User prompt
Make it so you have to pay the amount in the shop to get each weapon
User prompt
Make killing him only give you 500 extra points
User prompt
Make the weapons cost more
User prompt
Increase the cost of the weapons
User prompt
Make the ninja headband in the middle of the head
User prompt
Remove the eyepatch from the game
User prompt
Remove the headphones from the game
User prompt
Remove the headphones
User prompt
Make the headphones go behind the head
User prompt
Make the head phones higher
User prompt
Still to high
User prompt
Still not enough
User prompt
Too high
User prompt
Not that much
User prompt
More the eyepatch higher
User prompt
Make the eyepatch a mask instead
User prompt
Make the costumes their own assets
User prompt
Make new assets for costumes
User prompt
Make more costumes
User prompt
Make a different sound for death and respawn
User prompt
Make clicking and attacking make a different sound
User prompt
Make so EVERY respawn he gets a new cosmetic
User prompt
Make the costumes less rare
User prompt
Make it so when the flying weapon hits the stickman the score goes up
User prompt
Don’t give a point for tapping the stickman
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
points: 0,
damage: 1,
tools: [],
level: 1
});
/****
* Classes
****/
// Cosmetic item class
var Cosmetic = Container.expand(function (type, itemId) {
var self = Container.call(this);
self.itemType = type; // "hat" or "accessory"
self.itemId = itemId;
// Create the visual element
var graphic;
// Special handling for eyepatch as a mask
if (itemId === "eyepatch") {
// Create a container to hold the eyepatch and head (for masking)
self.maskContainer = new Container();
self.addChild(self.maskContainer);
// Get the eyepatch asset as a mask
graphic = LK.getAsset(itemId, {
anchorX: 0.5,
anchorY: 0.5
});
// Add to mask container
self.maskContainer.addChild(graphic);
} else {
// Normal cosmetic behavior for other items
graphic = self.attachAsset(itemId, {
anchorX: 0.5,
anchorY: 0.5
});
}
// We'll set positions dynamically in the update method
// based on the stickman's head position
// Add wobble animation
self.update = function () {
// Find the stickman's head position (assuming the parent of this cosmetic is the stickman)
var stickmanParent = self.parent;
if (stickmanParent) {
// Find the head among the stickman's children
var head = null;
for (var i = 0; i < stickmanParent.children.length; i++) {
var child = stickmanParent.children[i];
// Check if this is the head (based on its properties)
if (child.originalY === -225) {
head = child;
break;
}
}
// If we found the head, follow its position and rotation
if (head) {
// Position cosmetics relative to head's center point
var offsetX = 0;
// Adjust Y offset - move sunglasses higher up on the head
var offsetY = self.itemType === "hat" ? -50 : self.itemId === "sunglasses" ? -10 : 20; // Higher position for sunglasses
// Special positioning for eyepatch - align with eye level
if (self.itemId === "eyepatch") {
offsetY = 5; // Position at eye level
offsetX = -15; // Position slightly to one side (covering one eye)
}
// Set position and rotation from the head's center
self.x = head.x;
self.y = head.y;
// Set rotation to match head
self.rotation = head.rotation;
// Apply the offset after rotation to make it rotate around the head
if (offsetY !== 0 || offsetX !== 0) {
// Calculate the offset position after rotation
var sinR = Math.sin(head.rotation);
var cosR = Math.cos(head.rotation);
// Apply rotated offset
self.x += cosR * offsetX - sinR * offsetY;
self.y += sinR * offsetX + cosR * offsetY;
}
// Add small wobble/rotation effect for natural movement
if (Math.random() < 0.1) {
// Random jolts occasionally - but relative to head's rotation
var joltRot = (Math.random() - 0.5) * 0.05;
var joltY = (Math.random() - 0.5) * 2;
tween(self, {
rotation: head.rotation + joltRot,
// Add jolt to head's rotation
y: self.y + joltY
}, {
duration: 300,
easing: tween.elasticOut
});
}
}
}
};
return self;
});
var Stickman = Container.expand(function () {
var self = Container.call(this);
// Initialize physics properties for ragdoll effect
var bodyParts = [];
var isRagdolling = false;
var restoreTimer = null;
// Cosmetic items
var currentHat = null;
var currentAccessory = null;
// Make isRagdolling accessible
self.isRagdolling = isRagdolling;
// Make startRagdoll accessible
self.startRagdoll = startRagdoll;
// Body parts with physics properties
var body = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 1
});
body.velocityX = 0;
body.velocityY = 0;
body.rotationalVelocity = 0;
body.mass = 10;
body.originalX = 0;
body.originalY = 0;
body.originalRotation = 0;
body.elasticity = 0.7;
body.friction = 0.9;
bodyParts.push(body);
var head = self.attachAsset('head', {
anchorX: 0.5,
anchorY: 0.5,
y: -225
});
head.velocityX = 0;
head.velocityY = 0;
head.rotationalVelocity = 0;
head.mass = 5;
head.originalX = 0;
head.originalY = -225;
head.originalRotation = 0;
head.elasticity = 0.8;
head.friction = 0.85;
bodyParts.push(head);
// Arms (using stickman asset but resized)
var leftArm = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 0,
scaleX: 0.2,
scaleY: 0.6,
x: -70,
y: -150,
rotation: 0
});
leftArm.velocityX = 0;
leftArm.velocityY = 0;
leftArm.rotationalVelocity = 0;
leftArm.mass = 3;
leftArm.originalX = -70;
leftArm.originalY = -150;
leftArm.originalRotation = 0;
leftArm.elasticity = 0.9;
leftArm.friction = 0.8;
bodyParts.push(leftArm);
var rightArm = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 0,
scaleX: 0.2,
scaleY: 0.6,
x: 70,
y: -150,
rotation: 0
});
rightArm.velocityX = 0;
rightArm.velocityY = 0;
rightArm.rotationalVelocity = 0;
rightArm.mass = 3;
rightArm.originalX = 70;
rightArm.originalY = -150;
rightArm.originalRotation = 0;
rightArm.elasticity = 0.9;
rightArm.friction = 0.8;
bodyParts.push(rightArm);
// Legs (using stickman asset but resized)
var leftLeg = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 0,
