User prompt
Ml varlığı oyuncunun sağ ön yüzünün alt kısmına haraket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı ve düşman1 varlığına dalga efetkini uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı ile düşman1 varlığının animasyon ekleyelim dalga animasonu ile bir aşağı bir yukarıya doğru haraket etsinler ml varlığını ve düşman1 varlığı sekronize olsun aynı anda haraket etsinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığının haraket hızını rastgele yap hız aralıkları 40 birim hızlı 10 birim yavaş olucak şekilde olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
40 birim hızlandır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığın haraket hızını 10 birim azalt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman1 ile ml varlığın konumlarını birbirine yapıştır ve onları biraz yukarıya doğru getir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı düşman1 ekrana geldiği zaman hemen haraket etmeye başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Varlığın haraket hızını biraz yavaşlatalım
User prompt
Oyuncunun sol ön tarafina doğru gelsin sağ ön yüzünü iptal et ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı oyuncuyu gördüğü zaman sağ ön yüzünün yakına gelsin.zeminin üst bölgesine değdiği zaman hemen yok olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı oyuncu yaklaştığı zaman haraket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı zemin varlığına çarptığı zaman yok olsun
User prompt
Ml varlığı oyuncuya sadece sol taraftan gelsin ve takip etmesin
User prompt
Ml varlığı oyuncuyu gördüğü zaman oyuncunun üzerine doğru gelsin ama bu rastgele olsun herzaman oyuncuya çarpmasın oyuncunun çevresine düşsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ml varlığı hasar olsun
User prompt
Ml varlığını hafif sola doğru getir
User prompt
-45
User prompt
-45 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
-70 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
-90 olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
-150 acı döndür ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
120 acı döndür
User prompt
Düşman1 varlığının görüntü konumun 45 acı değiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman1 ve ml varlığını animasyonlarını sil
/**** * 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('box1', { 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); } // Play box breaking sound LK.getSound('box_break').play(); // Simple fade out without scaling or rotation tween(self, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); var C2 = Container.expand(function () { var self = Container.call(this); var c2Graphics = self.attachAsset('C2', { 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.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var C3 = Container.expand(function () { var self = Container.call(this); var c3Graphics = self.attachAsset('C3', { 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.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var C4 = Container.expand(function () { var self = Container.call(this); var c4Graphics = self.attachAsset('C4', { 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.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var C5 = Container.expand(function () { var self = Container.call(this); var c5Graphics = self.attachAsset('C5', { 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.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var C6 = Container.expand(function () { var self = Container.call(this); var c6Graphics = self.attachAsset('C6', { 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.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('wumpa', { anchorX: 0.5, anchorY: 0.5 }); // Create aura effect var aura = self.attachAsset('wumpa', { 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(); // Play TNT break sound when dangerous box is damaged LK.getSound('tnt_break').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 heart icons display for (var h = 0; h < hearts.length; h++) { if (h < playerLives) { hearts[h].alpha = 1.0; } else { hearts[h].alpha = 0.3; hearts[h].tint = 0x666666; } } // Flash damaged heart when taking damage if (playerLives >= 0 && playerLives < hearts.length) { LK.effects.flashObject(hearts[playerLives], 0xFF0000, 500); } // 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 - reduced particles to prevent lag self.createExplosion = function () { // Create explosion particles - reduced count for better performance for (var p = 0; p < 6; p++) { var particle = LK.getAsset('box1', { 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 / 6 * Math.PI * 2; var distance = 100 + Math.random() * 60; 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: 400 + Math.random() * 100, 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 Düşman1 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('dman1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, rotation: -Math.PI / 4 // -45 degrees rotation }); self.speed = gameSpeed; self.damaged = false; self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.05; self.baseY = self.y; self.update = function () { // Add wave effect