User prompt
Add a new Level 5 with a new fruit and new boss. Let boss appear after 50 fruit slashes by user
User prompt
Let level 4 boss appear after user slashes 40 fruits in level 4
User prompt
Let level 3 boss appear after user slashes 30 fruits in level 3
User prompt
Let level 2 boss appear after user slashes 20 fruits in level 2
User prompt
Let level 2 boss appear after user slashes 10 fruits in level 2
User prompt
Let level 1 boss appear after user slashes 10 fruits in level 1
User prompt
when player misses 10 fruits, remove a life and reset the missed balls counterinstead of directly ending the game. Game only ends when all lives have been exhausted by player
User prompt
Reset mossed count when a new level starts
User prompt
Make leaderboard background color navy blue
User prompt
Please fix the bug: 'TypeError: self.parent is undefined' in or related to this line: 'self.parent.addChild(self);' Line Number: 475
User prompt
Put leaderboard in Front layer when visible
User prompt
Make leaderboard 0% transparent
User prompt
Make game area behind leaderboard 50% transparent when leaderboard is visible
User prompt
Make leaderboard in front layer and fully opaque when it is being viewed
User prompt
Make the leaaderboard 100% opaque when it is being viewed
User prompt
Please fix the bug: 'TypeError: self.parent.swapChildren is not a function' in or related to this line: 'self.parent.swapChildren(self, self.parent.children[self.parent.children.length - 1]);' Line Number: 473
User prompt
When leaderboard is open, put it in the frontmost layer and make the play area 50% transparent
User prompt
Close the leaderboard if the leaderboard button isclicked while the leaderboard is visible
User prompt
Make the fruits freeze and stop wherever they are while the leaderboard is visible
User prompt
Pause game when global leaderboard is being viewed
User prompt
Spawn it once in level 1, twice in level 2, twice in level 3 and thrice in level 4
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Color the life fruit white and make it appear twice in level 2
User prompt
Add new life power up fruit. Make it appear once in level one. Tapping give an extra life
User prompt
Increase it from 310 to 320
User prompt
Move the top horizontal line 10 pixels lower
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Blade = Container.expand(function () { var self = Container.call(this); self.active = false; self.points = []; self.maxPoints = 10; self.trail = []; for (var i = 0; i < self.maxPoints; i++) { var trailPart = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.trail.push(trailPart); } self.update = function () { // Update trail visuals for (var i = 0; i < self.trail.length; i++) { if (i < self.points.length) { var point = self.points[i]; var trailPart = self.trail[i]; trailPart.x = point.x; trailPart.y = point.y; trailPart.alpha = 0; // Keep blade invisible if (i > 0) { var prevPoint = self.points[i - 1]; var angle = Math.atan2(point.y - prevPoint.y, point.x - prevPoint.x); trailPart.rotation = angle; } } else { self.trail[i].alpha = 0; } } }; self.addPoint = function (x, y) { self.points.unshift({ x: x, y: y }); if (self.points.length > self.maxPoints) { self.points.pop(); } }; self.reset = function () { self.points = []; self.active = false; for (var i = 0; i < self.trail.length; i++) { self.trail[i].alpha = 0; } }; return self; }); var Boss = Container.expand(function (level) { var self = Container.call(this); // Boss properties self.level = level || 1; self.health = 5 + self.level; // Health increases with level self.maxHealth = self.health; self.width = 800; self.height = 800; self.active = false; self.attackTimer = 0; self.attackInterval = 3000 - self.level * 250; // Attacks more frequently with higher levels // Determine boss type based on level var bossType = BOSS_FRUIT_TYPES[self.level - 1] || 'strawberry'; // Create boss visual var bossGraphic = self.attachAsset(bossType, { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); // Health bar background var healthBarBg = new Container(); healthBarBg.x = -200; healthBarBg.y = -450; var healthBarBack = LK.getAsset('blade', { anchorX: 0, anchorY: 0.5, width: 400, height: 30 }); healthBarBack.tint = 0x333333; // Health bar fill var healthBarFill = LK.getAsset('blade', { anchorX: 0, anchorY: 0.5, width: 400, height: 30 }); healthBarFill.tint = 0xFF0000; healthBarBg.addChild(healthBarBack); healthBarBg.addChild(healthBarFill); self.addChild(healthBarBg); self.healthBar = healthBarFill; // Boss movement self.vx = 2 + self.level * 0.5; // Speed increases with level self.targetX = GAME_WIDTH / 2; self.activate = function () { self.active = true; self.health = self.maxHealth; self.x = GAME_WIDTH / 2; self.y = GAME_HEIGHT / 3; self.updateHealthBar(); }; self.updateHealthBar = function () { self.healthBar.width = self.health / self.maxHealth * 400; }; self.hit = function () { if (!self.active) { return; } self.health--; self.updateHealthBar(); // Flash the boss red bossGraphic.tint = 0xFF0000; LK.setTimeout(function () { bossGraphic.tint = 0xFFFFFF; }, 200); // Check if boss is defeated if (self.health <= 0) { self.defeat(); return true; } return false; }; self.defeat = function () { self.active = false; // Make the health bar transparent healthBarBg.alpha = 0; // Create explosion effect bossGraphic.tint = 0xFFFFFF; tween(bossGraphic, { alpha: 0, scaleX: 3, scaleY: 3, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Add bonus points (increased for higher level bosses) var bonus = 25 * self.level; LK.setScore(LK.getScore() + bonus); scoreTxt.setText(LK.getScore()); LK.effects.flashScreen(0x00FF00, 500); } }); // Play explosion sound LK.getSound('explosion').play(); }; self.throwFruit = function () { if (!self.active) { return; } // Launch multiple bombs at the player var bombCount = Math.floor(Math.random() * self.level) + 1; // More bombs at higher levels for (var i = 0; i < bombCount; i++) { var fruit = new Fruit('bomb'); // Generate random position on the boss perimeter var spawnAngle = Math.random() * Math.PI * 2; // Full 360 degrees var spawnRadius = self.width / 3; // Radius to spawn from (edge of boss) // Position the bomb on the perimeter fruit.x = self.x + Math.cos(spawnAngle) * spawnRadius; fruit.y = self.y + Math.sin(spawnAngle) * spawnRadius; // Aim outward from the spawn point with spread var angle = spawnAngle + Math.PI + (Math.random() - 0.5); // Outward direction with randomness var speed = 3 + Math.random() * 2 + self.level * 0.5; // Faster bombs at higher levels fruit.vx = Math.cos(angle) * speed; fruit.vy = Math.sin(angle) * speed; game.addChild(fruit); fruits.push(fruit); } }; self.update = function (delta) { if (!self.active) { return; } // Move boss back and forth if (Math.abs(self.x - self.targetX) < 10) { self.targetX = Math.random() * (GAME_WIDTH - 400) + 200; } var dirX = self.targetX - self.x; self.x += dirX / Math.abs(dirX) * self.vx; // Attack on timer var currentTime = Date.now(); if (currentTime >= self.attackTimer) { self.throwFruit(); self.attackTimer = currentTime + self.attackInterval; } }; self.down = function (x, y, obj) { // Allow clicking on boss to damage it if (self.active) { self.hit(); } }; return self; }); var Fruit = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'apple'; self.sliced = false; self.width = 0; self.height = 0; self.points = 0; self.baseSpeed = 0; var fruitGraphics; switch (self.type) { case 'watermelon': self.width = 480; self.height = 480; self.points = 5; self.baseSpeed = 1.6; // Faster base speed break; case 'apple': self.width = 360; self.height = 360; self.points = 4; self.baseSpeed = 1.7; // Faster base speed break; case 'orange': self.width = 320; self.height = 320; self.points = 3; self.baseSpeed = 1.8; // Faster base speed break; case 'kiwi': self.width = 240; self.height = 240; self.points = 2; self.baseSpeed = 2.0; // Faster base speed break; case 'passion_fruit': self.width = 280; self.height = 280; self.points = 6; self.baseSpeed = 2.3; // Even faster base speed break; case 'strawberry': self.width = 200; self.height = 200; self.points = 1; self.baseSpeed = 2.2; // Faster base speed break; case 'bomb': self.width = 320; self.height = 320; self.points = -10; self.baseSpeed = 1.7; // Faster base speed break; } fruitGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.gravity = 0.01; // Reduced gravity to make fruits go higher self.rotationSpeed = (Math.random() - 0.5) * 0.018; // Slightly faster rotation self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var currentLevel = Math.floor(LK.getScore() / 50) + 1; var levelMultiplier = 1 + (currentLevel - 1) * 0.1; // 10% increase per level var speed = (self.baseSpeed + Math.random() * 0.8) * levelMultiplier; // Further reduced random speed component self.vx = Math.cos(angle) * speed * 1.15; // Slightly faster horizontal movement self.vy = -Math.sin(angle) * speed - 8; // Higher initial upward velocity }; self.slice = function () { if (self.sliced || self.type === 'bomb') { return; } self.sliced = true; // Create explosive flash effect fruitGraphics.tint = 0xFFFFFF; fruitGraphics.alpha = 1; // Animate explosive flash effect with scaling tween(fruitGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onUpdate: function onUpdate(progress) { // Create a pulsing effect with rotation during explosion fruitGraphics.rotation += 0.1; }, onFinish: function onFinish() { // Clean up after animation fruitGraphics.tint = 0xFFFFFF; fruitGraphics.scaleX = 1; fruitGraphics.scaleY = 1; } }); // Play slice sound LK.getSound('slice').play(); return self.points; }; self.down = function (x, y, obj) { if (!self.sliced) { // Slice the fruit when clicked var points = self.slice(); // Check if it's a bomb if (self.type === 'bomb') { // Lose a life when clicking a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display // If no lives left, game over if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } return; } // Add points to score LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } }; self.update = function () { // Don't update movement if gameActive is false (leaderboard is visible) if (!gameActive) { return; } if (!self.sliced) { // Update whole fruit self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = GAME_WIDTH - self.width / 2; } } else { // No update for sliced fruit since we're just flashing and fading them } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); // Create a red heart shape (using blade asset tinted red) var heartShape = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }); heartShape.tint = 0xFF0000; return self; }); var Leaderboard = Container.expand(function () { var self = Container.call(this); self.visible = false; // Background panel var panel = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 1500, height: 1800 }); panel.tint = 0x2c3e50; panel.alpha = 0.9; // Title var title = new Text2('GLOBAL LEADERBOARD', { size: 100, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -800; self.addChild(title); // Scores container var scoresContainer = new Container(); scoresContainer.y = -650; self.addChild(scoresContainer); self.scoresContainer = scoresContainer; // Close button var closeBtn = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); closeBtn.tint = 0xFF0000; closeBtn.x = 700; closeBtn.y = -800; // X symbol on close button var closeX1 = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 8 }); closeX1.tint = 0xFFFFFF; closeX1.rotation = Math.PI / 4; closeX1.x = 700; closeX1.y = -800; var closeX2 = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 8 }); closeX2.tint = 0xFFFFFF; closeX2.rotation = -Math.PI / 4; closeX2.x = 700; closeX2.y = -800; // Close button interaction closeBtn.interactive = true; closeBtn.down = function (x, y, obj) { self.hide(); }; // Show leaderboard self.show = function (scores) { self.visible = true; self.updateScores(scores); // Pause the game when leaderboard is visible gameActive = false; // Make game area 50% transparent game.alpha = 0.5; // Make leaderboard panel fully opaque (0% transparent) panel.alpha = 1.0; // Bring leaderboard to front layer if (self.parent) { var parent = self.parent; parent.removeChild(self); parent.addChild(self); } }; // Hide leaderboard self.hide = function () { self.visible = false; // Resume the game when leaderboard is hidden gameActive = true; // Restore game area opacity game.alpha = 1.0; }; // Update scores display self.updateScores = function (scores) { // Clear existing score entries while (scoresContainer.children.length > 0) { scoresContainer.removeChildAt(0); } // Add score entries for (var i = 0; i < scores.length; i++) { var entry = scores[i]; var yPos = i * 120; // Rank var rank = new Text2(i + 1 + '.', { size: 80, fill: 0xFFFFFF }); rank.anchor.set(1, 0); rank.x = -600; rank.y = yPos; scoresContainer.addChild(rank); // Username var username = entry.username || "Player"; var usernameText = new Text2(username, { size: 60, fill: 0xFFFFFF }); usernameText.anchor.set(0, 0); usernameText.x = -500; usernameText.y = yPos; scoresContainer.addChild(usernameText); // Score value var scoreText = new Text2(entry.score.toString(), { size: 80, fill: 0xFFD700 }); scoreText.anchor.set(0, 0); scoreText.x = 0; scoreText.y = yPos; scoresContainer.addChild(scoreText); } // Add message if no scores if (scores.length === 0) { var noScores = new Text2("No scores yet!", { size: 80, fill: 0xFFFFFF }); noScores.anchor.set(0.5, 0); noScores.y = 100; scoresContainer.addChild(noScores); } }; return self; }); var LeaderboardButton = Container.expand(function () { var self = Container.call(this); // Create button background