scaleX: 0.2,
scaleY: 0.7,
x: -40,
y: 50,
rotation: 0
});
leftLeg.velocityX = 0;
leftLeg.velocityY = 0;
leftLeg.rotationalVelocity = 0;
leftLeg.mass = 4;
leftLeg.originalX = -40;
leftLeg.originalY = 50;
leftLeg.originalRotation = 0;
leftLeg.elasticity = 0.6;
leftLeg.friction = 0.85;
bodyParts.push(leftLeg);
var rightLeg = self.attachAsset('stickman', {
anchorX: 0.5,
anchorY: 0,
scaleX: 0.2,
scaleY: 0.7,
x: 40,
y: 50,
rotation: 0
});
rightLeg.velocityX = 0;
rightLeg.velocityY = 0;
rightLeg.rotationalVelocity = 0;
rightLeg.mass = 4;
rightLeg.originalX = 40;
rightLeg.originalY = 50;
rightLeg.originalRotation = 0;
rightLeg.elasticity = 0.6;
rightLeg.friction = 0.85;
bodyParts.push(rightLeg);
// Health properties
self.maxHealth = 100;
self.health = self.maxHealth;
self.level = storage.level || 1;
// Apply a force to a body part
function applyForce(part, forceX, forceY, torque) {
part.velocityX += forceX / part.mass;
part.velocityY += forceY / part.mass;
part.rotationalVelocity += torque / part.mass;
}
// Start ragdoll physics
function startRagdoll() {
isRagdolling = true;
// Clear any existing restore timer
if (restoreTimer) {
LK.clearTimeout(restoreTimer);
}
// Set a timer to restore the stickman to normal position
restoreTimer = LK.setTimeout(function () {
restorePosition();
}, 3000);
}
// Restore stickman to normal position
function restorePosition() {
isRagdolling = false;
// Reset velocities first to prevent further movement
bodyParts.forEach(function (part) {
part.velocityX = 0;
part.velocityY = 0;
part.rotationalVelocity = 0;
});
// Animate each body part back to its original position
bodyParts.forEach(function (part) {
// Stop any ongoing tweens
tween.stop(part, {
x: true,
y: true,
rotation: true
});
// Animate back to original position with staggered timing for more natural movement
var delay = Math.random() * 200; // Stagger the animations slightly
// Animate back to original position
tween(part, {
x: part.originalX,
y: part.originalY,
rotation: part.originalRotation
}, {
duration: 1200,
easing: tween.elasticOut,
delay: delay
});
});
// Only add cosmetics in defeat() method, not here when unragdolling
}
// Update physics simulation
self.update = function () {
if (isRagdolling) {
var gravity = 0.2; // Further reduced gravity for less falling apart
bodyParts.forEach(function (part) {
// Apply gravity - but less than before
part.velocityY += gravity;
// Add random jolts for more realism (every few frames randomly)
if (Math.random() < 0.1) {
// 10% chance each frame for a random jolt
var joltX = (Math.random() - 0.5) * 2.0;
var joltY = (Math.random() - 0.5) * 1.5;
var joltRot = (Math.random() - 0.5) * 0.05;
part.velocityX += joltX;
part.velocityY += joltY;
part.rotationalVelocity += joltRot;
}
// Always add a gentle force toward the center of the screen
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var towardsCenterX = centerX - stickman.x - part.x;
var towardsCenterY = centerY - stickman.y - part.y;
var distance = Math.sqrt(towardsCenterX * towardsCenterX + towardsCenterY * towardsCenterY);
// Only apply centering force if we're not too close to center already
if (distance > 50) {
// Normalize the direction vector
var dirX = towardsCenterX / distance;
var dirY = towardsCenterY / distance;
// Apply a constant stronger force toward center
var centeringForce = 2.0; // Dramatically increased to make sliding to middle super fast
part.velocityX += dirX * centeringForce;
part.velocityY += dirY * centeringForce;
}
// Apply velocities
part.x += part.velocityX;
part.y += part.velocityY;
part.rotation += part.rotationalVelocity;
// Apply more realistic friction system with surface friction
// Ground friction increases as parts get closer to the bottom of the screen
var groundY = 2732 - 200; // Position where ground friction is strongest
var distanceFromGround = Math.max(0, groundY - (stickman.y + part.y));
var groundFrictionFactor = Math.max(0, 1 - distanceFromGround / 1000); // Gradually increase friction near ground
var surfaceFriction = 0.92 + groundFrictionFactor * 0.08; // 0.92 to 1.0 based on ground proximity
// Apply friction with different coefficients for horizontal vs vertical movement
// Less friction on X to allow more sliding on surfaces
part.velocityX *= part.friction + 0.05 * (1 - groundFrictionFactor); // Less friction for X when sliding
part.velocityY *= part.friction * surfaceFriction; // More friction for Y when on surfaces
part.rotationalVelocity *= 0.95;
// Add damping to prevent excessive movement
if (Math.abs(part.velocityX) < 0.1) part.velocityX = 0;
if (Math.abs(part.velocityY) < 0.1) part.velocityY = 0;
if (Math.abs(part.rotationalVelocity) < 0.01) part.rotationalVelocity = 0;
// Constrain rotation
if (part.rotation > Math.PI * 2) {
part.rotation -= Math.PI * 2;
} else if (part.rotation < -Math.PI * 2) {
part.rotation += Math.PI * 2;
}
// Always keep limbs in their original positions by tweening them back
// This ensures limbs stay where they belong while allowing some movement
if (part === head) {
tween(part, {
x: part.originalX,
y: part.originalY - 100 // Make head hover higher by 100 pixels
}, {
duration: 300,
easing: tween.easeOut
});
}
// Body stays in original position with tweening
if (part === body) {
tween(part, {
x: part.originalX,
y: part.originalY,
rotation: part.originalRotation
}, {
duration: 300,
easing: tween.easeOut
});
}
// Arms stay connected to body with tweening but hover closer together and lower
if (part === leftArm || part === rightArm) {
tween(part, {
x: part === leftArm ? part.originalX - 10 : part.originalX + 10,
// Position arms closer together but lower
y: part.originalY - 30,
// Make arms hover lower by only 30 pixels instead of 130
rotation: part.originalRotation
}, {
duration: 300,
easing: tween.easeOut
});
}
// Legs stay connected to body with tweening but hover slightly lower
if (part === leftLeg || part === rightLeg) {
