User prompt
Arkaplan valrigini karakterin arkasından başlayacak şekilde konumlandır
User prompt
Katmanı kilitle
User prompt
Arkaplan assetini katmanın 0 böylesine en arkaya yerleştir
User prompt
Ağaç fonksiyonları sil
User prompt
Zz1 varlığı oyundan tamamen kaldır
User prompt
Aralıklarını sıkılaştır ve bunları daha karakter gelmeden bayağı önce vermeye başla
User prompt
Zz1 in sürekli gelmesini sağla sonsuz döndü
User prompt
Please fix the bug: '[object Object]addChildAt: The index 3 supplied is out of bounds 2' in or related to this line: 'tween(heartElement, {' Line Number: 2665 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: '[object Object]addChildAt: The index 3 supplied is out of bounds 2' in or related to this line: 'tween(heartElement, {' Line Number: 2665 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1 bölümdeki arka plan varlığını tamamen sil
User prompt
Ağaç varlığı ile arka plan varlığını birbirlerinin yapışacak olarak aynı katmana taşı ağaç varlığı arka planın önünde görünsün
User prompt
Zemin varlığının assetini ağaç varlıkların katmanının önüne koy
User prompt
Ağaç varlıkların assetini en alt sıranın bir üstüne koy katman
User prompt
Fix freezing and stuttering when firing bullets
User prompt
Kareyi 7 yapın
User prompt
Arkaplanı arka katman sırasına taşı
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Move the character's layer order to the front
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30
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16
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16
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Karakter değiştirmeyi her 6 kareden her 20 kareye değiştir
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Increase the C1 entity to 16C and add it to the queue
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C1 den 16 ya yükselt
User prompt
6
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4 yap
/****
* 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 (brokenByBullet) {
if (!self.broken) {
self.broken = true;
// Create breaking effect
LK.effects.flashObject(self, 0xFFFFFF, 300);
// Only spawn coins if not broken by bullet
if (!brokenByBullet) {
// 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();
// Check for boxes above this one and make them fall
for (var i = 0; i < boxes.length; i++) {
var otherBox = boxes[i];
if (!otherBox.broken && otherBox !== self) {
// Check if this box is above the broken box (within range)
var horizontalDistance = Math.abs(otherBox.x - self.x);
var verticalDistance = self.y - otherBox.y;
// If box is above and close horizontally, make it fall
if (horizontalDistance < 60 && verticalDistance > 0 && verticalDistance < 150) {
// Start falling animation
tween(otherBox, {
y: self.y
}, {
duration: 800,
easing: tween.easeOut
});
}
}
}
// Simple fade out without scaling or rotation
tween(self, {
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
self.destroy();
}
});
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('fire_projectile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.speed = 8; // Bullet moves right at reduced speed
self.destroyed = false;
self.update = function () {
self.x += self.speed; // Move bullet to the right
};
// Create particle effects around bullet
self.particles = [];
// Create 4 small particles around bullet
var _loop3 = function _loop3() {
particle = LK.getAsset('fire_projectile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.6,
tint: 0xFF6600
});
self.addChild(particle);
self.particles.push(particle);
// Position particles in a circle around bullet center
angle = p / 4 * Math.PI * 2;
radius = 40;
particle.x = Math.cos(angle) * radius;
particle.y = Math.sin(angle) * radius;
// Start particle orbit animation
function startParticleOrbit(particleElement, startAngle) {
function orbitParticle() {
var currentAngle = startAngle;
function animateOrbit() {
currentAngle += Math.PI * 2;
tween(particleElement, {
x: Math.cos(currentAngle) * radius,
y: Math.sin(currentAngle) * radius
}, {
duration: 800,
easing: tween.linear,
onFinish: animateOrbit
});
}
animateOrbit();
}
orbitParticle();
}
// Start orbit with different starting angles for each particle
startParticleOrbit(particle, angle);
},
particle,
angle,
radius;
for (var p = 0; p < 4; p++) {
_loop3();
}
// Start continuous rotation animation around bullet's center
function startBulletRotation() {