to düşman1 entity self.floatOffset += self.floatSpeed; enemyGraphics.y = Math.sin(self.floatOffset) * 12; // Wave movement with 12 pixel amplitude enemyGraphics.rotation = -Math.PI / 4 + Math.sin(self.floatOffset * 1.2) * 0.08; // Base rotation with wave effect // Move düşman1 with the map like other game objects self.x -= self.speed; }; // Method to damage player on collision 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 = 15; var shakeDuration = 200; tween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: shakeDuration / 4, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity, y: originalY - shakeIntensity * 0.5 }, { duration: shakeDuration / 4, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: shakeDuration / 2, easing: tween.easeOut }); } }); } }); // Update heart icons display for (var h = 0; h < hearts.length; h++) { if (h < playerLives) { hearts[h].alpha = 1.0; } else { hearts[h].alpha = 0.3; hearts[h].tint = 0x666666; } } // Flash damaged heart when taking damage if (playerLives >= 0 && playerLives < hearts.length) { LK.effects.flashObject(hearts[playerLives], 0xFF0000, 500); } // Make player invulnerable temporarily player.isInvulnerable = true; LK.effects.flashObject(player, 0xFF0000, 1000); // Remove invulnerability after 1.5 seconds LK.setTimeout(function () { player.isInvulnerable = false; }, 1500); // 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 < 5; p++) { var particle = LK.getAsset('dman1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, alpha: 1.0, x: self.x, y: self.y, tint: 0xFF4444 }); game.addChild(particle); var angle = p / 5 * Math.PI * 2; var distance = 80 + Math.random() * 40; 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: 300 + Math.random() * 100, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Flash screen and hide the enemy LK.effects.flashScreen(0xFF0000, 200); tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var EndGate = Container.expand(function () { var self = Container.call(this); var gateGraphics = self.attachAsset('B1', { 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('B1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, x: 0, y: -280, alpha: 0.8, tint: 0x00FFFF }); // Start rotating animation for the portal function startPortalRotation() { // Animation removed - portal remains static } // Add pulsing animation to make portal more dynamic function startPortalPulse() { // Animation removed - portal remains static } // Animation functions removed - portal remains static // Add victory glow effect var victoryGlow = self.attachAsset('B1', { 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() { // Animation removed - victory glow remains static } // Animation function removed - victory glow remains static 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; // Game completion var completionMessage = 'GAME COMPLETED!'; var completionColor = 0x00FF00; // Create victory particle effect for (var p = 0; p < 20; p++) { var particle = LK.getAsset('B1', { 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(); } }); } // Chapter completion message removed for Chapter 2 // Flash screen with victory colors LK.effects.flashScreen(0xFFD700, 800); // Show collectibles summary after a brief delay LK.setTimeout(function () { showCollectiblesSummary(); }, 800); // Final game completion removed - no "You won the game" screen } }; 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 Ml = Container.expand(function () { var self = Container.call(this); var mlGraphics = self.attachAsset('ml', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); self.speed = gameSpeed; self.damaged = false; self.isMovingToPlayer = false; // Track if ml is currently moving towards player self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.05; self.baseY = self.y; self.update = function () { // Add wave effect to ml entity self.floatOffset += self.floatSpeed; mlGraphics.y = Math.sin(self.floatOffset) * 15; // Wave movement with 15 pixel amplitude mlGraphics.rotation = Math.sin(self.floatOffset * 1.5) * 0.1; // Slight rotation wave effect // Check if any düşman1 entity is on screen to trigger movement var düşman1OnScreen = false; for (var i = 0; i < düşman1Enemies.length; i++) { var enemy = düşman1Enemies[i]; if (enemy.x >= 0 && enemy.x <= 2048) { düşman1OnScreen = true; break; } } // If düşman1 is on screen, start moving towards player immediately if (düşman1OnScreen && !self.damaged) { // Move towards player's left front face var targetX = player.x - 80; // Position slightly to the left of player var targetY = groundY - 100; // Move towards upper part of ground // Use tween to smoothly move ml towards target position if (!self.isMovingToPlayer) { self.isMovingToPlayer = true; // Random speed between 10 (slow) and 40 (fast) units - converted to duration var randomSpeed = 10 + Math.random() * 30; // Speed between 10-40 var randomDuration = 2000 - randomSpeed * 25; // Convert speed to duration (higher speed = lower duration) tween(self, { x: targetX, y: targetY }, { duration: randomDuration, easing: tween.easeOut }); } } else if (!düşman1OnScreen) { // Move ml with the map like other game