tween(part, {
x: part.originalX,
y: part.originalY + 20,
// Make legs hover lower by adding 20 pixels
rotation: part.originalRotation
}, {
duration: 300,
easing: tween.easeOut
});
}
});
} else {
// Bob animation when not ragdolling
// Use LK.ticks to create a smooth bobbing effect
var bobAmount = Math.sin(LK.ticks / 20) * 15; // Control bob height with multiplier
var armBobAmount = Math.sin(LK.ticks / 15) * 10; // Slightly different timing for arms
// Bob head up and down
tween(head, {
y: head.originalY + bobAmount * 0.8 // Head bobs slightly less than body
}, {
duration: 100,
easing: tween.easeOut
});
// Bob body up and down
tween(body, {
y: body.originalY + bobAmount
}, {
duration: 100,
easing: tween.easeOut
});
// Bob arms with slight delay compared to body for natural swinging effect
// Add arm swing using sin wave with different frequency than bob
var armSwingAmount = Math.sin(LK.ticks / 25) * 0.2; // Swinging rotation
tween(leftArm, {
x: leftArm.originalX - 10,
// Keep arms closer together by moving them further inward
y: leftArm.originalY - 30 + armBobAmount,
// Arms bob with slight offset, hovering lower now
rotation: armSwingAmount // Arms swing around slightly
}, {
duration: 100,
easing: tween.easeOut
});
tween(rightArm, {
x: rightArm.originalX + 10,
// Keep arms closer together by moving them further inward
y: rightArm.originalY - 30 + armBobAmount,
// Arms bob with slight offset, hovering lower now
rotation: -armSwingAmount // Arms swing in opposite direction
}, {
duration: 100,
easing: tween.easeOut
});
// Bob legs with opposite timing to body for natural movement, but lower
// Add leg swing using cos wave for offset from arm swing
var legSwingAmount = Math.cos(LK.ticks / 30) * 0.15; // Smaller swing for legs
tween(leftLeg, {
y: leftLeg.originalY + 50 - bobAmount * 0.5,
// Position legs lower by 50px and move opposite to body
rotation: legSwingAmount // Legs swing around slightly
}, {
duration: 100,
easing: tween.easeOut
});
tween(rightLeg, {
y: rightLeg.originalY + 50 - bobAmount * 0.5,
// Position legs lower by 50px and move opposite to body
rotation: -legSwingAmount // Legs swing in opposite direction
}, {
duration: 100,
easing: tween.easeOut
});
}
};
// Hit reaction
self.hit = function (damage) {
// If health is already zero, don't allow further hits
if (self.health <= 0) {
return false;
}
// Decrease health
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
self.defeat();
}
// Update health UI
updateHealthBar();
// Visual reaction - flash
LK.effects.flashObject(self, 0xFF0000, 300);
// Get random body part for hit location
var parts = [body, head, leftArm, rightArm, leftLeg, rightLeg];
var randomPart = parts[Math.floor(Math.random() * parts.length)];
// Create hit effect
var hitEffect = LK.getAsset('hitEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: randomPart.x,
y: randomPart.y,
alpha: 0.7,
scaleX: 0.5,
scaleY: 0.5
});
self.addChild(hitEffect);
// Animate the hit effect
tween(hitEffect, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
hitEffect.destroy();
}
});
// Start ragdoll physics if not already in that state
startRagdoll();
// Apply impulse to the hit body part and make entire stickman slide
var randomDirection = Math.random() * Math.PI * 2; // Random angle in radians
var slideForce = damage * 2.0; // Reduced sliding force for less movement
var slideForceX = Math.cos(randomDirection) * slideForce;
var slideForceY = Math.sin(randomDirection) * slideForce;
// Apply sliding force to all body parts - but with more control
bodyParts.forEach(function (part) {
// Apply more balanced forces between X and Y for better overall movement
// Cap the maximum force to prevent excessive displacement
var maxForce = 30; // Reduced max force for lighter sliding
var forceFactor = 3.0; // Reduced force factor for gentler middle movement
var appliedForceX = Math.min(maxForce, slideForceX * forceFactor);
var appliedForceY = Math.min(maxForce, slideForceY * forceFactor);
// Apply the forces
part.velocityX += appliedForceX;
part.velocityY += appliedForceY;
});
// Apply additional impulse to the specific hit body part
// Apply more controlled force to avoid body parts flying apart
var hitAngle = Math.random() * Math.PI * 2;
var hitMagnitude = Math.min(damage * 1.5, 10); // Further reduced hit magnitude
var hitForceX = Math.cos(hitAngle) * hitMagnitude;
var hitForceY = Math.sin(hitAngle) * hitMagnitude;
var hitTorque = (Math.random() - 0.5) * damage * 0.1; // Significantly reduced torque
// Apply force with special effects based on the body part hit
if (randomPart === head) {
// Head hits are more impactful
applyForce(randomPart, hitForceX * 1.5, hitForceY * 1.5, hitTorque * 2);
// Also make the head wobble
tween(randomPart, {
rotation: randomPart.rotation + Math.PI * (Math.random() - 0.5)
}, {
duration: 500,
easing: tween.elasticOut
});
} else if (randomPart === leftArm || randomPart === rightArm) {
// Arms swing more
applyForce(randomPart, hitForceX, hitForceY, hitTorque * 3);
} else if (randomPart === leftLeg || randomPart === rightLeg) {
// Legs have more mass, less rotation
applyForce(randomPart, hitForceX * 0.8, hitForceY * 0.8, hitTorque * 0.5);
} else if (randomPart === body) {
// Body affects all parts
bodyParts.forEach(function (part) {
applyForce(part, hitForceX * 0.6, hitForceY * 0.6, hitTorque * 0.3);
});
}
// Play sound
LK.getSound('hit').play();
// No chance to get cosmetics on hit - only on defeat
return true;
};
// When stickman is defeated
self.defeat = function () {
// Massive ragdoll effect on defeat
startRagdoll();
// Apply explosive force to all body parts
bodyParts.forEach(function (part) {
var explosiveForceX = (Math.random() - 0.5) * 50;
var explosiveForceY = (Math.random() - 0.5) * 50;
var explosiveTorque = (Math.random() - 0.5) * 2;
applyForce(part, explosiveForceX, explosiveForceY, explosiveTorque);
});
// Make cosmetics fly off dramatically