var buttonBg = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120 }); buttonBg.tint = 0x3498db; // Create button text that says LEADERBOARD var buttonText = new Text2('LEADERBOARD', { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Button interaction self.down = function (x, y, obj) { // Scale down effect on press tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); // Toggle leaderboard visibility if (leaderboard && leaderboard.visible) { leaderboard.hide(); } else { showLeaderboard(); } }; self.up = function (x, y, obj) { // Scale back to normal on release tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; return self; }); var LifeFruit = Container.expand(function () { var self = Container.call(this); self.type = 'lifefruit'; self.sliced = false; self.width = 240; self.height = 240; self.points = 0; self.baseSpeed = 1.5; // Create a white fruit with heart shape for extra life var lifeGraphics = self.attachAsset('kiwi', { anchorX: 0.5, anchorY: 0.5 }); lifeGraphics.tint = 0xFFFFFF; // White color for life fruit var heartShape = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); heartShape.tint = 0xFF0000; self.vx = 0; self.vy = 0; self.gravity = 0.01; self.rotationSpeed = (Math.random() - 0.5) * 0.015; self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var speed = self.baseSpeed + Math.random() * 0.8; self.vx = Math.cos(angle) * speed * 1.15; self.vy = -Math.sin(angle) * speed - 8; }; self.slice = function () { if (self.sliced) { return; } self.sliced = true; // Add an extra life playerLives = Math.min(playerLives + 1, 5); // Cap at maximum 5 lives updateLivesDisplay(); // Flash effect lifeGraphics.tint = 0xFFFFFF; heartShape.tint = 0xFFFFFF; tween(lifeGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { lifeGraphics.tint = 0xFFFFFF; heartShape.tint = 0xFF0000; } }); // Play slice sound LK.getSound('slice').play(); }; self.down = function (x, y, obj) { if (!self.sliced) { self.slice(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } }; self.update = function () { // Don't update movement if gameActive is false (leaderboard is visible) if (!gameActive) { return; } if (!self.sliced) { // Update whole fruit self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; self.x = GAME_WIDTH - self.width / 2; } } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); var PlayAreaBoundary = Container.expand(function (isTop) { var self = Container.call(this); var line = self.attachAsset('blade', { anchorX: 0, anchorY: 0.5, width: GAME_WIDTH, height: 10 }); line.tint = 0xFFFFFF; line.alpha = 0.7; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3498DB }); /**** * Game Code ****/ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var SPAWN_INTERVAL_MIN = 1000; // Decreased spawn interval minimum for more frequent spawning var SPAWN_INTERVAL_MAX = 2000; // Decreased spawn interval maximum for more frequent spawning var SPAWN_COUNT_MIN = 1; var SPAWN_COUNT_MAX = 2; // Increased to spawn more fruits at once var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry', 'passion_fruit']; var BOSS_FRUIT_TYPES = ['strawberry', 'kiwi', 'orange', 'apple', 'watermelon']; // Boss fruit for each level var LEVEL_THRESHOLDS = [5, 50, 150, 300, 450]; // Score thresholds for each level boss var LEVEL_FRUITS = [['strawberry'], // Level 1 fruits ['strawberry', 'kiwi'], // Level 2 fruits ['strawberry', 'kiwi', 'orange'], // Level 3 fruits ['strawberry', 'kiwi', 'orange', 'apple'], // Level 4 fruits ['strawberry', 'kiwi', 'orange', 'apple', 'watermelon'] // Level 5 fruits ]; var BOMB_PROBABILITY = 0.2; // Increased bomb probability // Game variables var fruits = []; var blade = null; var boss = null; var lastSpawnTime = 0; var nextSpawnTime = 0; var gameActive = true; var comboCount = 0; var comboTimer = 0; var comboTimeout = 1000; // ms to reset combo var currentLevel = 1; var bossActivated = false; var nextLevelNotified = false; var showingLevelText = false; var levelTextTimer = 0; var levelText; // Level notification text var missedFruits = 0; // Counter for missed fruits var missedText; // Text to display missed count var highScore = storage.highScore || 0; // Get high score from storage or default to 0 var highScoreText; // Text to display high score var leaderboardButton; // Button to open leaderboard var leaderboard; // Leaderboard UI component var playerLives = 3; // Player starts with 3 lives var heartsDisplay; // Container for heart icons var lifeFruitSpawned = 0; // Track how many life fruits we've spawned // Parse leaderboard scores from