 but only one heart is visible.
User prompt
The end of the game is after the end gate
User prompt
The screen freezes when we pass the end gate
User prompt
Don't show the you win screen at the end of the game
User prompt
Showing items that can be picked up after the game ends
User prompt
Make the gate 150m from the end of the game
User prompt
Show collectibles after the game ends
User prompt
Make the door at the end of the game a separate asset
/**** * 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 lives counter text livesText.setText(playerLives); // Flash heart when taking damage if (playerLives > 0) { LK.effects.flashObject(hearts[0], 0xFF0000, 500); } else { hearts[0].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('end_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('end_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('end_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 collectibles summary after a brief delay LK.setTimeout(function () { showCollectiblesSummary(); }, 800); // Show you win after showing collectibles LK.setTimeout(function () { LK.showYouWin(); }, 3000); } }; 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 - only one heart image with lives counter var hearts = []; // Create single heart image var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, x: 150, y: 193 }); hearts.push(heart); LK.gui.topLeft.addChild(heart); // Create lives counter text var livesText = new Text2('3', { size: 60, fill: 0xFFFFFF, font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif", fontWeight: '900', stroke: 0x000000, strokeThickness: 15 }); livesText.anchor.set(0.5, 0.5); livesText.x = 250; livesText.y = 193; LK.gui.topLeft.addChild(livesText); ; // Function to show collectibles summary function showCollectiblesSummary() { // Create dark overlay var overlay = LK.getAsset('square_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 30, scaleY: 40, alpha: 0.8, tint: 0x000000, x: 1024, y: 1366 }); game.addChild(overlay); // Create summary panel var summaryPanel = LK.getAsset('square_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 18, scaleY: 15, tint: 0x2F4F4F, x: 1024, y: 1366 }); game.addChild(summaryPanel); // Title text var titleText = new Text2('COLLECTIBLES GATHERED', { size: 80, fill: 0xFFD700, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 900; game.addChild(titleText); // Create animated collectible items that can be picked up var summaryItems = []; // Create multiple coin items based on coinCount (max 10 for display) var coinsToShow = Math.min(coinCount, 10); for (var c = 0; c < coinsToShow; c++) { var summaryCoins = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, x: 600 + c % 5 * 100, y: 1100 + Math.floor(c / 5) * 80, alpha: 0 }); game.addChild(summaryCoins); summaryItems.push(summaryCoins); // Add floating animation var floatOffset = c * 0.5; tween(summaryCoins, { alpha: 1, y: summaryCoins.y - 20 }, { duration: 500 + c * 100, easing: tween.easeOut, onFinish: function onFinish() { // Continuous floating animation function floatAnimation(coin, offset) { tween(coin, { y: coin.y + 15, rotation: coin.rotation + 0.3 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(coin, { y: coin.y - 15, rotation: coin.rotation + 0.3 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { floatAnimation(coin, offset); } }); } }); } floatAnimation(summaryCoins, floatOffset); } }); } // Create multiple gem items based on gemCount (max 5 for display) var gemsToShow = Math.min(gemCount, 5); for (var g = 0; g < gemsToShow; g++) { var summaryGems = LK.getAsset('gem', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, x: 700 + g * 120, y: 1350, alpha: 0 }); game.addChild(summaryGems); summaryItems.push(summaryGems); // Add sparkling animation tween(summaryGems, { alpha: 1, scaleX: 0.8, scaleY: 0.8 }, { duration: 600 + g * 150, easing: tween.easeOut, onFinish: function onFinish() { // Continuous sparkling animation function sparkleAnimation(gem) { tween(gem, { alpha: 0.7, scaleX: 0.9, scaleY: 0.9, tint: 0x00FFFF }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(gem, { alpha: 1, scaleX: 0.8, scaleY: 0.8, tint: 0xFFFFFF }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { sparkleAnimation(gem); } }); } }); } sparkleAnimation(summaryGems); } }); } // Coins summary text var coinSummaryText = new Text2('Coins Collected: ' + coinCount, { size: 60, fill: 0xFFD700, fontWeight: 'bold' }); coinSummaryText.anchor.set(0.5, 0.5); coinSummaryText.x = 1024; coinSummaryText.y = 1050; game.addChild(coinSummaryText); // Gems summary text var gemSummaryText = new Text2('Gems Found: ' + gemCount, { size: 60, fill: 0xFF69B4, fontWeight: 'bold' }); gemSummaryText.anchor.set(0.5, 0.5); gemSummaryText.x = 1024; gemSummaryText.y = 1300; game.addChild(gemSummaryText); // Total score var totalText = new Text2('TOTAL SCORE: ' + coinCount, { size: 70, fill: 0x00FF00, fontWeight: 'bold' }); totalText.anchor.set(0.5, 0.5); totalText.x = 1024; totalText.y = 1600; game.addChild(totalText); // Add instruction text var instructionText = new Text2('Your collected treasures!', { size: 50, fill: 0xFFFFFF, fontStyle: 'italic' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 1500; game.addChild(instructionText); // Animate elements appearing tween(overlay, { alpha: 0.8 }, { duration: 500 }); tween(summaryPanel, { scaleX: 18, scaleY: 15 }, { duration: 600, easing: tween.easeOut }); // Clean up summary after delay LK.setTimeout(function () { overlay.destroy(); summaryPanel.destroy(); titleText.destroy(); coinSummaryText.destroy(); gemSummaryText.destroy(); totalText.destroy(); instructionText.destroy(); // Clean up all summary items for (var i = 0; i < summaryItems.length; i++) { summaryItems[i].destroy(); } }, 2500); } ; ; // 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 150 meters if (currentDistance >= 150 && !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
@@ -185,11 +185,15 @@
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;
+ // Update lives counter text
+ livesText.setText(playerLives);
+ // Flash heart when taking damage
+ if (playerLives > 0) {
+ LK.effects.flashObject(hearts[0], 0xFF0000, 500);
+ } else {
+ hearts[0].alpha = 0.3;
}
// Make player invulnerable temporarily
player.isInvulnerable = true;
LK.effects.flashObject(player, 0xFF0000, 1000);
@@ -635,20 +639,32 @@
fontWeight: 'bold'
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
-// Create heart UI elements
+// Create heart UI elements - only one heart image with lives counter
var hearts = [];
-for (var h = 0; h < 3; h++) {
- var heart = LK.getAsset('heart', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 200 + h * 90,
- y: 50
- });
- hearts.push(heart);
- LK.gui.top.addChild(heart);
-}
+// Create single heart image
+var heart = LK.getAsset('heart', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 150,
+ y: 193
+});
+hearts.push(heart);
+LK.gui.topLeft.addChild(heart);
+// Create lives counter text
+var livesText = new Text2('3', {
+ size: 60,
+ fill: 0xFFFFFF,
+ font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif",
+ fontWeight: '900',
+ stroke: 0x000000,
+ strokeThickness: 15
+});
+livesText.anchor.set(0.5, 0.5);
+livesText.x = 250;
+livesText.y = 193;
+LK.gui.topLeft.addChild(livesText);
;
// Function to show collectibles summary
function showCollectiblesSummary() {
// Create dark overlay
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