objects when no düşman1 on screen self.x -= self.speed; } // Check if ml has reached the upper part of ground and destroy it if (self.y >= groundY - 120) { // Upper part of ground threshold self.destroy(); // Remove from mlEntities array for (var i = 0; i < mlEntities.length; i++) { if (mlEntities[i] === self) { mlEntities.splice(i, 1); break; } } } }; // Method to damage player on collision 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 = 15; var shakeDuration = 200; tween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: shakeDuration / 4, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity, y: originalY - shakeIntensity * 0.5 }, { duration: shakeDuration / 4, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: shakeDuration / 2, easing: tween.easeOut }); } }); } }); // Update heart icons display for (var h = 0; h < hearts.length; h++) { if (h < playerLives) { hearts[h].alpha = 1.0; } else { hearts[h].alpha = 0.3; hearts[h].tint = 0x666666; } } // Flash damaged heart when taking damage if (playerLives >= 0 && playerLives < hearts.length) { LK.effects.flashObject(hearts[playerLives], 0xFF0000, 500); } // Make player invulnerable temporarily player.isInvulnerable = true; LK.effects.flashObject(player, 0xFF0000, 1000); // Remove invulnerability after 1.5 seconds LK.setTimeout(function () { player.isInvulnerable = false; }, 1500); // 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 < 5; p++) { var particle = LK.getAsset('ml', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, alpha: 1.0, x: self.x, y: self.y, tint: 0xFF4444 }); game.addChild(particle); var angle = p / 5 * Math.PI * 2; var distance = 80 + Math.random() * 40; 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: 300 + Math.random() * 100, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Flash screen and hide the ml entity LK.effects.flashScreen(0xFF0000, 200); tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.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('A1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, x: 0, y: -200, alpha: 0.8, tint: 0x00FFFF }); // Start rotating animation for the portal function startPortalRotation() { // Animation removed - portal remains static } // Add pulsing animation to make portal more dynamic function startPortalPulse() { // Animation removed - portal remains static } // Animation functions removed - portal remains static 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('box1', { 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('box1', { 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, font: "Avenir", 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, font: "Avenir", 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('box1', { 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, font: "Avenir", 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('box1', { 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, font: "Avenir", 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, font: "Avenir" }); 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, font: "Avenir", 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('box1', { 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, font: "Avenir", 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 positioned at top of ground foliage.y = -50; // Position foliage at top area of ground entity shadow.y = -45; // Position shadow slightly below foliage // 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 düşman1Enemies = []; var mlEntities = []; var trails = []; var trees = []; var gameSpeed = 24; var spawnTimer = 0; var coinCount = 0; var gemCount = 0; var distanceScore = 0; var groundY = 2732 - 150 - 2; var playerLives = 3; var trailTimer = 0; var crystalSpawned = false; var endGateSpawned = false; var startingGate; var endGate; var background1, background2; // UI Elements var coinFrame = LK.getAsset('box1', { anchorX: 0.5, anchorY: 0, scaleX: 2.5, scaleY: 2, tint: 0x000000, x: 590, y: 5 }); LK.gui.top.addChild(coinFrame); var coinIcon = LK.getAsset('coin_icon', { anchorX: 0.5, anchorY: 0, x: 590, y: 0 }); LK.gui.top.addChild(coinIcon); var coinText = new Text2('0', { size: 100, fill: 0xFF6600, font: "Avenir", fontWeight: '900', stroke: 0x000000, strokeThickness: 12 }); coinText.anchor.set(0.5, 0); coinText.x = 590; coinText.y = 70; LK.gui.top.addChild(coinText); // Distance meter - hidden var distanceText = new Text2('0m', { size: 140, fill: 0x00FF00, font: "avenir", fontWeight: 'bold', stroke: 0x000000, strokeThickness: 20 }); distanceText.anchor.set(1.0, 0); distanceText.x = 0; distanceText.y = 20; distanceText.visible = false; LK.gui.topRight.addChild(distanceText); var gemIcon = null; var gemText = null; // Create heart UI elements - multiple heart icons for visual health representation var hearts = []; var maxHearts = 3; // Create multiple heart icons var _loop = function _loop() { heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, x: 150 + heartIndex * 100, y: 193 }); hearts.push(heart); LK.gui.topLeft.addChild(heart); // Add synchronized pulse animation to each heart function startHeartPulse(heartElement, delay) { LK.setTimeout(function () { function pulseUp() { tween(heartElement, { scaleX: 1.4, scaleY: 1.4 }, { duration: 800, easing: tween.easeInOut, onFinish: pulseDown }); } function pulseDown() { tween(heartElement, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: pulseUp }); } pulseUp(); }, delay); } // Start synchronized pulse animation with slight delay between hearts startHeartPulse(heart, heartIndex * 200); }, heart; for (var heartIndex = 0; heartIndex < maxHearts; heartIndex++) { _loop(); } ; // Function to show collectibles summary function showCollectiblesSummary() { // Pause all game movement LK.pauseGame(); // Create matte black screen overlay - add to GUI to stay in front of all assets var blackOverlay = LK.getAsset('ekn1', { anchorX: 0.5, anchorY: 0.5, alpha: 1.0, x: 0, y: 0 }); LK.gui.center.addChild(blackOverlay); // Title text removed // Collectible items removed from black screen summary var summaryItems = []; // Coin icons removed from black screen summary // Gem icons removed from black screen summary // Coins summary text removed // Gems summary text removed // Total score text removed // 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; // Create main menu buttons after delay LK.setTimeout(function () { // Square box container for buttons removed // Create pause button var pauseButton = LK.getAsset('d2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1, x: -150, y: 200 }); LK.gui.center.addChild(pauseButton); var pauseButtonText = new Text2('PAUSE', { size: 60, fill: 0xFFFFFF, font: "Avenir", fontWeight: 'bold' }); pauseButtonText.anchor.set(0.5, 0.5); pauseButtonText.x = -150; pauseButtonText.y = 200; LK.gui.center.addChild(pauseButtonText); // Create continue button var continueButton = LK.getAsset('d1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1, x: 150, y: 200 }); LK.gui.center.addChild(continueButton); var continueButtonText = new Text2('CONTINUE', { size: 50, fill: 0xFFFFFF, font: "Avenir", fontWeight: 'bold' }); continueButtonText.anchor.set(0.5, 0.5); continueButtonText.x = 150; continueButtonText.y = 200; LK.gui.center.addChild(continueButtonText); // Add button functionality pauseButton.down = function () { LK.pauseGame(); LK.effects.flashScreen(0xFF4444, 300); }; continueButton.down = function () { // Hide continue button and d1 asset immediately continueButton.visible = false; continueButtonText.visible = false; // Clean up all UI elements blackOverlay.destroy(); pauseButton.destroy(); pauseButtonText.destroy(); continueButton.destroy(); continueButtonText.destroy(); // Flash effect and reset game for second part LK.effects.flashScreen(0x00AA00, 300); // Reset game variables for second part distanceScore = 0; coinCount = 0; gemCount = 0; playerLives = 3; gameSpeed = 24; normalSpeed = 24; crystalSpawned = false; endGateSpawned = false; spawnTimer = 0; trailTimer = 0; // Clear all arrays coins.length = 0; gems.length = 0; boxes.length = 0; damageBoxes.length = 0; trails.length = 0; trees.length = 0; düşman1Enemies.length = 0; // Reset character switching currentCharacterIndex = 0; currentCharacter = characterOrder[currentCharacterIndex]; lastSwapDistance = 0; nextSwapDistance = 2; // Reset player player.x = 400; player.y = groundY + 20; player.isJumping = false; player.velocityY = 0; player.jumpsRemaining = 2; player.isInvulnerable = false; player.isSpinning = false; // Reset graphics to first character player.removeChildAt(0); var newGraphics = player.attachAsset('C1', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.2, scaleY: 1.2 }); // Reset UI elements coinText.setText('0'); distanceText.setText('0m'); // Reset heart icons display for (var h = 0; h < hearts.length; h++) { hearts[h].alpha = 1.0; } // Reset progress line for second part progressChar.x = 200; // Reset progress gem for second part progressGem.x = 200 + 500 / 1500 * 1120; // Position at 500m mark progressGem.visible = true; progressGem.tint = 0xFFFFFF; // Reset progress A1 for second part progressA1.x = 200 + 30 / 1500 * 1120; // Position at 30m mark progressA1.visible = true; progressA1.tint = 0x00FFFF; // Reset progress B1 for second part progressB1.x = 200 + 1000 / 1000 * 1120; // Position at 1000m mark (end of line) progressB1.visible = true; progressB1.tint = 0xFFD700; // Reset gem UI if exists if (gemIcon) { gemIcon.destroy(); gemIcon = null; } if (gemText) { gemText.destroy(); gemText = null; } // Reset hearts display for (var h = 0; h < hearts.length; h++) { hearts[h].alpha = 1.0; } // Reset god mode if (godModeActive) { toggleGodMode(); } // Create new starting gate for second part if (startingGate) { startingGate.destroy(); } startingGate = new StartingGate(); startingGate.x = 400 + 3 * 10; startingGate.y = groundY + 75; game.addChild(startingGate); // Switch to background2 for second part background1.destroy(); background2.destroy(); background3.destroy(); // Create new backgrounds using background2 asset background1 = game.addChild(LK.getAsset('background2', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); background2 = game.addChild(LK.getAsset('background2', { anchorX: 0, anchorY: 0, x: 2250, // Position second background