storage or use empty array if none exists var leaderboardScores = []; if (storage.leaderboardScores) { var scoresArray = storage.leaderboardScores.split(';'); for (var i = 0; i < scoresArray.length; i++) { if (scoresArray[i]) { var parts = scoresArray[i].split(','); var scoreObj = { score: parseInt(parts[0]) }; if (parts.length > 1) { scoreObj.username = parts[1]; } leaderboardScores.push(scoreObj); } } } // Global leaderboard data var playerName = storage.playerName || "Player"; // Get saved player name or use default // UI elements var scoreTxt; var comboTxt; function setupGame() { // Prompt for player name if not already stored if (!storage.playerName) { var defaultName = "Player"; // Skip popup for now and just use default name // LK.showPopup is not available in the current version storage.playerName = defaultName; playerName = defaultName; } // Create blade blade = game.addChild(new Blade()); // Create boss but don't activate it yet boss = game.addChild(new Boss(currentLevel)); // Set up score display scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF, weight: 'bold' // Make text bold }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 30; LK.gui.top.addChild(scoreTxt); // Set up combo display comboTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 140; comboTxt.alpha = 0; LK.gui.top.addChild(comboTxt); // Set up level text display levelText = new Text2('Level 1', { size: 120, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.x = GAME_WIDTH / 2; levelText.y = GAME_HEIGHT / 2; levelText.alpha = 0; game.addChild(levelText); // Add level display to top right levelDisplay = new Text2('Level: 1', { size: 100, fill: 0xFFFFFF, weight: 'bold' // Make text bold }); levelDisplay.anchor.set(1, 0); levelDisplay.x = GAME_WIDTH - 50; // Right justified 50px from right wall levelDisplay.y = 100; game.addChild(levelDisplay); // Initialize missed counter missedFruits = 0; // Initialize the missed counter display through the dedicated function updateMissedCounter(); // Set up high score display highScoreText = new Text2('Your High Score: ' + highScore, { size: 60, fill: 0xFFFFFF }); highScoreText.anchor.set(0, 1); highScoreText.x = 50; highScoreText.y = -30; // Position at the bottom, moved 20 pixels below LK.gui.bottomLeft.addChild(highScoreText); // Create hearts display for lives heartsDisplay = new Container(); heartsDisplay.x = GAME_WIDTH - 100; // Right justified 100px from right wall heartsDisplay.y = 250; // 250px from top game.addChild(heartsDisplay); // Add initial hearts (3 lives) updateLivesDisplay(); // Set up leaderboard button leaderboardButton = new LeaderboardButton(); leaderboardButton.x = GAME_WIDTH - 220; leaderboardButton.y = GAME_HEIGHT - 100; game.addChild(leaderboardButton); // Create and position leaderboard UI leaderboard = new Leaderboard(); leaderboard.x = GAME_WIDTH / 2; leaderboard.y = GAME_HEIGHT / 2; leaderboard.visible = false; game.addChild(leaderboard); // Set initial spawn time nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; // Play background music LK.playMusic('gameMusic'); // Reset level tracking currentLevel = 1; bossActivated = false; nextLevelNotified = false; LK.setScore(0); missedFruits = 0; playerLives = 3; // Reset lives to 3 lifeFruitSpawned = 0; // Reset life fruit spawn counter // Add play area boundary lines var topBoundary = new PlayAreaBoundary(true); topBoundary.y = 320; // Position 320px from the top game.addChild(topBoundary); var bottomBoundary = new PlayAreaBoundary(false); bottomBoundary.y = GAME_HEIGHT - 200; // Position 200px from the bottom game.addChild(bottomBoundary); // Show level 1 text at start showLevelText(1); } // Function to display level text function showLevelText(level) { levelText.setText('Level ' + level); levelText.alpha = 0; showingLevelText = true; // Reset missed fruits counter when new level starts missedFruits = 0; updateMissedCounter(); // Update level display in top right levelDisplay.setText('Level: ' + level); // Animate the level text tween(levelText, { alpha: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Hold the text visible for a moment levelTextTimer = Date.now() + 2000; } }); } function spawnFruits() { var count = Math.floor(Math.random() * (SPAWN_COUNT_MAX - SPAWN_COUNT_MIN + 1)) + SPAWN_COUNT_MIN; // Get appropriate fruit types for current level var availableFruits = LEVEL_FRUITS[currentLevel - 1] || ['strawberry']; // Check if we should spawn a life fruit based on the current level var spawnLifeFruit = false; var maxLifeFruits = currentLevel; if (currentLevel === 4) { maxLifeFruits = 3; } // Level 4 gets 3 life fruits if (lifeFruitSpawned < maxLifeFruits && Math.random() < 0.1) { // 10% chance to spawn a life fruit spawnLifeFruit = true; lifeFruitSpawned++; } // Loop through and create fruits for (var i = 0; i < count; i++) { var fruit; // Create life fruit if it's time if (i === 0 && spawnLifeFruit) { fruit = new LifeFruit(); } else { var isBomb = Math.random() < BOMB_PROBABILITY; var type = isBomb ? 