tween(bulletGraphics, {
rotation: bulletGraphics.rotation + Math.PI * 2 // Full 360 degree rotation
}, {
duration: 500,
// Half second per rotation
easing: tween.linear,
onFinish: startBulletRotation // Loop the rotation
});
}
// Start the rotation immediately when bullet is created
startBulletRotation();
// Method to destroy the bullet and create explosion effect
self.destroyBullet = function () {
if (!self.destroyed) {
self.destroyed = true;
// Create explosion particles
for (var p = 0; p < 6; p++) {
var particle = LK.getAsset('fire_projectile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4,
alpha: 1.0,
x: self.x,
y: self.y,
tint: 0xFF4500
});
game.addChild(particle);
var angle = p / 6 * 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: 400 + Math.random() * 100,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
// Flash effect and destroy bullet
LK.effects.flashObject(self, 0xFF4500, 200);
tween(self, {
alpha: 0,
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
}
};
return self;
});
var C10 = Container.expand(function () {
var self = Container.call(this);
var c10Graphics = self.attachAsset('C10', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C11 = Container.expand(function () {
var self = Container.call(this);
var c11Graphics = self.attachAsset('C11', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C12 = Container.expand(function () {
var self = Container.call(this);
var c12Graphics = self.attachAsset('C12', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C13 = Container.expand(function () {
var self = Container.call(this);
var c13Graphics = self.attachAsset('C13', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C14 = Container.expand(function () {
var self = Container.call(this);
var c14Graphics = self.attachAsset('C14', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C15 = Container.expand(function () {
var self = Container.call(this);
var c15Graphics = self.attachAsset('C15', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C16 = Container.expand(function () {
var self = Container.call(this);
var c16Graphics = self.attachAsset('C16', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 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 = 450;
self.hitboxHeight = 450;
// 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 = 450;
self.hitboxHeight = 450;
// 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 = 450;
self.hitboxHeight = 450;
// 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 = 450;
self.hitboxHeight = 450;
// 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 C7 = Container.expand(function () {
var self = Container.call(this);
var c7Graphics = self.attachAsset('C7', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C8 = Container.expand(function () {
var self = Container.call(this);
var c8Graphics = self.attachAsset('C8', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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 C9 = Container.expand(function () {
var self = Container.call(this);
var c9Graphics = self.attachAsset('C9', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.2,
scaleY: 1.2
});
// Set custom hitbox dimensions
self.hitboxWidth = 450;
self.hitboxHeight = 450;
// 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
});
self.speed = gameSpeed;
self.collected = false;
// Floating animation
self.floatOffset = 0;
self.update = function () {
self.x -= self.speed;
// Floating animation
self.floatOffset += 0.15;
coinGraphics.y = Math.sin(self.floatOffset) * 10;
// Rotation animation
coinGraphics.rotation += 0.1;
};
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();
// Check for TNT boxes above this one and make them fall
for (var i = 0; i < damageBoxes.length; i++) {
var otherDamageBox = damageBoxes[i];
if (!otherDamageBox.damaged && otherDamageBox !== self) {
// Check if this TNT box is above the damaged box (within range)
var horizontalDistance = Math.abs(otherDamageBox.x - self.x);
var verticalDistance = self.y - otherDamageBox.y;
// If TNT box is above and close horizontally, make it fall
if (horizontalDistance < 60 && verticalDistance > 0 && verticalDistance < 150) {
// Start falling animation
tween(otherDamageBox, {
y: self.y
}, {
duration: 800,
easing: tween.easeOut
});
}
}
}
// 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;
// Add light red flash effect to player character when colliding with damage objects