at end of first background y: 0 })); background3 = game.addChild(LK.getAsset('background2', { anchorX: 0, anchorY: 0, x: 4500, // Position third background to eliminate gaps during transitions y: 0 })); // Replace ground assets with ground2 for second part ground1.destroy(); ground2.destroy(); ground3.destroy(); // Create new ground elements using ground2 asset ground1 = game.addChild(LK.getAsset('ground2', { anchorX: 0, anchorY: 0, x: 0, y: groundY })); ground2 = game.addChild(LK.getAsset('ground2', { anchorX: 0, anchorY: 0, x: 4008, // Position second ground at end of first ground y: groundY })); ground3 = game.addChild(LK.getAsset('ground2', { anchorX: 0, anchorY: 0, x: 8016, // Position third ground to eliminate gaps during transitions y: groundY })); // Resume game movement LK.resumeGame(); }; }, 2000); } ; ; // Spin button removed // Background music will be played when game starts // 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('zz1', { anchorX: 0, anchorY: 0, x: 0, y: groundY })); var ground2 = game.addChild(LK.getAsset('zz1', { anchorX: 0, anchorY: 0, x: 4008, // Position second ground at end of first ground y: groundY })); var ground3 = game.addChild(LK.getAsset('zz1', { anchorX: 0, anchorY: 0, x: 8016, // Position third ground to eliminate gaps during transitions y: groundY })); // Ground animation variables var groundAnimationTimer = 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); } function spawnMl() { var ml = new Ml(); ml.x = 2048 + 100; // Position ml from right side like other spawned objects ml.y = 1700; // Position at y=1700 (moved up from 1960, same as düşman1) ml.baseY = ml.y; mlEntities.push(ml); game.addChild(ml); } function spawnDüşman1() { var enemy = new Düşman1(); enemy.x = 2048 + 100; // Position enemy from right side like other spawned objects enemy.y = 1700; // Position at y=1700 (moved up from 1960) enemy.baseY = enemy.y; düşman1Enemies.push(enemy); game.addChild(enemy); } game.update = function () { // Only run game logic if game has started if (!gameStarted) { return; } // Increase distance score distanceScore += 1.5; // Update distance meter display var currentDistance = Math.floor(distanceScore / 10); distanceText.setText(currentDistance + 'm'); // Update progress line elements var targetDistance = 1000; // Distance to reach 2nd part var progressPercent = Math.min(currentDistance / targetDistance, 1.0); var lineWidth = 480; // Total width of progress line - shortened horizontally // Move mini character along the progress line progressChar.x = 200 + progressPercent * lineWidth; // Update gem position on progress line var gemDistance = 500; // Gem spawns at 500 meters var gemProgressPercent = Math.min(gemDistance / targetDistance, 1.0); progressGem.x = 200 + gemProgressPercent * lineWidth; // Show/hide gem based on whether it's been collected if (crystalSpawned && gemCount > 0) { // Gem has been collected - hide it progressGem.visible = false; } else if (currentDistance >= gemDistance) { // Past gem location but not collected - make it red to indicate missed progressGem.tint = 0xFF0000; progressGem.visible = true; } else { // Gem not yet reached - show normal gem color progressGem.tint = 0xFFFFFF; progressGem.visible = true; } // Update A1 entity position on progress line var a1Distance = 30; // A1 spawns at 30 meters (starting gate location) var a1ProgressPercent = Math.min(a1Distance / targetDistance, 1.0); progressA1.x = 200 + a1ProgressPercent * lineWidth; // Show/hide A1 based on whether it's been passed if (currentDistance >= a1Distance + 50) { // Well past A1 location - hide it progressA1.visible = false; } else if (currentDistance >= a1Distance) { // At or past A1 location - show it clearly progressA1.tint = 0x00FF00; progressA1.visible = true; } else { // A1 not yet reached - show normal cyan color progressA1.tint = 0x00FFFF; progressA1.visible = true; } // Update B1 entity position on progress line var b1Distance = 1000; // B1 spawns at 1000 meters (end gate) var b1ProgressPercent = Math.min(b1Distance / targetDistance, 1.0); progressB1.x = 200 + b1ProgressPercent * lineWidth; // Show/hide B1 based on whether it's been reached if (endGateSpawned && endGate && endGate.crossed) { // End gate has been crossed - hide it progressB1.visible = false; } else if (currentDistance >= b1Distance) { // At or past B1 location - show it clearly progressB1.tint = 0x00FF00; progressB1.visible = true; } else { // B1 not yet reached - show normal golden color progressB1.tint = 0xFFD700; progressB1.visible = true; } // Remaining distance text updates removed // Update mini character asset to match current player character - less frequent updates if (LK.ticks % 10 == 0) { if (progressChar && progressChar.children.length > 0) { progressChar.removeChildAt(0); } if (progressChar) { var miniCharGraphics = progressChar.attachAsset(currentCharacter, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); } } // Character switching logic - cycle through all 12 characters every 2 meters var currentDistance = Math.floor(distanceScore / 10); if (currentDistance >= nextSwapDistance) { // Move to next character in the cycle