'bomb' : availableFruits[Math.floor(Math.random() * availableFruits.length)]; fruit = new Fruit(type); } // Determine flight pattern var pattern = Math.random(); if (pattern < 0.5) { // Horizontal flight from left to right var x = -fruit.width; var y = Math.random() * (GAME_HEIGHT / 3) + 300; // Higher position range fruit.x = x; fruit.y = y; fruit.vx = fruit.baseSpeed + Math.random() * 2.5; // Slightly faster fruit.vy = -Math.random() * 2; // Add slight upward movement } else { // Vertical drop var x = Math.random() * (GAME_WIDTH - 200) + 100; var direction = Math.random(); // Random direction between 0 and 1 fruit.init(x, GAME_HEIGHT, direction); } game.addChild(fruit); fruits.push(fruit); } // Schedule next spawn nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; } function updateCombo() { if (comboCount > 1) { comboTxt.setText('COMBO x' + comboCount + '!'); comboTxt.alpha = 1; // Add combo bonus points LK.setScore(LK.getScore() + comboCount * 2); // Play combo sound LK.getSound('combo').play(); // Animate combo text tween(comboTxt, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } comboCount = 0; } function handleBladeCollisions() { if (!blade.active || blade.points.length < 2) { return; } var startPoint = blade.points[0]; var endPoint = blade.points[1]; // Check boss collision if active if (boss && boss.active && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, boss.x, boss.y, boss.width / 3)) { // Hit the boss var defeated = boss.hit(); // Play slice sound LK.getSound('slice').play(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (!fruit.sliced && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, fruit.x, fruit.y, fruit.width / 2)) { if (fruit.type === 'bomb') { // Lose a life when hitting a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display // If no lives left, game over if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } return; } // Handle life fruit else if (fruit.type === 'lifefruit') { // Slice the life fruit and gain an extra life fruit.slice(); // Play a special sound LK.getSound('combo').play(); // Flash green for the extra life LK.effects.flashScreen(0x00FF00, 300); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } else { // Slice regular fruit var points = fruit.slice(); LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); // Play slice sound LK.getSound('slice').play(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } } } } function lineIntersectsCircle(x1, y1, x2, y2, cx, cy, r) { // Find the closest point on the line segment to the circle center var dx = x2 - x1; var dy = y2 - y1; var len = Math.sqrt(dx * dx + dy * dy); // Normalize direction vector dx /= len; dy /= len; // Vector from line start to circle center var vx = cx - x1; var vy = cy - y1; // Project this vector onto the line direction var projection = vx * dx + vy * dy; // Clamp projection to line segment projection = Math.max(0, Math.min(len, projection)); // Find the closest point on the line segment var closestX = x1 + projection * dx; var closestY = y1 + projection * dy; // Check if this point is within the circle var distanceSquared = (cx - closestX) * (cx - closestX) + (cy - closestY) * (cy - closestY); return distanceSquared <= r * r; } // Show the leaderboard UI function showLeaderboard() { if (leaderboard) { leaderboard.show(leaderboardScores); } } // Update the hearts display based on current lives function updateLivesDisplay() { // Clear existing hearts while (heartsDisplay.children.length > 0) { heartsDisplay.removeChildAt(0); } // Add new hearts based on current lives for (var i = 0; i < playerLives; i++) { var heart = new Heart(); heart.x = -i * 80; // Space hearts horizontally from right to left heartsDisplay.addChild(heart); } // Update the missed counter updateMissedCounter(); } // Dedicated function to update missed fruits counter and its color function updateMissedCounter() { // Determine color based on missed count var missedColor; if (missedFruits <= 3) { missedColor = 0x00FF00; // Green for 0-3 misses } else if (missedFruits <= 6) { missedColor = 0xFFA500; // Orange