User prompt
Undo
User prompt
Undo what I did last time
User prompt
Now connect C1 to C2 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Let's put a button and when this button is pressed, we will teleport 50 meters away from the last gate.
User prompt
Let's delete the message in the second episode that the episode is over.
User prompt
When we start the second episode, remove the message that appears on the screen that 1 episode has been completed.
User prompt
Now save the whole game and make it the first chapter and when we move on to the second chapter do everything the same as the first chapter ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
When Chapter 1 is finished, the game will move on to Chapter 2. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Move the last crossing gate to 780 meters
User prompt
Increase your speed a lot
User prompt
Let's add God mode to the game and call it a button. When the button is pressed in God mode, the character becomes immortal and its speed is very high.
User prompt
Let this be the first part of the game
User prompt
Let's say this game has a level system, for example, let's say the game I'm currently playing is level 1. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Save all the variables I made and name it Dave 1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Save settings ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Reset the character's change event, keep the character only C1
User prompt
Delete assets from C28 to C5
User prompt
Only change the characters' locations from C1 to C28, do not change other assets.
User prompt
Drop it a little more
User prompt
Slow down the game flow meter
User prompt
Slows down the game's speed meter
User prompt
Reduce the change speed to 1 meter
User prompt
Slow down the rate of change quite a bit
User prompt
Set the change rate quite high
User prompt
Now make 20 more assets like these and add them to the queue.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
totalCoins: 0,
powerUps: {},
playerName: "Player",
lastScore: 0,
highScore: 0,
gamesPlayed: 0,
totalDistance: 0,
bestDistance: 0,
achievements: {},
settings: {
soundEnabled: true,
musicEnabled: true,
difficulty: "normal"
}
});
/****
* 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
});
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('tnt_box', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
tint: 0x8B4513 // Brown box color with TNT styling
});
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 && !godModeActive) {
self.damaged = true;
playerLives--;
// Play heart damage sound when lives decrease
LK.getSound('Canazalma').play();
// Add screen shake effect
var originalX = game.x;
var originalY = game.y;
var shakeIntensity = 20;
var shakeDuration = 300;
// Create shake animation sequence
tween(game, {
x: originalX + shakeIntensity,
y: originalY + shakeIntensity * 0.5
}, {
duration: shakeDuration / 6,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: originalX - shakeIntensity,
y: originalY - shakeIntensity * 0.5
}, {
duration: shakeDuration / 6,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: originalX + shakeIntensity * 0.5,
y: originalY + shakeIntensity * 0.3
}, {
duration: shakeDuration / 6,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: originalX - shakeIntensity * 0.5,
y: originalY - shakeIntensity * 0.3
}, {
duration: shakeDuration / 6,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: originalX,
y: originalY
}, {
duration: shakeDuration / 3,
easing: tween.easeOut
});
}
});
}
});
}
});
}
});
// Update lives counter text with animation
livesText.setText(playerLives);
// Animate lives text when taking damage
tween(livesText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(livesText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeIn
});
}
});
// 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('tnt_box', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4,
alpha: 1.0,
x: self.x,
y: self.y,
tint: 0x654321
});
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
});
// Create circular portal effect inside the gate (same as StartingGate)
var portalCircle = self.attachAsset('A11', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
x: 0,
y: -280,
alpha: 0.8,
tint: 0x00FFFF
});
// Start rotating animation for the portal
function startPortalRotation() {
tween(portalCircle, {
rotation: Math.PI * 2
}, {
duration: 800,
easing: tween.linear,
onFinish: startPortalRotation
});
}
// Add pulsing animation to make portal more dynamic