currentCharacterIndex = (currentCharacterIndex + 1) % characterOrder.length; currentCharacter = characterOrder[currentCharacterIndex]; // Remove old graphics and add new character graphics if (player && player.children.length > 0) { player.removeChildAt(0); // Remove current graphics } if (player) { var newGraphics = player.attachAsset(currentCharacter, { anchorX: 0.5, anchorY: 1.0, scaleX: 1.2, scaleY: 1.2 }); } // Update swap distances lastSwapDistance = currentDistance; nextSwapDistance = currentDistance + 2; // Visual feedback for swap LK.effects.flashObject(player, 0xFFFFFF, 300); } // Gradually increase speed - but respect God mode if (!godModeActive) { gameSpeed = 24 + distanceScore / 1000; normalSpeed = 24 + distanceScore / 1000; // Track normal speed for God mode toggle } else { gameSpeed = normalSpeed * 3; // Maintain high speed in God mode } // 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; } // Background animations removed - backgrounds remain static groundAnimationTimer += 0.1; // Keep backgrounds at fixed positions background1.y = 0; background2.y = 0; background3.y = 0; // Keep backgrounds at fixed scale background1.scaleY = 1.0; background2.scaleY = 1.0; background3.scaleY = 1.0; // Ground animations removed - ground remains static // Keep ground at fixed positions ground1.y = groundY; ground2.y = groundY; ground3.y = groundY; // Keep ground at fixed scale ground1.scaleY = 1.0; ground2.scaleY = 1.0; ground3.scaleY = 1.0; // Update spawn timer spawnTimer++; trailTimer++; // Create trail when player is jumping - reduced frequency to prevent lag if (player.isJumping && trailTimer % 8 == 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 with shorter duration tween(trail, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 300, 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 ml and düşman1 together at the same time and position if (spawnTimer % 100 == 0 && Math.random() < 0.3) { // Create both entities at the same position var ml = new Ml(); ml.x = 2048 + 100; // Position ml at exactly the same x as düşman1 ml.y = 1700; // Move both entities up by 260 pixels (1960 - 260 = 1700) ml.baseY = ml.y; mlEntities.push(ml); game.addChild(ml); var enemy = new Düşman1(); enemy.x = 2048 + 100; // Position enemy from right side like other spawned objects enemy.y = 1700; // Move both entities up by 260 pixels (1960 - 260 = 1700) enemy.baseY = enemy.y; düşman1Enemies.push(enemy); game.addChild(enemy); } // Spawn trees with varying density - reduced frequency to prevent lag if (spawnTimer % 60 == 0) { // Random density decision: 30% moderate, 40% sparse, 30% gap var densityRoll = Math.random(); if (densityRoll < 0.3) { // Moderate density - 2-3 trees with medium spacing var numTrees = 2 + Math.floor(Math.random() * 2); var baseSpacing = 120 + Math.random() * 80; // Medium spacing for (var treeIndex = 0; treeIndex < numTrees; treeIndex++) { var tree = new Tree(); var randomSpacing = baseSpacing + (Math.random() - 0.5) * 40; tree.x = 2048 + 200 + treeIndex * randomSpacing; tree.y = groundY; // Align all trees to ground level consistently tree.scaleX = 1.2 + Math.random() * 0.4; tree.scaleY = 1.2 + Math.random() * 0.4; tree.alpha = 0.9 + Math.random() * 0.1; trees.push(tree); game.addChildAt(tree, 3); } } else if (densityRoll < 0.7) { // Sparse - single tree var tree = new Tree(); tree.x = 2048 + 200 + Math.random() * 100; // Random position variation tree.y = groundY; // Align all trees to ground level consistently tree.scaleX = 1.4 + Math.random() * 0.3; // Larger standalone trees tree.scaleY = 1.4 + Math.random() * 0.3; tree.alpha = 0.95 + Math.random() * 0.05; trees.push(tree); game.addChildAt(tree, 3); } // If random >= 0.7, no trees spawn (creating gaps) } // 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 1000 meters var endGateDistance = 1000; if (currentDistance >= endGateDistance && !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 var _loop2 = function _loop2() { coin = coins[j]; coin.speed = gameSpeed; // Check collection or spin attack distanceX = coin.x - player.x; distanceY = coin.y - player.y; distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); 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); // Font is already set in the Text2 constructor, no need to change it here // Scoreboard update removed // Check if player gets a new chance every 50 coins if (coinCount > 0 && coinCount % 50 === 0) { playerLives++; // Add new heart icon if needed if (playerLives > hearts.length) { // Start synchronized pulse animation for new heart var startNewHeartPulse = function startNewHeartPulse(heartElement) { function pulseUp() { tween(heartElement, { scaleX: 1.4, scaleY: 1.4 }, { duration: 800, easing: tween.easeInOut, onFinish: pulseDown }); } function pulseDown() { tween(heartElement, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: pulseUp }); } pulseUp(); }; heartIndex = hearts.length; // Position hearts: first 8 in a row, then below for additional hearts if (heartIndex < 8) { positionX = 150 + heartIndex * 100; positionY = 193; } else { positionX = 150 + (heartIndex - 8) * 100; positionY = 193 + 100; // Position below