if (currentHat) {
var hatX = currentHat.x;
var hatY = currentHat.y;
tween(currentHat, {
x: hatX + (Math.random() - 0.5) * 300,
y: hatY - Math.random() * 400,
rotation: Math.PI * (Math.random() * 4 - 2),
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
if (currentHat) {
currentHat.destroy();
currentHat = null;
}
}
});
}
if (currentAccessory) {
var accX = currentAccessory.x;
var accY = currentAccessory.y;
tween(currentAccessory, {
x: accX + (Math.random() - 0.5) * 300,
y: accY + Math.random() * 400,
rotation: Math.PI * (Math.random() * 4 - 2),
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
if (currentAccessory) {
currentAccessory.destroy();
currentAccessory = null;
}
}
});
}
// Create explosion effects around each body part
bodyParts.forEach(function (part) {
// Create multiple explosion particles for each body part
for (var i = 0; i < 3; i++) {
var offsetX = (Math.random() - 0.5) * 100;
var offsetY = (Math.random() - 0.5) * 100;
var explosion = LK.getAsset('hitEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: part.x + offsetX,
y: part.y + offsetY,
alpha: 0.9,
scaleX: 0.8,
scaleY: 0.8,
tint: Math.random() > 0.5 ? 0xff0000 : 0xff6600
});
self.addChild(explosion);
// Animate explosion
tween(explosion, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
}, {
duration: 600,
onFinish: function onFinish() {
explosion.destroy();
}
});
}
});
// Hide body parts temporarily (they'll reappear when respawned)
bodyParts.forEach(function (part) {
tween(part, {
alpha: 0
}, {
duration: 400
});
});
// Level up
self.level++;
storage.level = self.level;
// Reward player with points
var reward = 10 * self.level;
addPoints(reward);
// Health will remain the same after each kill (no increase)
// Show level up message
showLevelUpMessage(self.level, reward);
// Reset health with increased max health after a delay (reduced to 2 seconds)
LK.setTimeout(function () {
// Make parts visible again
bodyParts.forEach(function (part) {
part.alpha = 1;
});
// Increase max health by 25% each respawn
self.maxHealth = Math.floor(self.maxHealth * 1.25);
self.health = self.maxHealth;
updateHealthBar();
restorePosition();
// Play respawn sound
LK.getSound('respawn').play();
// Apply new random cosmetics on respawn
self.applyRandomCosmetic("hat");
self.applyRandomCosmetic("accessory");
}, 2000); // Changed from 3000 to 2000 for 2-second respawn
// Play death sound
LK.getSound('death').play();
};
// Make applyRandomCosmetic a public method so it can be accessed from outside the class
self.applyRandomCosmetic = function (cosmeticType) {
// Remove current cosmetic of this type if exists
if (cosmeticType === "hat" && currentHat) {
if (currentHat) {
currentHat.destroy();
currentHat = null;
}
} else if (cosmeticType === "accessory" && currentAccessory) {
if (currentAccessory) {
currentAccessory.destroy();
currentAccessory = null;
}
}
// Available cosmetic items
var hatOptions = ["cowboyHat", "topHat", "partyHat", "crown", "propellerHat", "pirateBandana", "ninjaHeadband", "mohawk"];
var accessoryOptions = ["sunglasses", "mustache", "beard", "eyepatch", "headphones"];
// Choose a random item
var options = cosmeticType === "hat" ? hatOptions : accessoryOptions;
var randomItem = options[Math.floor(Math.random() * options.length)];
// Create and attach the new cosmetic item
var newCosmetic = new Cosmetic(cosmeticType, randomItem);
// Special handling for eyepatch to create mask effect
if (randomItem === "eyepatch") {
// Find the head for proper positioning
var head = null;
for (var i = 0; i < self.children.length; i++) {
var child = self.children[i];
if (child.originalY === -225) {
head = child;
break;
}
}
if (head) {
// Special positioning for eyepatch to align with head
newCosmetic.zIndex = head.zIndex + 1; // Place above head
// Make sure eyepatch is added in the right position relative to head
self.addChildAt(newCosmetic, self.getChildIndex(head) + 1);
} else {
self.addChild(newCosmetic);
}
} else {
// Normal cosmetic addition
self.addChild(newCosmetic);
}
// Store reference to the new item
if (cosmeticType === "hat") {
currentHat = newCosmetic;
} else {
currentAccessory = newCosmetic;
}
// Add entrance animation
newCosmetic.scaleX = 0.1;
newCosmetic.scaleY = 0.1;
newCosmetic.alpha = 0;
tween(newCosmetic, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 500,
easing: tween.elasticOut
});
// Play unlock sound
LK.getSound('unlock').play();
// Show message
var itemName = randomItem.charAt(0).toUpperCase() + randomItem.slice(1);
showMessage("New " + cosmeticType + ": " + itemName);
};
// Event handler when clicking on stickman
self.down = function (x, y, obj) {
// Convert coordinates to local space
var localX = x - self.x;
var localY = y - self.y;
// Find closest body part to the click point
var closestPart = body; // Default to body
var closestDistance = Number.MAX_VALUE;
bodyParts.forEach(function (part) {
var dx = part.x - localX;
var dy = part.y - localY;
var distance = dx * dx + dy * dy;
if (distance < closestDistance) {
closestDistance = distance;
closestPart = part;
}
});
// Use the class method instead of local function
// Now we use self.applyRandomCosmetic which is defined outside of this method
// Apply current tool damage
self.hit(currentDamage);
// Additional force to the specific body part that was clicked - reduced to make knockback gentler
var hitForceX = (Math.random() - 0.5) * currentDamage * 2;
var hitForceY = (Math.random() - 0.5) * currentDamage * 2;
var hitTorque = (Math.random() - 0.5) * currentDamage * 0.1;
applyForce(closestPart, hitForceX, hitForceY, hitTorque);
// Add points based on current damage
addPoints(currentDamage);
};
return self;
});
var Tool = Container.expand(function (toolData) {
var self = Container.call(this);
self.data = toolData;
var toolShape = self.attachAsset(toolData.id, {
anchorX: 0.5,
anchorY: 0.5
});
var nameText = new Text2(toolData.name, {
size: 24,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0);