for 4-6 misses } else { missedColor = 0xFF0000; // Red for 7-10 misses } // Remove old text from parent if it exists if (missedText && missedText.parent) { missedText.parent.removeChild(missedText); } // Create new Text2 with the appropriate color missedText = new Text2('Missed: ' + missedFruits + '/10', { size: 100, fill: missedColor, // Apply the color based on missed count weight: 'bold' // Make text bold }); missedText.anchor.set(1, 0); missedText.x = GAME_WIDTH - 50; missedText.y = 10; game.addChild(missedText); } // Add a score to the leaderboard function addScoreToLeaderboard(score) { // Only add score if it's greater than 0 if (score <= 0) { return; } // Add new score to leaderboard with Upit username or 'Anon' var username = LK.getUptUsername ? LK.getUptUsername() : 'Anon'; leaderboardScores.push({ score: score, username: username }); // Sort leaderboard by score (highest first) leaderboardScores.sort(function (a, b) { return b.score - a.score; }); // Limit to top 10 scores if (leaderboardScores.length > 10) { leaderboardScores = leaderboardScores.slice(0, 10); } // Save to storage - convert to simple string format to avoid undefined JSON error var scoresString = ''; for (var i = 0; i < leaderboardScores.length; i++) { scoresString += leaderboardScores[i].score + "," + (leaderboardScores[i].username || "Player"); if (i < leaderboardScores.length - 1) { scoresString += ';'; } } storage.leaderboardScores = scoresString; } ; // Game update function game.update = function () { // Don't update game state if game is paused (leaderboard is shown) if (!gameActive) { return; } var currentTime = Date.now(); // Handle level text animation if (showingLevelText && currentTime > levelTextTimer && levelText.alpha > 0) { tween(levelText, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { showingLevelText = false; } }); } // Check if we should activate the boss fight based on score or fruit count // Level 1: After 10 sliced fruits // Level 2: After 20 sliced fruits // Level 3: After 30 sliced fruits // Level 4: After 40 sliced fruits // Level 5: After 50 sliced fruits var shouldActivateBoss = false; if (currentLevel === 1) { shouldActivateBoss = LK.getScore() >= 10 && !bossActivated && !nextLevelNotified; } else if (currentLevel === 2) { shouldActivateBoss = LK.getScore() >= 20 && !bossActivated && !nextLevelNotified; } else if (currentLevel === 3) { shouldActivateBoss = LK.getScore() >= 30 && !bossActivated && !nextLevelNotified; } else if (currentLevel === 4) { shouldActivateBoss = LK.getScore() >= 40 && !bossActivated && !nextLevelNotified; } else if (currentLevel === 5) { shouldActivateBoss = LK.getScore() >= 50 && !bossActivated && !nextLevelNotified; } else { shouldActivateBoss = LK.getScore() >= LEVEL_THRESHOLDS[currentLevel - 1] && !bossActivated && !nextLevelNotified; } if (currentLevel <= 4 && shouldActivateBoss) { bossActivated = true; // Create a new boss for the current level if (boss) { boss.destroy(); } boss = game.addChild(new Boss(currentLevel)); boss.activate(); // Clear existing fruits during boss transition for (var i = fruits.length - 1; i >= 0; i--) { fruits[i].destroy(); fruits.splice(i, 1); } } // Only spawn normal fruits if we're not in a boss fight if (currentTime >= nextSpawnTime && (!bossActivated || !boss.active)) { spawnFruits(); } // Update all fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; fruit.update(); // Remove fruits that are off-screen if (fruit.isOffScreen()) { // Only count missed fruits that aren't bombs or already sliced if (!fruit.sliced && fruit.type !== 'bomb') { missedFruits++; // Update the missed counter with new value and color updateMissedCounter(); // If 10 fruits are missed, lose a life and reset miss counter if (missedFruits >= 10) { LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display missedFruits = 0; // Reset missed fruits counter updateMissedCounter(); // Update missed counter display // Only show game over if no lives left if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } } } fruit.destroy(); fruits.splice(i, 1); } } // Check for blade collisions handleBladeCollisions(); // Update blade blade.update(); // Update boss if active if (boss && boss.active) { boss.update(1 / 60); // Pass approximate delta time } // If boss was defeated, move to next level if (bossActivated && boss && !boss.active) { bossActivated = false; nextLevelNotified = false; // Move to next level if we haven't reached level 5 yet if (currentLevel < 5) { currentLevel++; // Show level notification