tween(player, {
tint: 0xFF6666
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeOut
});
}
});
// Add full-screen light red flash effect
LK.effects.flashScreen(0xFF6666, 400);
// 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();
}
});
}
// Hide the damage box
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;
// Add light red flash effect to player character body
tween(player, {
tint: 0xFF6666
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeOut
});
}
});
// Add full-screen light red flash effect
LK.effects.flashScreen(0xFF6666, 400);
// 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();
}
});
}
// Hide the enemy
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 intermediate screen after a brief delay
LK.setTimeout(function () {
intermediateScreen.showScreen();
}, 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 IntermediateScreen = Container.expand(function () {
var self = Container.call(this);
self.isActive = false;
self.showScreen = function () {
if (self.isActive) return;
self.isActive = true;
// Pause the game
LK.pauseGame();
// Create dark overlay
self.overlay = LK.getAsset('ekn1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.95,
x: 0,
y: 0
});
LK.gui.center.addChild(self.overlay);
// Create main panel
self.panel = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 25,
scaleY: 30,
tint: 0x1a1a2e,
x: 0,
y: 0
});
LK.gui.center.addChild(self.panel);
// Title text
self.titleText = new Text2('CHAPTER COMPLETE!', {
size: 120,
fill: 0xFFD700,
font: "Avenir",
fontWeight: 'bold'
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 0;
self.titleText.y = -300;
LK.gui.center.addChild(self.titleText);
// Statistics display
self.statsText = new Text2('Coins Collected: ' + coinCount + '\nDistance Traveled: ' + Math.floor(distanceScore / 10) + 'm\nLives Remaining: ' + playerLives, {
size: 60,
fill: 0xFFFFFF,
font: "Avenir"
});
self.statsText.anchor.set(0.5, 0.5);
self.statsText.x = 0;
self.statsText.y = -100;
LK.gui.center.addChild(self.statsText);
// Continue button
self.continueButton = LK.getAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
x: 0,
y: 150
});
LK.gui.center.addChild(self.continueButton);
self.continueText = new Text2('CONTINUE TO CHAPTER 2', {
size: 50,
fill: 0xFFFFFF,
font: "Avenir",
fontWeight: 'bold'
});
self.continueText.anchor.set(0.5, 0.5);
self.continueText.x = 0;
self.continueText.y = 150;
LK.gui.center.addChild(self.continueText);
// Add pulse animation to continue button
function continuePulse() {
tween(self.continueButton, {
scaleX: 1.6,
scaleY: 1.6
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self.continueButton, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: continuePulse
});
}
});
}
continuePulse();
// Continue button interaction
self.continueButton.down = function () {
self.closeScreen();
};
// Flash effect when showing
LK.effects.flashScreen(0x00FF00, 500);
};
self.closeScreen = function () {
if (!self.isActive) return;
self.isActive = false;
// Stop pulse animation
if (self.continueButton) {
tween.stop(self.continueButton);
}
// Clean up all elements
if (self.overlay) self.overlay.destroy();
if (self.panel) self.panel.destroy();
if (self.titleText) self.titleText.destroy();
if (self.statsText) self.statsText.destroy();
if (self.continueButton) self.continueButton.destroy();
if (self.continueText) self.continueText.destroy();
// Flash effect and start chapter 2
LK.effects.flashScreen(0x00AA00, 300);
// Initialize Chapter 2
self.startChapter2();
};
self.startChapter2 = function () {
// Reset game variables for chapter 2
distanceScore = 0;
coinCount = 0;
gemCount = 0;
playerLives = storage.currentLives || 5;
gameSpeed = 24;
normalSpeed = 24;
crystalSpawned = false;
endGateSpawned = false;
spawnTimer = 0;
trailTimer = 0;
isSecondPart = true;
// 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');
// Update heart display based on current lives
for (var h = 0; h < hearts.length; h++) {
if (h < playerLives) {
hearts[h].alpha = 1.0;
hearts[h].tint = 0xFFFFFF;
} else {
hearts[h].alpha = 0.3;
hearts[h].tint = 0x666666;
}
}
// Reset progress line elements
progressChar.x = 200;
progressGem.x = 200 + 500 / 1500 * 1120;
progressGem.visible = true;
progressGem.tint = 0xFFFFFF;
progressA1.x = 200 + 30 / 1500 * 1120;
progressA1.visible = true;
progressA1.tint = 0x00FFFF;