function startPortalPulse() {
tween(portalCircle, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.6
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(portalCircle, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.8
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: startPortalPulse
});
}
});
}
startPortalRotation();
startPortalPulse();
// 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: 1.7,
scaleY: 1.7,
alpha: 0.1
}, {
duration: 900,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(victoryGlow, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.4
}, {
duration: 900,
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;
// Complete Part 1
completePart1();
// 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();
}
});
}
// Show Part 1 completion message
var completionText = new Text2('PART 1 COMPLETED!', {
size: 100,
fill: 0x00FF00,
fontWeight: 'bold',
stroke: 0x000000,
strokeThickness: 10
});
completionText.anchor.set(0.5, 0.5);
completionText.x = 1024;
completionText.y = 800;
completionText.alpha = 0;
game.addChild(completionText);
tween(completionText, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 1000,
easing: tween.easeOut
});
// 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('C1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 200;
self.hitboxHeight = 200;
// Override width and height properties for collision detection
Object.defineProperty(self, 'width', {
get: function get() {
return self.hitboxWidth;
},
set: function set(value) {
self.hitboxWidth = value;
}
});
Object.defineProperty(self, 'height', {
get: function get() {
return self.hitboxHeight;
},
set: function set(value) {
self.hitboxHeight = value;
}
});
self.isJumping = false;
self.velocityY = 0;
self.groundY = 2732 - 150 + 20; // 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();
// Simple jump animation without somersault - just scale effect
var jumpDuration = 300; // Shorter duration for simple jump
// Different animation for double jump
var isDoubleJump = self.jumpsRemaining === 0 && self.isJumping;
if (isDoubleJump) {
// Double jump animation - enhanced scale effect
tween(foxGraphics, {
scaleX: 1.4,
scaleY: 1.4
}, {
duration: jumpDuration,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(foxGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeIn
});
}
});
} else {
// Regular jump animation - simple scale effect
tween(foxGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: jumpDuration,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(foxGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
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
// Reset character scale when landing
tween(foxGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
}
} 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('A1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.0,
scaleY: 1.0
});
// Create circular portal effect inside the gate
var portalCircle = self.attachAsset('A11', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
x: 0,
y: -200,
alpha: 0.8,
tint: 0x00FFFF
});
// Start rotating animation for the portal
function startPortalRotation() {
tween(portalCircle, {
rotation: Math.PI * 2
}, {
duration: 800,
easing: tween.linear,
onFinish: startPortalRotation
});
}
// Add pulsing animation to make portal more dynamic
function startPortalPulse() {
tween(portalCircle, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.6
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(portalCircle, {
scaleX: 0.8,
scaleY: 0.8,
alpha: 0.8
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: startPortalPulse
});
}
});
}
startPortalRotation();
startPortalPulse();
self.speed = gameSpeed;
self.update = function () {
self.x -= self.speed;
};
return self;
});
var Store = Container.expand(function () {
var self = Container.call(this);
self.isOpen = false;
self.storeItems = [{
id: 'doubleJump',
name: 'Super Jump',
price: 50,
description: 'Higher jumps!',
owned: false
}, {
id: 'coinMagnet',
name: 'Coin Magnet',
price: 100,
description: 'Attract coins!',
owned: false
}, {
id: 'speedBoost',
name: 'Speed Boost',
price: 75,
description: 'Move faster!',
owned: false
}, {
id: 'shield',
name: 'Shield',
price: 150,
description: 'Extra protection!',
owned: false
}];
// Load owned items from storage
for (var i = 0; i < self.storeItems.length; i++) {
var item = self.storeItems[i];
item.owned = storage.powerUps[item.id] || false;
}
self.openStore = function () {
if (self.isOpen) return;
self.isOpen = true;