nameText.y = 80;
self.addChild(nameText);
var damageText = new Text2("+" + toolData.damage + " DMG", {
size: 22,
fill: 0xFFFF00
});
damageText.anchor.set(0.5, 0);
damageText.y = 110;
self.addChild(damageText);
var priceText = new Text2(toolData.price + " PTS", {
size: 22,
fill: 0xFFFFFF
});
priceText.anchor.set(0.5, 0);
priceText.y = 140;
self.addChild(priceText);
self.down = function (x, y, obj) {
// Only interact with the shop when it's open
if (!isShopOpen) return;
if (points >= toolData.price && !isToolOwned(toolData.id)) {
// Purchase the tool
addPoints(-toolData.price);
unlockTool(toolData);
// Play unlock sound
LK.getSound('unlock').play();
// Show purchase confirmation
showMessage("You unlocked " + toolData.name + "!");
// Update shop
updateShop();
} else if (isToolOwned(toolData.id)) {
// Equip the tool if already owned
equipTool(toolData.id);
showMessage(toolData.name + " equipped!");
} else {
// Show not enough points message
showMessage("Not enough points!");
}
};
return self;
});
var Weapon = Container.expand(function () {
var self = Container.call(this);
// Create weapon graphic based on current tool
var toolAsset = equippedTool ? equippedTool.id : 'fist';
var weaponGraphic = self.attachAsset(toolAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7
});
// Weapon properties
self.velocityX = 0;
self.velocityY = 0;
self.speed = 15;
self.damage = 0;
self.target = null;
self.lastIntersecting = false;
// Update method to move weapon towards target
self.update = function () {
if (!self.target) return;
// Calculate direction to target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If weapon is close to target, hit it
if (distance < 50) {
if (self.target.health > 0) {
self.target.hit(self.damage);
createHitAnimation(self.x, self.y);
}
self.destroy();
return;
}
// Normalize direction vector
var dirX = dx / distance;
var dirY = dy / distance;
// Move towards target
self.x += dirX * self.speed;
self.y += dirY * self.speed;
// Rotate weapon to face movement direction
self.rotation = Math.atan2(dy, dx) + Math.PI / 4;
// Add spinning effect to weapons except for fist
if (toolAsset !== 'fist') {
// Add a continuous rotation on top of the directional rotation
self.rotation += LK.ticks * 0.2; // Controls spin speed
}
// Check intersection with target
var currentIntersecting = self.intersects(self.target);
if (!self.lastIntersecting && currentIntersecting) {
if (self.target.health > 0) {
self.target.hit(self.damage);
createHitAnimation(self.x, self.y);
// Increment score when weapon hits stickman
addPoints(1);
}
self.destroy();
}
self.lastIntersecting = currentIntersecting;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xEEEEEE // Light gray background for better stickman visibility
});
/****
* Game Code
****/
// Game state variables
// Hat assets
// Face accessory assets
if (!tween) {
console.error("Failed to import tween library");
// Create fallback implementation
tween = function tween(obj, props, options) {
if (options && options.onFinish) {
setTimeout(options.onFinish, options.duration || 1000);
}
// Apply props immediately as fallback
for (var key in props) {
if (props.hasOwnProperty(key)) {
obj[key] = props[key];
}
}
};
tween.easeOut = function (t) {
return t;
};
tween.easeIn = function (t) {
return t;
};
tween.elasticOut = function (t) {
return t;
};
tween.stop = function () {};
}
var points = storage.points || 0;
var baseDamage = storage.damage || 1;
var currentDamage = baseDamage;
var tools = storage.tools || [];
var equippedTool = null;
var isShopOpen = false;
var shopContainer = null;
var activeWeapons = [];
// Tool definitions
var availableTools = [{
id: 'fist',
name: 'Fist',
damage: 1,
price: 0,
color: 0xFFB380,
owned: true
}, {
id: 'stick',
name: 'Stick',
damage: 2,
price: 50,
color: 0x8B4513
}, {
id: 'bat',
name: 'Baseball Bat',
damage: 5,
price: 200,
color: 0x654321
}, {
id: 'hammer',
name: 'Hammer',
damage: 10,
price: 500,
color: 0x808080
}, {
id: 'pan',
name: 'Frying Pan',
damage: 15,
price: 1000,
color: 0x404040
}, {
id: 'mallet',
name: 'Cartoon Mallet',
damage: 25,
price: 2500,
color: 0xFF0000
}, {
id: 'anvil',
name: 'Anvil',
damage: 50,
price: 5000,
color: 0x303030
}, {
id: 'piano',
name: 'Grand Piano',
damage: 100,
price: 10000,
color: 0x000000
}];
// Set up the stickman
var stickman = new Stickman();
stickman.x = 2048 / 2;
stickman.y = 2732 / 2;
// Make stickman bigger for better visibility
stickman.scale.set(1.5, 1.5);
game.addChild(stickman);
// Set up UI elements
var pointsText = new Text2("POINTS: 0", {
size: 70,
fill: 0x000000
});
pointsText.anchor.set(0.5, 0);
pointsText.y = 50;
LK.gui.top.addChild(pointsText);
var damageText = new Text2("DAMAGE: 1", {
size: 50,
fill: 0xFF0000
});
damageText.anchor.set(0.5, 0);
damageText.y = 130;
LK.gui.top.addChild(damageText);
// Level counter removed
// Health bar
var healthBarBg = LK.getAsset('stickman', {
anchorX: 0,
anchorY: 0.5,
width: 1000,
height: 60,
tint: 0x888888
});
healthBarBg.x = 2048 / 2 - 500;
healthBarBg.y = 300;
game.addChild(healthBarBg);
var healthBar = LK.getAsset('stickman', {
anchorX: 0,
anchorY: 0.5,
width: 1000,
height: 60,
tint: 0xFF0000
});
healthBar.x = 2048 / 2 - 500;
healthBar.y = 300;
game.addChild(healthBar);
var healthText = new Text2("100/100", {
size: 46,
fill: 0xFFFFFF
});
healthText.anchor.set(0.5, 0.5);
healthText.x = 2048 / 2;
healthText.y = 300;
game.addChild(healthText);
// Shop button
var shopButton = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
shopButton.x = 2048 - 150;
shopButton.y = 100;
game.addChild(shopButton);
var shopText = new Text2("SHOP", {
size: 60,
fill: 0xFFFFFF
});
shopText.anchor.set(0.5, 0.5);
shopText.x = 2048 - 150;
shopText.y = 100;
game.addChild(shopText);
// Message display
var messageText = new Text2("", {
size: 60,
fill: 0xFF0000
});
messageText.anchor.set(0.5, 0.5);
messageText.x = 2048 / 2;
messageText.y = 500;
messageText.alpha = 0;