progressB1.x = 200 + 1000 / 1000 * 1120;
progressB1.visible = true;
progressB1.tint = 0xFFD700;
// Reset gem UI if exists
if (gemIcon) {
gemIcon.destroy();
gemIcon = null;
}
if (gemText) {
gemText.destroy();
gemText = null;
}
// Reset god mode
if (godModeActive) {
toggleGodMode();
}
// Create new starting gate for chapter 2
if (startingGate) {
startingGate.destroy();
}
startingGate = new StartingGate();
startingGate.x = 400 + 3 * 10;
startingGate.y = groundY + 75;
game.addChild(startingGate);
// Switch to background2 for chapter 2
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,
y: 0
}));
background3 = game.addChild(LK.getAsset('background2', {
anchorX: 0,
anchorY: 0,
x: 4500,
y: 0
}));
// Replace ground assets with ground2 for chapter 2
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,
y: groundY
}));
ground3 = game.addChild(LK.getAsset('ground2', {
anchorX: 0,
anchorY: 0,
x: 8016,
y: groundY
}));
// Resume game
LK.resumeGame();
};
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: 0.6
});
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) {
// Randomly choose between player's right front face or left back face
var isRightFront = Math.random() < 0.5; // 50% chance for each position
var targetX, targetY;
if (isRightFront) {
// Move towards player's right front face
targetX = player.x + 80; // Position slightly to the right of player
targetY = groundY - 100; // Move towards upper part of ground
} else {
// Move towards player's left back face
targetX = player.x - 80; // Position slightly to the left of player
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.damaged = true;
self.destroy();
// Remove from mlEntities array will be handled in main update loop
}
};
// 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;
// Add light red flash effect to player character body
tween(player, {
tint: 0xFF6666
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeOut
});
}
});
// Add full-screen light red flash effect
LK.effects.flashScreen(0xFF6666, 400);
// 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();
}
});
}
// Hide the ml entity
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 = 450;
self.hitboxHeight = 450;
// 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;
}
// Different jump power for double jump
var isDoubleJump = self.jumpsRemaining === 1 && self.isJumping;
if (isDoubleJump) {
// Double jump - higher jump power
self.velocityY = self.jumpPower - 5; // Slightly higher jump (-5 makes it more negative, so higher)
} else {
// Regular jump
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
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;
});
var TutorialScreen = Container.expand(function () {
var self = Container.call(this);
self.isActive = false;
self.currentStep = 0;
self.tutorialSteps = [{
title: "WELCOME TO ENDLESS RUNNER!",
description: "Learn the basics to survive and collect coins",
icon: "C1"
}, {
title: "JUMPING",
description: "Swipe UP to jump over obstacles\nDouble tap for double jump!",
icon: "heart"
}, {
title: "SHOOTING",
description: "Swipe RIGHT to shoot bullets\nNeed gems first, costs 1 coin per shot",
icon: "fire_projectile"
}, {
title: "COLLECTIBLES",
description: "Collect coins and gems\nGems unlock shooting ability",
icon: "wumpa"
}, {
title: "POWER-UPS",
description: "Spin attack destroys enemies\nGod mode for invincibility",
icon: "gem"
}];
self.showTutorial = function () {
if (self.isActive) return;
self.isActive = true;
self.currentStep = 0;
// Create overlay
self.overlay = LK.getAsset('ekn1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.95,
x: 0,
y: 0
});
LK.gui.center.addChild(self.overlay);
// Create tutorial panel
self.panel = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 25,
scaleY: 30,
tint: 0x1a1a2e,
x: 0,
y: 0
});
LK.gui.center.addChild(self.panel);
self.showCurrentStep();
};
self.showCurrentStep = function () {
// Clean up previous step elements
self.cleanupStepElements();
var step = self.tutorialSteps[self.currentStep];
// Tutorial title
self.titleText = new Text2(step.title, {
size: 80,
fill: 0xFFD700,
font: "Avenir",
fontWeight: 'bold'
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 0;
self.titleText.y = -400;
LK.gui.center.addChild(self.titleText);
// Tutorial description
self.descText = new Text2(step.description, {
size: 50,
fill: 0xFFFFFF,
font: "Avenir"
});
self.descText.anchor.set(0.5, 0.5);
self.descText.x = 0;