// Pause the game when store opens
LK.pauseGame();
// Create overlay
self.overlay = LK.getAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 30,
scaleY: 40,
alpha: 0.9,
tint: 0x000033,
x: 1024,
y: 1366
});
game.addChild(self.overlay);
// Create store panel
self.panel = LK.getAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 25,
tint: 0x1a1a2e,
x: 1024,
y: 1366
});
game.addChild(self.panel);
// Store title
self.titleText = new Text2('POWER-UP STORE', {
size: 100,
fill: 0xFFD700,
fontWeight: 'bold'
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 1024;
self.titleText.y = 600;
game.addChild(self.titleText);
// Coin display
var totalCoins = storage.totalCoins || 0;
self.coinDisplay = new Text2('Coins: ' + totalCoins, {
size: 60,
fill: 0xFFD700,
fontWeight: 'bold'
});
self.coinDisplay.anchor.set(0.5, 0.5);
self.coinDisplay.x = 1024;
self.coinDisplay.y = 700;
game.addChild(self.coinDisplay);
// Create store items
self.itemElements = [];
for (var i = 0; i < self.storeItems.length; i++) {
self.createStoreItem(i);
}
// Close button
self.closeButton = LK.getAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
tint: 0xFF4444,
x: 1024,
y: 2000
});
game.addChild(self.closeButton);
self.closeText = new Text2('CLOSE', {
size: 50,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
self.closeText.anchor.set(0.5, 0.5);
self.closeText.x = 1024;
self.closeText.y = 2000;
game.addChild(self.closeText);
// Close button interaction
self.closeButton.down = function () {
self.closeStore();
};
// Animate store opening
tween(self.overlay, {
alpha: 0.9
}, {
duration: 300
});
tween(self.panel, {
scaleX: 20,
scaleY: 25
}, {
duration: 400,
easing: tween.easeOut
});
};
self.createStoreItem = function (index) {
var item = self.storeItems[index];
var yPos = 850 + index * 180;
// Item background
var itemBg = LK.getAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 15,
scaleY: 3,
tint: item.owned ? 0x004400 : 0x333366,
x: 1024,
y: yPos
});
game.addChild(itemBg);
// Item name
var nameText = new Text2(item.name, {
size: 50,
fill: item.owned ? 0x88FF88 : 0xFFFFFF,
fontWeight: 'bold'
});
nameText.anchor.set(0.5, 0.5);
nameText.x = 800;
nameText.y = yPos - 20;
game.addChild(nameText);
// Item description
var descText = new Text2(item.description, {
size: 35,
fill: 0xCCCCCC
});
descText.anchor.set(0.5, 0.5);
descText.x = 800;
descText.y = yPos + 20;
game.addChild(descText);
// Price/Status
var priceText = new Text2(item.owned ? 'OWNED' : item.price + ' coins', {
size: 45,
fill: item.owned ? 0x00FF00 : 0xFFD700,
fontWeight: 'bold'
});
priceText.anchor.set(0.5, 0.5);
priceText.x = 1200;
priceText.y = yPos;
game.addChild(priceText);
// Buy button (only if not owned)
if (!item.owned) {
var buyButton = LK.getAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1.5,
tint: 0x00AA00,
x: 1350,
y: yPos
});
game.addChild(buyButton);
var buyText = new Text2('BUY', {
size: 40,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
buyText.anchor.set(0.5, 0.5);
buyText.x = 1350;
buyText.y = yPos;
game.addChild(buyText);
buyButton.down = function () {
self.purchaseItem(index);
};
self.itemElements.push({
bg: itemBg,
name: nameText,
desc: descText,
price: priceText,
buyBtn: buyButton,
buyTxt: buyText
});
} else {
self.itemElements.push({
bg: itemBg,
name: nameText,
desc: descText,
price: priceText
});
}
};
self.purchaseItem = function (index) {
var item = self.storeItems[index];
var totalCoins = storage.totalCoins || 0;
if (totalCoins >= item.price && !item.owned) {
// Purchase successful
storage.totalCoins = totalCoins - item.price;
storage.powerUps[item.id] = true;
item.owned = true;
// Update coin display
self.coinDisplay.setText('Coins: ' + storage.totalCoins);
// Flash effect
LK.effects.flashScreen(0x00FF00, 300);
// Update item appearance
var elements = self.itemElements[index];
elements.bg.tint = 0x004400;
elements.name.fill = 0x88FF88;
elements.price.setText('OWNED');
elements.price.fill = 0x00FF00;
if (elements.buyBtn) {
elements.buyBtn.destroy();
elements.buyTxt.destroy();
}
} else {
// Not enough coins
LK.effects.flashScreen(0xFF0000, 300);
}
};
self.closeStore = function () {
if (!self.isOpen) return;
self.isOpen = false;
// Resume the game when store closes
LK.resumeGame();
// Clean up all store elements
if (self.overlay) self.overlay.destroy();
if (self.panel) self.panel.destroy();
if (self.titleText) self.titleText.destroy();
if (self.coinDisplay) self.coinDisplay.destroy();
if (self.closeButton) self.closeButton.destroy();