initial row } newHeart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, x: positionX, y: positionY }); hearts.push(newHeart); LK.gui.topLeft.addChild(newHeart); startNewHeartPulse(newHeart); } // Update heart icons display for (h = 0; h < hearts.length; h++) { if (h < playerLives) { hearts[h].alpha = 1.0; } else { hearts[h].alpha = 0.3; hearts[h].tint = 0x666666; } } // Flash effect for new chance LK.effects.flashScreen(0x00FF00, 500); // Flash all active hearts for new chance for (h = 0; h < Math.min(playerLives, hearts.length); h++) { LK.effects.flashObject(hearts[h], 0x00FF00, 800); } } 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); return 0; // continue } // Remove off-screen coins if (coin.x < -50) { coin.destroy(); coins.splice(j, 1); return 0; // continue } }, coin, distanceX, distanceY, distance, isInSpinRange, heartIndex, positionX, positionY, newHeart, h, h, _ret; for (var j = coins.length - 1; j >= 0; j--) { _ret = _loop2(); if (_ret === 0) continue; } // 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); // Scoreboard update removed // 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: 100, fill: 0xFF69B4, font: "Avenir", fontWeight: '900', stroke: 0x000000, strokeThickness: 15 }); gemText.anchor.set(0.5, 0); gemText.x = 150; gemText.y = 90; LK.gui.top.addChild(gemText); } gemText.setText(gemCount); // Font is already set in the Text2 constructor, no need to change it here 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); continue; } } // 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); continue; } } // 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); continue; } } // Update and clean up trails - more aggressive cleanup to prevent lag for (var k = trails.length - 1; k >= 0; k--) { var trail = trails[k]; trail.speed = gameSpeed; // Remove off-screen, faded, or old trails more aggressively if (trail.x < -50 || trail.alpha <= 0.2) { trail.destroy(); trails.splice(k, 1); continue; } } // 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); continue; } } // Update and check ml entities for (var m = mlEntities.length - 1; m >= 0; m--) { var ml = mlEntities[m]; ml.speed = gameSpeed; // Check collision with player if (!ml.damaged && player.intersects(ml)) { ml.damagePlayer(); mlEntities.splice(m, 1); continue; } // Check if ml can be destroyed by spin attack var distanceX = ml.x - player.x; var distanceY = ml.y - player.y; var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); var isInSpinRange = player.isSpinning && distance <= player.spinDamageRadius; if (isInSpinRange && !ml.damaged) { ml.damaged = true; // Create explosion effect ml.createExplosion(); mlEntities.splice(m, 1); continue; } // Remove off-screen ml entities if (ml.x < -100) { ml.destroy(); mlEntities.splice(m, 1); continue; } } // Update and check düşman1 enemies for (var e = düşman1Enemies.length - 1; e >= 0; e--) { var enemy = düşman1Enemies[e]; enemy.speed = gameSpeed; // Check collision with player if (!enemy.damaged && player.intersects(enemy)) { enemy.damagePlayer(); düşman1Enemies.splice(e, 1); continue; } // Check if enemy can be destroyed by spin attack var distanceX = enemy.x - player.x; var distanceY = enemy.y - player.y; var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); var isInSpinRange = player.isSpinning && distance <= player.spinDamageRadius; if (isInSpinRange && !enemy.damaged) { enemy.damaged = true; // Create explosion effect enemy.createExplosion(); düşman1Enemies.splice(e, 1); continue; } // Remove off-screen enemies if (enemy.x < -100) { enemy.destroy(); düşman1Enemies.splice(e, 1); continue; } } // 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 // Music will transition automatically when first track ends // Ensure player stays in foreground - less frequent checks to prevent lag if (LK.ticks % 30 == 0) { if (player.parent !== game) { game.addChild(player); } else { // Move player to top of render order game.removeChild(player); game.addChild(player); } } }; // Scoreboard background removed // 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 = 24; // God Mode button - hidden for now // var godModeButton = LK.getAsset('box1', { // 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, // font: "Avenir", // 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(); // }; // Teleport button - hidden for now // var teleportButton = LK.getAsset('box1', { // anchorX: 0.5, // anchorY: 0.5, // scaleX: 2.5, // scaleY: 2, // tint: 0x8A2BE2, // x: 0, // y: 520 // }); // LK.gui.topLeft.addChild(teleportButton); // var teleportButtonText = new Text2('TELEPORT', { // size: 30, // fill: 0xFFFFFF, // font: "Avenir", // fontWeight: 'bold' // }); // teleportButtonText.anchor.set(0.5, 0.5); // teleportButtonText.x = 0; // teleportButtonText.y = 520; // LK.gui.topLeft.addChild(teleportButtonText); // Teleport button interaction // teleportButton.down = function () { // teleportToLastGate(); // }; // Function to teleport 50 meters away from last gate function teleportToLastGate() { var targetDistance = 950; // 50 meters before the gate at 1000 meters var currentDistance = Math.floor(distanceScore / 10); if (currentDistance < targetDistance) { // Calculate how much distance to add var distanceToAdd = (targetDistance - currentDistance) * 10; distanceScore += distanceToAdd; // Flash effect when teleporting LK.effects.flashScreen(0x8A2BE2, 500); LK.effects.flashObject(player, 0x8A2BE2, 800); } } // Function to toggle God Mode function toggleGodMode() { godModeActive = !godModeActive; if (godModeActive) { // Activate God Mode player.isInvulnerable = true; gameSpeed = normalSpeed * 3; // Very high speed // 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 / 1000; // Return to normal progression } } // 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(); // }; // Progress line UI elements var progressLine = LK.getAsset('box1', { anchorX: 0, anchorY: 0.5, scaleX: 6, // Further reduced horizontal line width scaleY: 0.2, // Slightly thicker line for better visibility tint: 0x666666, // Brighter color for better visibility x: 200, y: 200 }); LK.gui.top.addChild(progressLine); // Mini character on progress line var progressChar = LK.getAsset('C1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: 200, y: 200 }); LK.gui.top.addChild(progressChar); // Mini gem on progress line to show gem location var progressGem = LK.getAsset('gem_icon', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, x: 200, y: 200 }); LK.gui.top.addChild(progressGem); // Mini A1 entity on progress line to show starting gate location var progressA1 = LK.getAsset('A1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.12, scaleY: 0.12, x: 200, y: 200, tint: 0x00FFFF }); LK.gui.top.addChild(progressA1); // Mini B1 entity on progress line to show end gate location var progressB1 = LK.getAsset('B1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.15, scaleY: 0.15, x: 200, y: 200, tint: 0xFFD700 }); LK.gui.top.addChild(progressB1); // Remaining distance text removed // Get player name and last score from storage var playerName = storage.playerName || 'Player'; var lastScore = storage.lastScore || 0; // Character switching variables for C1-C6 cycling every 5 meters var characterOrder = ['C1', 'C2', 'C3', 'C4', 'C5', 'C6']; var currentCharacterIndex = 0; var currentCharacter = characterOrder[currentCharacterIndex]; var lastSwapDistance = 0; var nextSwapDistance = 2; // Create start screen var startScreen = LK.getAsset('kk', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, x: 0, y: 0 }); LK.gui.center.addChild(startScreen); // Create start button var startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 520 }); LK.gui.center.addChild(startButton); // Start button text removed - no text will appear // Add pulse effect to start button function startButtonPulse() { tween(startButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(startButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: startButtonPulse }); } }); } startButtonPulse(); // Start button interaction startButton.down = function () { if (!gameStarted) { gameStarted = true; // Stop the pulse animation tween.stop(startButton); // Play background music when game starts LK.playMusic('Arkaplanmuzik1'); // Hide start screen elements startScreen.destroy(); startButton.destroy(); // Flash effect when starting LK.effects.flashScreen(0x00FF00, 500); } }; // Player name text removed // Combined score text removed // Scoreboard update function removed // Game variables (single chapter only) var gamePartTitle = "ENDLESS RUNNER"; var gamePartNumber = 1; var isFirstChapter = true; var gameStarted = false;
===================================================================
--- original.js
+++ change.js
@@ -455,13 +455,12 @@
self.floatOffset = Math.random() * Math.PI * 2;
self.floatSpeed = 0.05;
self.baseY = self.y;
self.update = function () {
- // Wave animation - synchronized with ml entities
+ // Add wave effect to düşman1 entity
self.floatOffset += self.floatSpeed;
- var waveAmplitude = 30; // How far up and down to move
- var waveY = Math.sin(self.floatOffset) * waveAmplitude;
- self.y = self.baseY + waveY;
+ enemyGraphics.y = Math.sin(self.floatOffset) * 12; // Wave movement with 12 pixel amplitude
+ enemyGraphics.rotation = -Math.PI / 4 + Math.sin(self.floatOffset * 1.2) * 0.08; // Base rotation with wave effect
// Move düşman1 with the map like other game objects
self.x -= self.speed;
};
// Method to damage player on collision
@@ -758,13 +757,12 @@
self.floatOffset = Math.random() * Math.PI * 2;
self.floatSpeed = 0.05;
self.baseY = self.y;
self.update = function () {
- // Wave animation - synchronized with düşman1
+ // Add wave effect to ml entity
self.floatOffset += self.floatSpeed;
- var waveAmplitude = 30; // How far up and down to move
- var waveY = Math.sin(self.floatOffset) * waveAmplitude;
- self.y = self.baseY + waveY;
+ mlGraphics.y = Math.sin(self.floatOffset) * 15; // Wave movement with 15 pixel amplitude
+ mlGraphics.rotation = Math.sin(self.floatOffset * 1.5) * 0.1; // Slight rotation wave effect
// Check if any düşman1 entity is on screen to trigger movement
var düşman1OnScreen = false;
for (var i = 0; i < düşman1Enemies.length; i++) {
var enemy = düşman1Enemies[i];
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