self.descText.y = -250;
LK.gui.center.addChild(self.descText);
// Tutorial icon
self.iconAsset = LK.getAsset(step.icon, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: 0,
y: 100
});
LK.gui.center.addChild(self.iconAsset);
// Step counter
self.stepText = new Text2(self.currentStep + 1 + " / " + self.tutorialSteps.length, {
size: 40,
fill: 0x888888,
font: "Avenir"
});
self.stepText.anchor.set(0.5, 0.5);
self.stepText.x = 0;
self.stepText.y = 250;
LK.gui.center.addChild(self.stepText);
// Navigation buttons
if (self.currentStep > 0) {
self.prevButton = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
tint: 0x666666,
x: -200,
y: 350
});
LK.gui.center.addChild(self.prevButton);
self.prevText = new Text2('PREVIOUS', {
size: 35,
fill: 0xFFFFFF,
font: "Avenir",
fontWeight: 'bold'
});
self.prevText.anchor.set(0.5, 0.5);
self.prevText.x = -200;
self.prevText.y = 350;
LK.gui.center.addChild(self.prevText);
self.prevButton.down = function () {
self.previousStep();
};
}
if (self.currentStep < self.tutorialSteps.length - 1) {
self.nextButton = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
tint: 0x00AA00,
x: 200,
y: 350
});
LK.gui.center.addChild(self.nextButton);
self.nextText = new Text2('NEXT', {
size: 35,
fill: 0xFFFFFF,
font: "Avenir",
fontWeight: 'bold'
});
self.nextText.anchor.set(0.5, 0.5);
self.nextText.x = 200;
self.nextText.y = 350;
LK.gui.center.addChild(self.nextText);
self.nextButton.down = function () {
self.nextStep();
};
} else {
// Final step - show start button
self.startButton = LK.getAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
x: 0,
y: 350
});
LK.gui.center.addChild(self.startButton);
self.startButton.down = function () {
self.closeTutorial();
};
}
// Skip button
self.skipButton = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF4444,
x: 0,
y: 450
});
LK.gui.center.addChild(self.skipButton);
self.skipText = new Text2('SKIP TUTORIAL', {
size: 30,
fill: 0xFFFFFF,
font: "Avenir",
fontWeight: 'bold'
});
self.skipText.anchor.set(0.5, 0.5);
self.skipText.x = 0;
self.skipText.y = 450;
LK.gui.center.addChild(self.skipText);
self.skipButton.down = function () {
self.closeTutorial();
};
};
self.nextStep = function () {
if (self.currentStep < self.tutorialSteps.length - 1) {
self.currentStep++;
self.showCurrentStep();
}
};
self.previousStep = function () {
if (self.currentStep > 0) {
self.currentStep--;
self.showCurrentStep();
}
};
self.cleanupStepElements = function () {
if (self.titleText) {
self.titleText.destroy();
self.titleText = null;
}
if (self.descText) {
self.descText.destroy();
self.descText = null;
}
if (self.iconAsset) {
self.iconAsset.destroy();
self.iconAsset = null;
}
if (self.stepText) {
self.stepText.destroy();
self.stepText = null;
}
if (self.prevButton) {
self.prevButton.destroy();
self.prevButton = null;
}
if (self.prevText) {
self.prevText.destroy();
self.prevText = null;
}
if (self.nextButton) {
self.nextButton.destroy();
self.nextButton = null;
}
if (self.nextText) {
self.nextText.destroy();
self.nextText = null;
}
if (self.startButton) {
self.startButton.destroy();
self.startButton = null;
}
if (self.skipButton) {
self.skipButton.destroy();
self.skipButton = null;
}
if (self.skipText) {
self.skipText.destroy();
self.skipText = null;
}
};
self.closeTutorial = function () {
if (!self.isActive) return;
self.isActive = false;
// Clean up all tutorial elements
self.cleanupStepElements();
if (self.overlay) {
self.overlay.destroy();
self.overlay = null;
}
if (self.panel) {
self.panel.destroy();
self.panel = null;
}
// Flash effect when closing
LK.effects.flashScreen(0x00FF00, 300);
};
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 bullets = [];
var gameSpeed = 24;
var spawnTimer = 0;
var coinCount = 0;
var gemCount = 0;
var distanceScore = 0;
var groundY = 2732 - 150 - 2;
var playerLives = 5; // Always start with 5 lives
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 = 8; // Maximum collectible lives set to 8
// Initialize storage with current lives at game start
storage.currentLives = playerLives;
storage.currentHearts = playerLives;
// Create multiple heart icons based on current lives count
var savedHeartCount = playerLives;
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);
// Set initial heart display based on current lives
if (heartIndex < playerLives) {
heart.alpha = 1.0;
heart.tint = 0xFFFFFF;
} else {
heart.alpha = 0.3;