if (self.closeText) self.closeText.destroy();
for (var i = 0; i < self.itemElements.length; i++) {
var elements = self.itemElements[i];
elements.bg.destroy();
elements.name.destroy();
elements.desc.destroy();
elements.price.destroy();
if (elements.buyBtn) elements.buyBtn.destroy();
if (elements.buyTxt) elements.buyTxt.destroy();
}
self.itemElements = [];
};
return self;
});
var Trail = Container.expand(function () {
var self = Container.call(this);
var trailGraphics = self.attachAsset('C1', {
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;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
// Random tree type (1, 2, or 3)
var treeType = Math.floor(Math.random() * 3) + 1;
var treeAssetName = 'tree' + treeType;
// Define distinct colors for each tree type to make them more distinguishable
var treeColors = [0x228B22,
// Forest Green for tree1
0x8B4513,
// Saddle Brown for tree2
0x006400 // Dark Green for tree3
];
var treeColor = treeColors[treeType - 1];
// Create tree foliage - position directly on ground without trunk
var foliage = self.attachAsset(treeAssetName, {
anchorX: 0.5,
anchorY: 1.0,
y: 0,
// Position foliage directly on ground
scaleX: 2.2,
// Make foliage much larger
scaleY: 2.2,
// Make foliage much larger
tint: treeColor // Apply distinctive color
});
// Create shadow effect to make tree more distinct
var shadow = self.attachAsset(treeAssetName, {
anchorX: 0.5,
anchorY: 1.0,
y: 5,
// Slightly offset shadow
scaleX: 2.1,
scaleY: 2.0,
alpha: 0.3,
tint: 0x000000 // Black shadow
});
self.speed = gameSpeed;
self.breathingOffset = Math.random() * Math.PI * 2; // Random phase for each tree
self.breathingSpeed = 0.8 + Math.random() * 0.4; // Slight variation in breathing speed
// Trees are now fixed - no breathing animation
function startBreathing() {
// No animation - trees remain static and fixed to ground
}
// Trees are now fixed - no swaying animation
function startSwaying() {
// No animation - trees remain static and fixed to ground
}
startBreathing();
// No swaying animation call - trees stay fixed
self.update = function () {
self.x -= self.speed;
// Trees are now fixed to ground with no floating animations
// Keep foliage and shadow at fixed positions
foliage.y = 0; // Fixed to ground
shadow.y = 5; // Fixed shadow offset
// Keep foliage and shadow at fixed scales
foliage.scaleX = 2.2;
foliage.scaleY = 2.2;
shadow.scaleX = 2.1;
shadow.scaleY = 2.0;
};
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 trees = [];
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 = null;
var gemText = null;
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,
scaleX: 1.5,
scaleY: 1.5,
x: 150,
y: 193
});
hearts.push(heart);
LK.gui.topLeft.addChild(heart);
// Create lives counter text
var livesText = new Text2('3', {
size: 60,
fill: 0xFF8C00,
font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif",
fontWeight: '900',
stroke: 0x000000,
strokeThickness: 25
});
livesText.anchor.set(0.5, 0.5);
livesText.x = 250;
livesText.y = 193;
LK.gui.topLeft.addChild(livesText);
// Start constant bouncing animation for lives text
function startLivesBounce() {
tween(livesText, {
y: 183
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(livesText, {
y: 203
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: startLivesBounce
});
}
});
}
startLivesBounce();
;
// 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);
// Save final game statistics
var finalDistance = Math.floor(distanceScore / 10);
storage.lastScore = coinCount;
storage.totalCoins = (storage.totalCoins || 0) + coinCount;
if (coinCount > (storage.highScore || 0)) {
storage.highScore = coinCount;
}
if (finalDistance > (storage.bestDistance || 0)) {
storage.bestDistance = finalDistance;
}
storage.gamesPlayed = (storage.gamesPlayed || 0) + 1;
// 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('Arkaplanmuzik1');
// Create animated background elements for endless scrolling with third element to fill gaps
var background1 = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
var background2 = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 2250,
// Position second background at end of first background
y: 0
}));
var background3 = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 4500,
// Position third background to eliminate gaps during transitions
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
}));
var ground3 = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 8016,
// Position third ground to eliminate gaps during transitions
y: groundY
}));