game.addChild(messageText);
// Initialize the game
function init() {
// Set points to 0 when game starts
points = 0;
storage.points = 0;
// Reset weapons when game starts
currentDamage = baseDamage;
equippedTool = availableTools[0]; // Reset to fist
activeWeapons = [];
tools = []; // Reset tools array to empty so no weapons are purchased
storage.tools = []; // Update storage to persist the reset
// Set up initial values
updatePointsDisplay();
updateDamageDisplay();
updateHealthBar();
// Give stickman a random hat and/or accessory on start
if (Math.random() < 0.95) {
// 95% chance to start with a hat (increased from 70%)
stickman.applyRandomCosmetic("hat");
}
if (Math.random() < 0.9) {
// 90% chance to start with an accessory (increased from 50%)
stickman.applyRandomCosmetic("accessory");
}
// Preload all cosmetic assets to ensure they're available immediately
var allCosmetics = ["cowboyHat", "topHat", "partyHat", "crown", "propellerHat", "pirateBandana", "ninjaHeadband", "mohawk", "sunglasses", "mustache", "beard", "eyepatch", "headphones"];
allCosmetics.forEach(function (cosmeticId) {
// Create temporary assets to ensure they're loaded into memory
var tempAsset = LK.getAsset(cosmeticId, {
anchorX: 0.5,
anchorY: 0.5
});
// We don't need to add these to the game, just make sure they're loaded
});
// Mark tools as owned if in storage
tools.forEach(function (toolId) {
for (var i = 0; i < availableTools.length; i++) {
if (availableTools[i].id === toolId) {
availableTools[i].owned = true;
}
}
});
// Equip the first owned tool
var ownedTools = availableTools.filter(function (tool) {
return tool.owned;
});
if (ownedTools.length > 0) {
equipTool(ownedTools[0].id);
}
// Set shop button interaction
shopButton.interactive = true;
shopButton.down = function () {
toggleShop();
};
// Play background music
LK.playMusic('gameMusic');
}
// Toggle shop visibility
function toggleShop() {
if (isShopOpen) {
closeShop();
} else {
openShop();
}
}
// Open the shop
function openShop() {
isShopOpen = true;
// Create shop container
shopContainer = new Container();
shopContainer.x = 2048 / 2;
shopContainer.y = 2732 / 2;
game.addChild(shopContainer);
// Shop background
var shopBg = LK.getAsset('stickman', {
anchorX: 0.5,
anchorY: 0.5,
width: 1600,
height: 1800,
tint: 0x333333,
alpha: 0.9
});
shopContainer.addChild(shopBg);
// Shop title
var shopTitle = new Text2("TOOL SHOP", {
size: 80,
fill: 0xFFFFFF
});
shopTitle.anchor.set(0.5, 0);
shopTitle.y = -800;
shopContainer.addChild(shopTitle);
// Close button
var closeButton = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 700,
y: -800,
tint: 0xFF0000
});
shopContainer.addChild(closeButton);
var closeText = new Text2("CLOSE", {
size: 40,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 700;
closeText.y = -800;
shopContainer.addChild(closeText);
closeButton.interactive = true;
closeButton.down = function () {
closeShop();
};
// Layout tools in a grid
var toolsPerRow = 3;
var toolWidth = 300;
var toolHeight = 350;
var startX = -(toolsPerRow - 1) * toolWidth / 2;
var startY = -600;
availableTools.forEach(function (toolData, index) {
var row = Math.floor(index / toolsPerRow);
var col = index % toolsPerRow;
var toolItem = new Tool(toolData);
toolItem.x = startX + col * toolWidth;
toolItem.y = startY + row * toolHeight;
shopContainer.addChild(toolItem);
// Show "OWNED" or "EQUIPPED" if applicable
if (toolData.owned) {
var statusText = new Text2(isToolEquipped(toolData.id) ? "EQUIPPED" : "OWNED", {
size: 24,
fill: isToolEquipped(toolData.id) ? "#00FF00" : "#FFFFFF"
});
statusText.anchor.set(0.5, 0);
statusText.y = 170;
toolItem.addChild(statusText);
}
});
// Animate shop opening
shopContainer.alpha = 0;
shopContainer.scaleX = 0.8;
shopContainer.scaleY = 0.8;
tween(shopContainer, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
// Close the shop
function closeShop() {
if (!isShopOpen || !shopContainer) return;
tween(shopContainer, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
if (shopContainer) {
shopContainer.destroy();
shopContainer = null;
}
isShopOpen = false;
}
});
}
// Check if a tool is owned
function isToolOwned(toolId) {
return tools.indexOf(toolId) !== -1;
}
// Check if a tool is currently equipped
function isToolEquipped(toolId) {
return equippedTool && equippedTool.id === toolId;
}
// Unlock a new tool
function unlockTool(toolData) {
if (!isToolOwned(toolData.id)) {
tools.push(toolData.id);
storage.tools = tools;
// Mark as owned
for (var i = 0; i < availableTools.length; i++) {
if (availableTools[i].id === toolData.id) {
availableTools[i].owned = true;
break;
}
}
// Equip the newly unlocked tool
equipTool(toolData.id);
}
}
// Equip a tool
function equipTool(toolId) {
if (!isToolOwned(toolId)) return;
// Find the tool data
var toolData = null;
for (var i = 0; i < availableTools.length; i++) {
if (availableTools[i].id === toolId) {
toolData = availableTools[i];
break;
}
}
if (toolData) {
equippedTool = toolData;
currentDamage = baseDamage + toolData.damage;
updateDamageDisplay();
}
}
// Update the shop display
function updateShop() {
if (isShopOpen) {
closeShop();
openShop();
}
}
// Add points to the player's total
function addPoints(amount) {
points += amount;
storage.points = points;
updatePointsDisplay();
}
// Update the points display
function updatePointsDisplay() {
pointsText.setText("POINTS: " + points);
}
// Update the damage display
function updateDamageDisplay() {
damageText.setText("DAMAGE: " + currentDamage);
}
// Level display function removed
// Update the health bar
function updateHealthBar() {
var percentage = stickman.health / stickman.maxHealth;
healthBar.width = 1000 * percentage;
healthText.setText(stickman.health + "/" + stickman.maxHealth);
}
// Show a message temporarily
function showMessage(text) {
messageText.setText(text);
messageText.alpha = 1;
// Clear any existing tweens
tween.stop(messageText, {
alpha: true
});
// Animate message