heart.tint = 0x666666;
}
// 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 < savedHeartCount; 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;
// Save current lives and heart display state for Chapter 2
storage.currentLives = playerLives;
storage.currentHearts = hearts.length;
// 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 = storage.currentLives || 5; // Load saved lives or default to 5
gameSpeed = 24;
normalSpeed = 24;
crystalSpawned = false;
endGateSpawned = false;
spawnTimer = 0;
trailTimer = 0;
isSecondPart = true;
// 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 - preserve saved heart count
var savedHeartCount = storage.currentHearts || 5;
// Ensure we have enough heart icons for saved lives
while (hearts.length < savedHeartCount) {
var heartIndex = hearts.length;
var positionX, positionY;
if (heartIndex < 8) {
positionX = 150 + heartIndex * 100;
positionY = 193;
} else {
positionX = 150 + (heartIndex - 8) * 100;
positionY = 193 + 100;
}
var 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);
}
// Update heart display based on current lives
for (var h = 0; h < hearts.length; h++) {
if (h < playerLives) {
hearts[h].alpha = 1.0;
hearts[h].tint = 0xFFFFFF;
} else {
hearts[h].alpha = 0.3;
hearts[h].tint = 0x666666;
}
}
// 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 to match current lives
for (var h = 0; h < hearts.length; h++) {
if (h < playerLives) {
hearts[h].alpha = 1.0;
hearts[h].tint = 0xFFFFFF;
} else {
hearts[h].alpha = 0.3;
hearts[h].tint = 0x666666;
}
}
// 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 and swipe right to shoot
var touchStartY = null;
var touchStartX = null;
var minSwipeDistance = 100; // Minimum distance for swipe detection
game.down = function (x, y, obj) {
touchStartY = y;
touchStartX = x;
};
// Bullet firing timer
var lastBulletTime = 0;
var bulletCooldown = 300; // 0.3 second cooldown in milliseconds
game.up = function (x, y, obj) {
if (touchStartY !== null && touchStartX !== null) {
var swipeDistanceY = touchStartY - y; // Positive means swipe up
var swipeDistanceX = x - touchStartX; // Positive means swipe right
if (swipeDistanceY >= minSwipeDistance) {
// Swipe up detected - make player jump
player.jump();
} else if (swipeDistanceX >= minSwipeDistance) {
// Swipe right detected - shoot bullet only if we have gems collected and coins available
var currentTime = LK.ticks * 16.67; // Use game ticks for more stable timing
if (gemCount > 0 && coinCount > 0 && currentTime - lastBulletTime >= bulletCooldown) {
var bullet = new Bullet();
bullet.x = player.x + 50; // Start bullet slightly ahead of player
bullet.y = player.y - 50; // Start bullet at player's center height
bullets.push(bullet);
game.addChild(bullet);
// Play bullet sound when firing
LK.getSound('bullet_sound').play();
// Consume one coin for bullet (after gem has been collected)
coinCount--;
coinText.setText(coinCount);
// Update last bullet time
lastBulletTime = currentTime;
} else {
// No gems collected or no coins available or cooldown active - don't show flash effect
}
}
touchStartY = null;
touchStartX = 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 formation type: 1 box (20%), 2 boxes (30%), 3 boxes (30%), or 2x2 arrangement (20%)
var formationType = Math.random();
if (formationType < 0.2) {
// Single box
var box = new Box();
box.x = 2048 + 100;
box.y = groundY - 45;
boxes.push(box);
game.addChild(box);
} else if (formationType < 0.5) {
// 2 boxes - randomly horizontal or vertical
var isHorizontal = Math.random() < 0.5;
if (isHorizontal) {
// 2 boxes horizontally
for (var i = 0; i < 2; i++) {
var box = new Box();
box.x = 2048 + 100 + i * 130; // Space boxes 130 pixels apart horizontally
box.y = groundY - 45; // All at same height (ground level)
boxes.push(box);
game.addChild(box);
}
} else {
// 2 boxes vertically
for (var i = 0; i < 2; i++) {
var box = new Box();
box.x = 2048 + 100; // All at same x position
box.y = groundY - 45 - i * 120; // Stack vertically with 120 pixel spacing
boxes.push(box);
game.addChild(box);
}
}
} else if (formationType < 0.8) {
// 3 boxes - randomly horizontal or vertical
var isHorizontal = Math.random() < 0.5;
if (isHorizontal) {
// Create 3 boxes in a horizontal row
for (var i = 0; i < 3; i++) {
var box = new Box();
box.x = 2048 + 100 + i * 130; // Space boxes 130 pixels apart horizontally
box.y = groundY - 45; // All at same height (ground level)