// Ground animation variables
var groundAnimationTimer = 0;
// Create sun and moon
sun = game.addChild(LK.getAsset('sun', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 400,
scaleX: 1.2,
scaleY: 1.2
}));
moon = game.addChild(LK.getAsset('moon', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 400,
scaleX: 1.0,
scaleY: 1.0,
alpha: 0
}));
// Create starting gate
startingGate = new StartingGate();
startingGate.x = 400 + 3 * 10; // Position at 3 meters (3m * 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 + 20;
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;
// Randomly place coins either high in air or at medium height to avoid ground-level objects
var coinHeightOptions = [groundY - 300 - Math.random() * 100,
// High in air
groundY - 180 - Math.random() * 80 // Medium height
];
coin.y = coinHeightOptions[Math.floor(Math.random() * coinHeightOptions.length)];
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 - 120; // Stack on top (120 pixels higher - increased 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() {
// Create single TNT only
var damageBox = new DamageBox();
damageBox.x = 2048 + 100;
damageBox.y = groundY - 45; // Position TNT on ground level like boxes
damageBoxes.push(damageBox);
game.addChild(damageBox);
}
game.update = function () {
// Increase distance score
distanceScore += 3;
scoreText.setText(Math.floor(distanceScore / 10) + 'm');
// Character switching removed - keeping only C1
// Gradually increase speed - but respect God mode - MUCH FASTER NOW
if (!godModeActive) {
gameSpeed = (8 + distanceScore / 2000) * 5; // 5x faster than before
normalSpeed = 8 + distanceScore / 2000; // Track normal speed for God mode toggle
} else {
gameSpeed = normalSpeed * 8; // Even faster in God mode (8x instead of 3x)
}
// 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 all background elements with game progression (same speed as ground - no parallax effect)
background1.x -= gameSpeed;
background2.x -= gameSpeed;
background3.x -= gameSpeed;
// Reset background positions for endless scrolling with immediate positioning to eliminate gaps
if (background1.x <= -2250) {
// Find the rightmost background element
var rightmostX = Math.max(background2.x, background3.x);
// Immediately position to eliminate gaps
background1.x = rightmostX + 2250;
}
if (background2.x <= -2250) {
// Find the rightmost background element
var rightmostX = Math.max(background1.x, background3.x);
// Immediately position to eliminate gaps
background2.x = rightmostX + 2250;
}
if (background3.x <= -2250) {
// Find the rightmost background element
var rightmostX = Math.max(background1.x, background2.x);
// Immediately position to eliminate gaps
background3.x = rightmostX + 2250;
}
// Move all ground elements with game progression
ground1.x -= gameSpeed;
ground2.x -= gameSpeed;
ground3.x -= gameSpeed;
// Reset ground positions for endless scrolling with immediate positioning to eliminate gaps
if (ground1.x <= -4008) {
// Find the rightmost ground element
var rightmostX = Math.max(ground2.x, ground3.x);
// Immediately position to eliminate gaps
ground1.x = rightmostX + 4008;
}
if (ground2.x <= -4008) {
// Find the rightmost ground element
var rightmostX = Math.max(ground1.x, ground3.x);
// Immediately position to eliminate gaps
ground2.x = rightmostX + 4008;
}
if (ground3.x <= -4008) {
// Find the rightmost ground element
var rightmostX = Math.max(ground1.x, ground2.x);
// Immediately position to eliminate gaps
ground3.x = rightmostX + 4008;
}
// Animate background with subtle floating movement
groundAnimationTimer += 0.1;
var backgroundOffset = Math.sin(groundAnimationTimer * 0.5) * 1;
background1.y = backgroundOffset;
background2.y = backgroundOffset;
background3.y = backgroundOffset;
// Add subtle scale animation to background for depth effect
var backgroundScaleAnimation = 1.0 + Math.sin(groundAnimationTimer * 0.3) * 0.01;
background1.scaleY = backgroundScaleAnimation;
background2.scaleY = backgroundScaleAnimation;
background3.scaleY = backgroundScaleAnimation;
// Animate ground with subtle movement
var groundOffset = Math.sin(groundAnimationTimer) * 2;
ground1.y = groundY + groundOffset;
ground2.y = groundY + groundOffset;
ground3.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;
ground3.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 with increased frequency to reach 170 coins by game end
if (spawnTimer % 35 == 0 && Math.random() < 0.85) {
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 trees in background much more frequently and multiply them