tween(messageText, {
alpha: 0
}, {
duration: 2000
});
}
// Show level up message
function showLevelUpMessage(level, reward) {
var levelUpText = new Text2("LEVEL UP!\n+" + reward + " Points", {
size: 80,
fill: 0xFFFF00
});
levelUpText.anchor.set(0.5, 0.5);
levelUpText.x = 2048 / 2;
levelUpText.y = 2732 / 2 - 400;
levelUpText.alpha = 0;
game.addChild(levelUpText);
// Animate the level up text
tween(levelUpText, {
alpha: 1,
y: levelUpText.y - 100
}, {
duration: 500,
onFinish: function onFinish() {
tween(levelUpText, {
alpha: 0
}, {
duration: 1000,
delay: 1000,
onFinish: function onFinish() {
levelUpText.destroy();
}
});
}
});
}
// Create hit animation
function createHitAnimation(x, y) {
var hitEffect = LK.getAsset('hitEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
alpha: 0.7,
scaleX: 0.5,
scaleY: 0.5
});
game.addChild(hitEffect);
tween(hitEffect, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
hitEffect.destroy();
}
});
}
// Track dragging state
var isDragging = false;
var draggedBodyPart = null;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Mouse/touch handlers for the game
game.down = function (x, y, obj) {
// If the shop is open, don't register clicks on the game
if (isShopOpen) return;
// If stickman is dead, don't allow hitting
if (stickman.health <= 0) {
return;
}
// No longer add points on each click
// Spawn weapon at tap location and make it fly towards stickman
var weapon = new Weapon();
weapon.x = x;
weapon.y = y;
weapon.damage = currentDamage;
weapon.target = stickman;
// Add to game
game.addChild(weapon);
// Create a hit animation at the tap point
createHitAnimation(x, y);
// Play click sound for tapping the screen
LK.getSound('click').play();
};
// Handle move events for dragging
game.move = function (x, y, obj) {
// If stickman is dead, don't allow dragging
if (stickman.health <= 0) {
isDragging = false;
draggedBodyPart = null;
return;
}
if (isDragging && draggedBodyPart && !isShopOpen) {
var localX = x - stickman.x;
var localY = y - stickman.y;
// Update dragged part position
draggedBodyPart.x = localX - dragOffsetX;
draggedBodyPart.y = localY - dragOffsetY;
// Reset velocity for smooth dragging
draggedBodyPart.velocityX = 0;
draggedBodyPart.velocityY = 0;
}
};
// Handle up events for dragging
game.up = function (x, y, obj) {
if (isDragging && draggedBodyPart && !isShopOpen) {
// On release, give the part some velocity based on movement
var releaseVelocityX = (Math.random() - 0.5) * 10;
var releaseVelocityY = (Math.random() - 0.5) * 10;
draggedBodyPart.velocityX = releaseVelocityX;
draggedBodyPart.velocityY = releaseVelocityY;
isDragging = false;
draggedBodyPart = null;
}
};
// Update function called every tick
game.update = function () {
// Clean up destroyed weapons
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child instanceof Weapon) {
if (!child.parent) {
game.children.splice(i, 1);
i--;
}
}
}
};
// Initialize the game
init(); ===================================================================
--- original.js
+++ change.js
@@ -11,17 +11,34 @@
/****
* Classes
****/
-// Accessory cosmetic class
-var AccessoryCosmetic = Container.expand(function (itemId) {
+// Cosmetic item class
+var Cosmetic = Container.expand(function (type, itemId) {
var self = Container.call(this);
+ self.itemType = type; // "hat" or "accessory"
self.itemId = itemId;
// Create the visual element
- var graphic = self.attachAsset(itemId, {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var graphic;
+ // Special handling for eyepatch as a mask
+ if (itemId === "eyepatch") {
+ // Create a container to hold the eyepatch and head (for masking)
+ self.maskContainer = new Container();
+ self.addChild(self.maskContainer);
+ // Get the eyepatch asset as a mask
+ graphic = LK.getAsset(itemId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add to mask container
+ self.maskContainer.addChild(graphic);
+ } else {
+ // Normal cosmetic behavior for other items
+ graphic = self.attachAsset(itemId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
// We'll set positions dynamically in the update method
// based on the stickman's head position
// Add wobble animation
self.update = function () {
@@ -39,86 +56,30 @@
}
}
// If we found the head, follow its position and rotation
if (head) {
- // Position accessory relative to head's center point with specific Y offset based on item
- var offsetY = self.itemId === "sunglasses" ? -10 : 20; // Different positions for different accessories
- // Set position and rotation from the head's center
- self.x = head.x;
- self.y = head.y;
- // Set rotation to match head
- self.rotation = head.rotation;
- // Apply the offset after rotation to make it rotate around the head
- if (offsetY !== 0) {
- // Calculate the offset position after rotation
- var sinR = Math.sin(head.rotation);
- var cosR = Math.cos(head.rotation);
- // Apply rotated offset
- self.x += -sinR * offsetY;
- self.y += cosR * offsetY;
+ // Position cosmetics relative to head's center point
+ var offsetX = 0;
+ // Adjust Y offset - move sunglasses higher up on the head
+ var offsetY = self.itemType === "hat" ? -50 : self.itemId === "sunglasses" ? -10 : 20; // Higher position for sunglasses
+ // Special positioning for eyepatch - align with eye level
+ if (self.itemId === "eyepatch") {
+ offsetY = 5; // Position at eye level
+ offsetX = -15; // Position slightly to one side (covering one eye)
}
- // Add small wobble/rotation effect for natural movement
- if (Math.random() < 0.1) {
- // Random jolts occasionally - but relative to head's rotation
- var joltRot = (Math.random() - 0.5) * 0.05;
- var joltY = (Math.random() - 0.5) * 2;
- tween(self, {
- rotation: head.rotation + joltRot,
- // Add jolt to head's rotation
- y: self.y + joltY
- }, {
- duration: 300,
- easing: tween.elasticOut
- });
- }
- }
- }
- };
- return self;
-});
-// Hat cosmetic class
-var HatCosmetic = Container.expand(function (itemId) {