boxes.push(box);
game.addChild(box);
}
} else {
// Create 3 boxes in a vertical column
for (var i = 0; i < 3; i++) {
var box = new Box();
box.x = 2048 + 100; // All at same x position
box.y = groundY - 45 - i * 120; // Stack vertically with 120 pixel spacing
boxes.push(box);
game.addChild(box);
}
}
} else {
// 2x2 arrangement (4 boxes in a square)
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var box = new Box();
box.x = 2048 + 100 + i * 130; // Horizontal spacing
box.y = groundY - 45 - j * 120; // Vertical spacing
boxes.push(box);
game.addChild(box);
}
}
}
}
function spawnDamageBox() {
// Randomly decide formation type: 1 box (20%), 2 boxes (30%), 3 boxes (30%), or 2x2 arrangement (20%)
var formationType = Math.random();
if (formationType < 0.2) {
// Single TNT box
var damageBox = new DamageBox();
damageBox.x = 2048 + 100;
damageBox.y = groundY - 45;
damageBoxes.push(damageBox);
game.addChild(damageBox);
} else if (formationType < 0.5) {
// 2 TNT boxes - randomly horizontal or vertical
var isHorizontal = Math.random() < 0.5;
if (isHorizontal) {
// 2 TNT boxes horizontally
for (var i = 0; i < 2; i++) {
var damageBox = new DamageBox();
damageBox.x = 2048 + 100 + i * 130; // Space boxes 130 pixels apart horizontally
damageBox.y = groundY - 45; // All at same height (ground level)
damageBoxes.push(damageBox);
game.addChild(damageBox);
}
} else {
// 2 TNT boxes vertically
for (var i = 0; i < 2; i++) {
var damageBox = new DamageBox();
damageBox.x = 2048 + 100; // All at same x position
damageBox.y = groundY - 45 - i * 120; // Stack vertically with 120 pixel spacing
damageBoxes.push(damageBox);
game.addChild(damageBox);
}
}
} else if (formationType < 0.8) {
// 3 TNT boxes - randomly horizontal or vertical
var isHorizontal = Math.random() < 0.5;
if (isHorizontal) {
// Create 3 TNT boxes in a horizontal row
for (var i = 0; i < 3; i++) {
var damageBox = new DamageBox();
damageBox.x = 2048 + 100 + i * 130; // Space boxes 130 pixels apart horizontally
damageBox.y = groundY - 45; // All at same height (ground level)
damageBoxes.push(damageBox);
game.addChild(damageBox);
}
} else {
// Create 3 TNT boxes in a vertical column
for (var i = 0; i < 3; i++) {
var damageBox = new DamageBox();
damageBox.x = 2048 + 100; // All at same x position
damageBox.y = groundY - 45 - i * 120; // Stack vertically with 120 pixel spacing
damageBoxes.push(damageBox);
game.addChild(damageBox);
}
}
} else {
// 2x2 arrangement (4 TNT boxes in a square)
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var damageBox = new DamageBox();
damageBox.x = 2048 + 100 + i * 130; // Horizontal spacing
damageBox.y = groundY - 45 - j * 120; // Vertical spacing
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 % 30 == 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 7 characters every 30 frames
if (LK.ticks % 30 == 0) {
// 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
});
}
// Visual feedback for swap
LK.effects.flashObject(player, 0xFFFFFF, 300);
}
// Gradually increase speed - but respect God mode
if (!godModeActive) {
gameSpeed = Math.min(24 + distanceScore / 1000, 60); // Cap at 60 for performance
normalSpeed = Math.min(24 + distanceScore / 1000, 60); // Track normal speed for God mode toggle
} else {
gameSpeed = Math.min(normalSpeed * 2.5, 100); // Reduced multiplier and capped at 100
}
// 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 reduced frequency for less air appearance
if (spawnTimer % 45 == 0 && Math.random() < 0.3) {
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 - only in second part
if (spawnTimer % 100 == 0 && Math.random() < 0.3 && isSecondPart) {
// 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 % 80 == 0 && trees.length < 15) {
// 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;
hearts[h].tint = 0xFFFFFF;
} 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 bullets
for (var bullet_i = bullets.length - 1; bullet_i >= 0; bullet_i--) {
var bullet = bullets[bullet_i];
if (!bullet || bullet.destroyed) {
bullets.splice(bullet_i, 1);
continue;
}
// Check bullet collision with boxes
var bulletDestroyed = false;
for (var b = boxes.length - 1; b >= 0 && !bulletDestroyed; b--) {
var box = boxes[b];
if (box && !box.broken && bullet.intersects(box)) {
box.breakBox(true);
boxes.splice(b, 1);
bullet.destroyBullet();
bullets.splice(bullet_i, 1);
bulletDestroyed = true;