if (spawnTimer % 60 == 0 && Math.random() < 0.9) {
// Spawn 2-4 trees per spawn cycle for denser forest
var numTrees = 2 + Math.floor(Math.random() * 3);
for (var treeIndex = 0; treeIndex < numTrees; treeIndex++) {
var tree = new Tree();
tree.x = 2048 + 200 + treeIndex * 150; // Space trees out horizontally
tree.y = groundY + 45; // Position trees 45 units lower than ground level
// Position trees at different depths for parallax effect - make them even larger and more prominent
tree.scaleX = 1.2 + Math.random() * 0.6; // Scale the already larger trees from Tree class
tree.scaleY = 1.2 + Math.random() * 0.6; // Scale the already larger trees from Tree class
tree.alpha = 0.9 + Math.random() * 0.1; // More opaque to stand out
trees.push(tree);
// Add trees behind other game elements
game.addChildAt(tree, 4); // Insert after background elements but before player
}
}
// Spawn crystal at exactly 500 meters (within 1000 meters)
var currentDistance = Math.floor(distanceScore / 10);
if (currentDistance >= 500 && !crystalSpawned) {
spawnGem();
crystalSpawned = true;
}
// Spawn end gate at exactly 1500 meters
if (currentDistance >= 1500 && !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++;
// Add coin to total persistent storage
storage.totalCoins = (storage.totalCoins || 0) + 1;
LK.setScore(coinCount);
coinText.setText(coinCount);
updateScoreboard();
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
// Add gem bonus to total coins storage
storage.totalCoins = (storage.totalCoins || 0) + 5;
LK.setScore(coinCount);
coinText.setText(coinCount);
updateScoreboard();
// Create gem UI elements on first gem collection
if (!gemIcon) {
gemIcon = LK.getAsset('gem_icon', {
anchorX: 0.5,
anchorY: 0,
x: 150,
y: 20
});
LK.gui.top.addChild(gemIcon);
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);
}
gemText.setText(gemCount);
LK.getSound('gem_collect').play();
LK.getSound('happy_giggle').play();
// Fade out gem UI elements after 2 seconds
LK.setTimeout(function () {
if (gemIcon && gemIcon.parent) {
tween(gemIcon, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
gemIcon.destroy();
gemIcon = null;
}
});
}
if (gemText && gemText.parent) {
tween(gemText, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
gemText.destroy();
gemText = null;
}
});
}
}, 2000);
// 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);
}
}
// Update and clean up trees
for (var t = trees.length - 1; t >= 0; t--) {
var tree = trees[t];
tree.speed = gameSpeed * 0.8; // Trees move slightly slower for depth effect
// Remove off-screen trees
if (tree.x < -200) {
tree.destroy();
trees.splice(t, 1);
}
}
// Zoom in effect - scale the game container by 10 units
game.scaleX = 1.0 + 10 / 1000; // Convert 10 units to scale factor
game.scaleY = 1.0 + 10 / 1000; // Convert 10 units to scale factor
// Update sun and moon cycle
cycleTimer++;
var cycleProgress = cycleTimer % cycleDuration / cycleDuration;
// Sun moves from left to right in an arc
var sunProgress = cycleProgress;
var sunX = 200 + sunProgress * 1600; // Move from left (200) to right (1800)
var sunY = 400 - Math.sin(sunProgress * Math.PI) * 200; // Arc shape - higher in middle
// Moon moves from right to left in an arc (opposite direction)
var moonProgress = (cycleProgress + 0.5) % 1; // Offset by half cycle
var moonX = 1800 - moonProgress * 1600; // Move from right (1800) to left (200)
var moonY = 400 - Math.sin(moonProgress * Math.PI) * 200; // Arc shape - higher in middle
// Use tweens for smooth movement
tween(sun, {
x: sunX,
y: sunY
}, {
duration: 50,
easing: tween.linear
});
tween(moon, {
x: moonX,
y: moonY
}, {
duration: 50,
easing: tween.linear
});
// Day/night transition logic
var newIsDay = sunY < 600; // Day when sun is above horizon
if (newIsDay !== isDay) {
isDay = newIsDay;
if (isDay) {
// Transition to day
tween(sun, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
easing: tween.easeInOut
});
tween(moon, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 1000,
easing: tween.easeInOut
});
// Brighten background for day
tween(game, {
tint: 0xFFFFFF
}, {
duration: 1500,
easing: tween.easeInOut
});
} else {
// Transition to night
tween(sun, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 1000,
easing: tween.easeInOut
});
tween(moon, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
easing: tween.easeInOut
});
// Darken background for night
tween(game, {
tint: 0x4A4A6A
}, {
duration: 1500,
easing: tween.easeInOut
});
}
}