showLevelText(currentLevel); } else if (currentLevel === 5) { // Player has beaten all levels LK.effects.flashScreen(0x00FF00, 800); // Show "You Win" screen after completing all levels if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Show you win screen LK.showYouWin({ score: LK.getScore(), highScore: highScore }); } } // Check combo timer if (comboCount > 0 && Date.now() > comboTimer) { updateCombo(); } }; // Handle touch/mouse events game.down = function (x, y, obj) { blade.active = true; blade.reset(); blade.addPoint(x, y); }; game.move = function (x, y, obj) { if (blade.active) { blade.addPoint(x, y); handleBladeCollisions(); } }; game.up = function (x, y, obj) { blade.active = false; }; // Start the game setupGame();
===================================================================
--- original.js
+++ change.js
@@ -238,8 +238,14 @@
self.height = 240;
self.points = 2;
self.baseSpeed = 2.0; // Faster base speed
break;
+ case 'passion_fruit':
+ self.width = 280;
+ self.height = 280;
+ self.points = 6;
+ self.baseSpeed = 2.3; // Even faster base speed
+ break;
case 'strawberry':
self.width = 200;
self.height = 200;
self.points = 1;
@@ -683,18 +689,20 @@
var SPAWN_INTERVAL_MIN = 1000; // Decreased spawn interval minimum for more frequent spawning
var SPAWN_INTERVAL_MAX = 2000; // Decreased spawn interval maximum for more frequent spawning
var SPAWN_COUNT_MIN = 1;
var SPAWN_COUNT_MAX = 2; // Increased to spawn more fruits at once
-var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry'];
-var BOSS_FRUIT_TYPES = ['strawberry', 'kiwi', 'orange', 'apple']; // Boss fruit for each level
-var LEVEL_THRESHOLDS = [5, 50, 150, 300]; // Score thresholds for each level boss
+var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry', 'passion_fruit'];
+var BOSS_FRUIT_TYPES = ['strawberry', 'kiwi', 'orange', 'apple', 'watermelon']; // Boss fruit for each level
+var LEVEL_THRESHOLDS = [5, 50, 150, 300, 450]; // Score thresholds for each level boss
var LEVEL_FRUITS = [['strawberry'],
// Level 1 fruits
['strawberry', 'kiwi'],
// Level 2 fruits
['strawberry', 'kiwi', 'orange'],
// Level 3 fruits
-['strawberry', 'kiwi', 'orange', 'apple'] // Level 4 fruits
+['strawberry', 'kiwi', 'orange', 'apple'],
+// Level 4 fruits
+['strawberry', 'kiwi', 'orange', 'apple', 'watermelon'] // Level 5 fruits
];
var BOMB_PROBABILITY = 0.2; // Increased bomb probability
// Game variables
var fruits = [];
@@ -1125,8 +1133,9 @@
// Level 1: After 10 sliced fruits
// Level 2: After 20 sliced fruits
// Level 3: After 30 sliced fruits
// Level 4: After 40 sliced fruits
+ // Level 5: After 50 sliced fruits
var shouldActivateBoss = false;
if (currentLevel === 1) {
shouldActivateBoss = LK.getScore() >= 10 && !bossActivated && !nextLevelNotified;
} else if (currentLevel === 2) {
@@ -1134,8 +1143,10 @@
} else if (currentLevel === 3) {
shouldActivateBoss = LK.getScore() >= 30 && !bossActivated && !nextLevelNotified;
} else if (currentLevel === 4) {
shouldActivateBoss = LK.getScore() >= 40 && !bossActivated && !nextLevelNotified;
+ } else if (currentLevel === 5) {
+ shouldActivateBoss = LK.getScore() >= 50 && !bossActivated && !nextLevelNotified;
} else {
shouldActivateBoss = LK.getScore() >= LEVEL_THRESHOLDS[currentLevel - 1] && !bossActivated && !nextLevelNotified;
}
if (currentLevel <= 4 && shouldActivateBoss) {
@@ -1206,14 +1217,14 @@
// If boss was defeated, move to next level
if (bossActivated && boss && !boss.active) {
bossActivated = false;
nextLevelNotified = false;
- // Move to next level if we haven't reached level 4 yet
- if (currentLevel < 4) {
+ // Move to next level if we haven't reached level 5 yet
+ if (currentLevel < 5) {
currentLevel++;
// Show level notification
showLevelText(currentLevel);
- } else if (currentLevel === 4) {
+ } else if (currentLevel === 5) {
// Player has beaten all levels
LK.effects.flashScreen(0x00FF00, 800);
// Show "You Win" screen after completing all levels
if (LK.getScore() > highScore) {
red bomb. In-Game asset. 2d. High contrast. No shadows
Head of pepe meme. each face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of doge meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of troll face meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of think smart guy meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of white y u no meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Clock. In-Game asset. 3d. High contrast. No shadows
Red Heart. In-Game asset. 3d. High contrast. No shadows
gattling gun. In-Game asset. 2d. High contrast. No shadows