}
}
if (bulletDestroyed) continue;
// Check bullet collision with damage boxes (TNT)
for (var d = damageBoxes.length - 1; d >= 0; d--) {
var damageBox = damageBoxes[d];
if (!damageBox.damaged && bullet.intersects(damageBox)) {
// Create explosion effect for TNT without damaging player
damageBox.createExplosion();
damageBox.destroy();
damageBoxes.splice(d, 1);
bullet.destroyBullet();
bullets.splice(bullet_i, 1);
break;
}
}
// Check bullet collision with ml entities
for (var m = mlEntities.length - 1; m >= 0; m--) {
var ml = mlEntities[m];
if (!ml.damaged && bullet.intersects(ml)) {
ml.damaged = true;
// Create explosion effect
ml.createExplosion();
mlEntities.splice(m, 1);
bullet.destroyBullet();
bullets.splice(bullet_i, 1);
break;
}
}
// Check bullet collision with düşman1 enemies
for (var e = düşman1Enemies.length - 1; e >= 0; e--) {
var enemy = düşman1Enemies[e];
if (!enemy.damaged && bullet.intersects(enemy)) {
enemy.damaged = true;
// Create explosion effect
enemy.createExplosion();
düşman1Enemies.splice(e, 1);
bullet.destroyBullet();
bullets.splice(bullet_i, 1);
break;
}
}
// Remove off-screen bullets
if (bullet.x > 2200 || bullet.destroyed) {
bullet.destroy();
bullets.splice(bullet_i, 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(false);
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];
if (!enemy || enemy.damaged) {
düşman1Enemies.splice(e, 1);
continue;
}
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);
}
}
// Move player to front layer order every frame for maximum visibility
if (player && player.parent === game) {
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();
// Initialize tutorial screen
var tutorialScreen = new TutorialScreen();
// Initialize intermediate screen
var intermediateScreen = new IntermediateScreen();
// God Mode variables
var godModeActive = false;
var normalSpeed = 24;
// God Mode button - now hidden
var godModeButton = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2,
tint: 0xFF4444,
x: 0,
y: 400
});
godModeButton.visible = false;
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;
godModeButtonText.visible = false;
LK.gui.topLeft.addChild(godModeButtonText);
// Teleport button - now hidden
var teleportButton = LK.getAsset('box1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2,
tint: 0x8A2BE2,
x: 0,
y: 520
});
teleportButton.visible = false;
LK.gui.topLeft.addChild(teleportButton);
godModeButton.down = function () {
toggleGodMode();
};
// var teleportButtonText = new Text2('TELEPORT', {
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;
teleportButtonText.visible = false;
LK.gui.topLeft.addChild(teleportButtonText);
// teleportButton.down = function () {
// teleportToLastGate();
teleportButton.down = function () {
teleportToLastGate();
};
function teleportToLastGate() {
var targetDistance = 950; // 50 meters before the gate at 1000 meters
var currentDistance = Math.floor(distanceScore / 10);
if (currentDistance < targetDistance) {
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-C16 cycling every 6 frames
var characterOrder = ['C1', 'C2', 'C3', 'C4', 'C5', 'C6', 'C7', 'C8', 'C9', 'C10', 'C11', 'C12', 'C13', 'C14', 'C15', 'C16'];
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) {
// Check if kk asset is present and show tutorial
if (startScreen && startScreen.children && startScreen.children.length > 0) {
// Hide start screen temporarily
startScreen.visible = false;
startButton.visible = false;
// Show tutorial screen
tutorialScreen.showTutorial();
// Override tutorial close to start game
var originalClose = tutorialScreen.closeTutorial;
tutorialScreen.closeTutorial = function () {
originalClose.call(tutorialScreen);
// Start the game after tutorial
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);
};
} else {
// No kk asset, start game directly
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;
var isSecondPart = false;
; ===================================================================
--- original.js
+++ change.js
@@ -3884,8 +3884,13 @@
game.removeChild(player);
game.addChild(player);
}
}
+ // Move player to front layer order every frame for maximum visibility
+ if (player && player.parent === game) {
+ game.removeChild(player);
+ game.addChild(player);
+ }
};
// Scoreboard background removed
// Game pause/resume functionality
var gamePaused = false;
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