// Add gentle pulsing animation to sun
if (isDay && sun.alpha > 0.5) {
var sunPulse = 1.0 + Math.sin(cycleTimer * 0.1) * 0.05;
sun.scaleX = 1.2 * sunPulse;
sun.scaleY = 1.2 * sunPulse;
}
// Add gentle glow animation to moon
if (!isDay && moon.alpha > 0.5) {
var moonGlow = 1.0 + Math.sin(cycleTimer * 0.08) * 0.03;
moon.scaleX = 1.0 * moonGlow;
moon.scaleY = 1.0 * moonGlow;
}
// Music will transition automatically when first track ends
// 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);
}
};
// Create small vertical scoreboard at top right below meter mark
var scoreboardBackground = LK.getAsset('scoreboard_bg', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5,
x: -150,
y: 200
});
LK.gui.topRight.addChild(scoreboardBackground);
// Game pause/resume functionality
var gamePaused = false;
var pausedUpdateFunction = null;
LK.pauseGame = function () {
if (!gamePaused) {
gamePaused = true;
pausedUpdateFunction = game.update;
game.update = function () {
// Game is paused - no updates
};
}
};
LK.resumeGame = function () {
if (gamePaused) {
gamePaused = false;
if (pausedUpdateFunction) {
game.update = pausedUpdateFunction;
pausedUpdateFunction = null;
}
}
};
// Initialize store
var store = new Store();
// God Mode variables
var godModeActive = false;
var normalSpeed = 8;
// God Mode button
var godModeButton = LK.getAsset('square_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2,
tint: 0xFF4444,
x: 0,
y: 400
});
LK.gui.topLeft.addChild(godModeButton);
var godModeButtonText = new Text2('GOD MODE', {
size: 35,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
godModeButtonText.anchor.set(0.5, 0.5);
godModeButtonText.x = 0;
godModeButtonText.y = 400;
LK.gui.topLeft.addChild(godModeButtonText);
// God Mode button interaction
godModeButton.down = function () {
toggleGodMode();
};
// Function to toggle God Mode
function toggleGodMode() {
godModeActive = !godModeActive;
if (godModeActive) {
// Activate God Mode
player.isInvulnerable = true;
gameSpeed = normalSpeed * 3; // Very high speed
godModeButton.tint = 0x00FF00; // Green when active
godModeButtonText.setText('GOD: ON');
godModeButtonText.fill = 0x00FF00;
// Flash effect when activating
LK.effects.flashScreen(0xFFD700, 500);
LK.effects.flashObject(player, 0xFFD700, 1000);
} else {
// Deactivate God Mode
player.isInvulnerable = false;
gameSpeed = normalSpeed + distanceScore / 2000; // Return to normal progression
godModeButton.tint = 0xFF4444; // Red when inactive
godModeButtonText.setText('GOD MODE');
godModeButtonText.fill = 0xFFFFFF;
}
}
// Store button hidden for now
// var storeButton = LK.getAsset('square_button', {
// anchorX: 0.5,
// anchorY: 0.5,
// scaleX: 2,
// scaleY: 2,
// tint: 0x4444FF,
// x: 0,
// y: 400
// });
// LK.gui.topLeft.addChild(storeButton);
// var storeButtonText = new Text2('STORE', {
// size: 40,
// fill: 0xFFFFFF,
// fontWeight: 'bold'
// });
// storeButtonText.anchor.set(0.5, 0.5);
// storeButtonText.x = 0;
// storeButtonText.y = 400;
// LK.gui.topLeft.addChild(storeButtonText);
// Store button interaction
// storeButton.down = function () {
// store.openStore();
// };
// Get player name and last score from storage
var playerName = storage.playerName || 'Player';
var lastScore = storage.lastScore || 0;
// Sun and moon cycle variables
var sun, moon;
var cycleTimer = 0;
var cycleDuration = 3000; // 50 seconds for full day/night cycle (3000 ticks at 60fps)
var isDay = true;
// Character switching variables removed - using only C1
var currentCharacter = 'C1';
var playerNameText = new Text2(playerName + ' - ' + gamePartTitle, {
size: 28,
fill: 0xFFFFFF,
font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif",
fontWeight: '900',
stroke: 0x000000,
strokeThickness: 6
});
playerNameText.anchor.set(0.5, 0.5);
playerNameText.x = -150;
playerNameText.y = 180;
LK.gui.topRight.addChild(playerNameText);
// Combined score display showing both current and last score
var combinedScoreText = new Text2('Now: ' + coinCount + ' | Last: ' + lastScore, {
size: 27,
fill: 0xFFD700,
font: "'Arial Black', 'Impact', 'Trebuchet MS', sans-serif",
fontWeight: '900',
stroke: 0x000000,
strokeThickness: 6
});
combinedScoreText.anchor.set(0.5, 0.5);
combinedScoreText.x = -150;
combinedScoreText.y = 220;
LK.gui.topRight.addChild(combinedScoreText);
// Function to update scoreboard with integrated display
function updateScoreboard() {
// Save current score as last score when game progresses
storage.lastScore = coinCount;
storage.playerName = playerName;