- var self = Container.call(this);
- self.itemId = itemId;
- // Create the visual element
- var graphic = self.attachAsset(itemId, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // We'll set positions dynamically in the update method
- // based on the stickman's head position
- // Add wobble animation
- self.update = function () {
- // Find the stickman's head position (assuming the parent of this cosmetic is the stickman)
- var stickmanParent = self.parent;
- if (stickmanParent) {
- // Find the head among the stickman's children
- var head = null;
- for (var i = 0; i < stickmanParent.children.length; i++) {
- var child = stickmanParent.children[i];
- // Check if this is the head (based on its properties)
- if (child.originalY === -225) {
- head = child;
- break;
- }
- }
- // If we found the head, follow its position and rotation
- if (head) {
- // Position hat relative to head's center point with a Y offset for hats
- var offsetY = -50; // Higher position for hats
// Set position and rotation from the head's center
self.x = head.x;
self.y = head.y;
// Set rotation to match head
self.rotation = head.rotation;
// Apply the offset after rotation to make it rotate around the head
- if (offsetY !== 0) {
+ if (offsetY !== 0 || offsetX !== 0) {
// Calculate the offset position after rotation
var sinR = Math.sin(head.rotation);
var cosR = Math.cos(head.rotation);
// Apply rotated offset
- self.x += -sinR * offsetY;
- self.y += cosR * offsetY;
+ self.x += cosR * offsetX - sinR * offsetY;
+ self.y += sinR * offsetX + cosR * offsetY;
}
// Add small wobble/rotation effect for natural movement
if (Math.random() < 0.1) {
// Random jolts occasionally - but relative to head's rotation
@@ -708,21 +669,38 @@
currentAccessory = null;
}
}
// Available cosmetic items
- var hatOptions = ["cowboyHat", "topHat", "partyHat", "crown", "anvil", "pan", "hammer"];
- var accessoryOptions = ["sunglasses", "mustache", "beard", "stick", "mallet", "fist"];
+ var hatOptions = ["cowboyHat", "topHat", "partyHat", "crown", "propellerHat", "pirateBandana", "ninjaHeadband", "mohawk"];
+ var accessoryOptions = ["sunglasses", "mustache", "beard", "eyepatch", "headphones"];
// Choose a random item
var options = cosmeticType === "hat" ? hatOptions : accessoryOptions;
var randomItem = options[Math.floor(Math.random() * options.length)];
- // Create and attach the new cosmetic item using the appropriate class
- var newCosmetic;
- if (cosmeticType === "hat") {
- newCosmetic = new HatCosmetic(randomItem);
+ // Create and attach the new cosmetic item
+ var newCosmetic = new Cosmetic(cosmeticType, randomItem);
+ // Special handling for eyepatch to create mask effect
+ if (randomItem === "eyepatch") {
+ // Find the head for proper positioning
+ var head = null;
+ for (var i = 0; i < self.children.length; i++) {
+ var child = self.children[i];
+ if (child.originalY === -225) {
+ head = child;
+ break;
+ }
+ }
+ if (head) {
+ // Special positioning for eyepatch to align with head
+ newCosmetic.zIndex = head.zIndex + 1; // Place above head
+ // Make sure eyepatch is added in the right position relative to head
+ self.addChildAt(newCosmetic, self.getChildIndex(head) + 1);
+ } else {
+ self.addChild(newCosmetic);
+ }
} else {
- newCosmetic = new AccessoryCosmetic(randomItem);
+ // Normal cosmetic addition
+ self.addChild(newCosmetic);
}
- self.addChild(newCosmetic);
// Store reference to the new item
if (cosmeticType === "hat") {
currentHat = newCosmetic;
} else {
@@ -1091,8 +1069,18 @@
if (Math.random() < 0.9) {
// 90% chance to start with an accessory (increased from 50%)
stickman.applyRandomCosmetic("accessory");
}
+ // Preload all cosmetic assets to ensure they're available immediately
+ var allCosmetics = ["cowboyHat", "topHat", "partyHat", "crown", "propellerHat", "pirateBandana", "ninjaHeadband", "mohawk", "sunglasses", "mustache", "beard", "eyepatch", "headphones"];
+ allCosmetics.forEach(function (cosmeticId) {
+ // Create temporary assets to ensure they're loaded into memory
+ var tempAsset = LK.getAsset(cosmeticId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // We don't need to add these to the game, just make sure they're loaded
+ });
// Mark tools as owned if in storage
tools.forEach(function (toolId) {
for (var i = 0; i < availableTools.length; i++) {
if (availableTools[i].id === toolId) {
Curved dark gray square with a white outline. In-Game asset. 2d. High contrast. No shadows
A dark gray circle with a white outline with 2 white dots as eyes. In-Game asset. 2d. High contrast. No shadows
Big light brown beard. In-Game asset. 2d. High contrast. No shadows
Cowboy hat. In-Game asset. 2d. High contrast. No shadows
Crown. In-Game asset. 2d. High contrast. No shadows
Anvil. In-Game asset. 2d. High contrast. No shadows
Mustache. In-Game asset. 2d. High contrast. No shadows
Cool sunglasses. In-Game asset. 2d. High contrast. No shadows. Facing camera
Top hat. In-Game asset. 2d. High contrast. No shadows
Party hat. In-Game asset. 2d. High contrast. No shadows
Green block with curved edges. In-Game asset. 2d. High contrast. No shadows
Baseball bat. In-Game asset. 2d. High contrast. No shadows
White glove curled into a fist. In-Game asset. 2d. High contrast. No shadows
Blue block with curved edges. In-Game asset. 2d. High contrast. No shadows
Rubber mallet. In-Game asset. 2d. High contrast. No shadows
Hammer. In-Game asset. 2d. High contrast. No shadows
Frying pan. In-Game asset. 2d. High contrast. No shadows
Stick. In-Game asset. 2d. High contrast. No shadows
Grand piano. In-Game asset. 2d. High contrast. No shadows
Gray circle with white outline. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Mohawk with no head. In-Game asset. 2d. High contrast. No shadows
Pirate hat. In-Game asset. 2d. High contrast. No shadows
Headband. In-Game asset. 2d. High contrast. No shadows
Propeller hat. In-Game asset. 2d. High contrast. No shadows