// Update high score if current score is better
if (coinCount > (storage.highScore || 0)) {
storage.highScore = coinCount;
}
// Save current distance
var currentDistance = Math.floor(distanceScore / 10);
storage.totalDistance = (storage.totalDistance || 0) + 1;
if (currentDistance > (storage.bestDistance || 0)) {
storage.bestDistance = currentDistance;
}
// Increment games played counter
storage.gamesPlayed = (storage.gamesPlayed || 0) + 1;
// Get updated last score from storage
var currentLastScore = storage.lastScore || 0;
// Update combined score display
combinedScoreText.setText('Now: ' + coinCount + ' | Last: ' + currentLastScore);
// Create color changing animation for the score text
var colors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFD700];
var randomColor = colors[Math.floor(Math.random() * colors.length)];
// Animate the text color change with a brief tint effect
tween(combinedScoreText, {
tint: randomColor
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Return to original color after the flash
tween(combinedScoreText, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
// PART 1: THE BEGINNING ADVENTURE
// This is the first part of the endless runner adventure
var gamePartTitle = "PART 1: THE BEGINNING";
var gamePartNumber = 1;
var isFirstPart = true;
// Display Part 1 title at game start
var partTitleText = new Text2(gamePartTitle, {
size: 80,
fill: 0xFFD700,
fontWeight: 'bold',
stroke: 0x000000,
strokeThickness: 8
});
partTitleText.anchor.set(0.5, 0.5);
partTitleText.x = 1024;
partTitleText.y = 300;
partTitleText.alpha = 0;
game.addChild(partTitleText);
// Animate part title appearance
tween(partTitleText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Fade out title after showing
LK.setTimeout(function () {
tween(partTitleText, {
alpha: 0
}, {
duration: 1500,
onFinish: function onFinish() {
partTitleText.destroy();
}
});
}, 3000);
}
});
// Function to complete Part 1 and prepare for next part
function completePart1() {
storage.part1_completed = true;
storage.part1_finalScore = coinCount;
storage.part1_finalDistance = Math.floor(distanceScore / 10);
storage.part1_finalGems = gemCount;
storage.part1_completionTime = Date.now();
// Mark that Part 2 is now available
storage.part2_unlocked = true;
}
// Function to save all game variables to Dave 1 profile
function saveDave1Profile() {
// Save all current game state variables to storage with Dave 1 identifier
storage.dave1_coinCount = coinCount;
storage.dave1_gemCount = gemCount;
storage.dave1_distanceScore = distanceScore;
storage.dave1_playerLives = playerLives;
storage.dave1_gameSpeed = gameSpeed;
storage.dave1_currentCharacter = currentCharacter;
storage.dave1_crystalSpawned = crystalSpawned;
storage.dave1_endGateSpawned = endGateSpawned;
storage.dave1_playerX = player.x;
storage.dave1_playerY = player.y;
storage.dave1_isDay = isDay;
storage.dave1_cycleTimer = cycleTimer;
storage.dave1_spawnTimer = spawnTimer;
storage.dave1_trailTimer = trailTimer;
// Save God mode state
storage.dave1_godModeActive = godModeActive;
storage.dave1_normalSpeed = normalSpeed;
// Save counters for active objects
storage.dave1_coinsCount = coins.length;
storage.dave1_gemsCount = gems.length;
storage.dave1_boxesCount = boxes.length;
storage.dave1_damageBoxesCount = damageBoxes.length;
storage.dave1_treesCount = trees.length;
storage.dave1_trailsCount = trails.length;
// Save profile identifier
storage.dave1_profileName = "Dave 1";
storage.dave1_saveTime = Date.now();
// Save part information
storage.dave1_currentPart = gamePartNumber;
storage.dave1_partTitle = gamePartTitle;
} ===================================================================
--- original.js
+++ change.js
@@ -1523,14 +1523,14 @@
// Increase distance score
distanceScore += 3;
scoreText.setText(Math.floor(distanceScore / 10) + 'm');
// Character switching removed - keeping only C1
- // Gradually increase speed - but respect God mode
+ // Gradually increase speed - but respect God mode - MUCH FASTER NOW
if (!godModeActive) {
- gameSpeed = 8 + distanceScore / 2000;
+ gameSpeed = (8 + distanceScore / 2000) * 5; // 5x faster than before
normalSpeed = 8 + distanceScore / 2000; // Track normal speed for God mode toggle
} else {
- gameSpeed = normalSpeed * 3; // Maintain high speed in God mode
+ gameSpeed = normalSpeed * 8; // Even faster in God mode (8x instead of 3x)
}
// Update starting gate
if (startingGate && startingGate.parent) {
startingGate.speed = gameSpeed;
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