User prompt
bacground sesi ekleyebilrimsin sevimli ve sakin
User prompt
kediye zıplama sesi ekleyelim lütfen
User prompt
sağ üstte güneş eklermisn rica etsem
User prompt
sağ uste evet nesnesini eklermsin rica etsem
User prompt
sağ üstte yeni bir nesne ekle güneş olarak
User prompt
kaktüs ve kedinin yürüdügü yolu birazdaha belirgin kılıp detay eklermsin
User prompt
arka planı biraz mısır pramityle süslermsin detay olarak
User prompt
staminayı mausun sağ tuşuna basarak kullanmak istiyorum
User prompt
sol clikle basılı tutugumda staminayı harcadığım zaman 5 saniye kuşlar bana zarar veremiyor
User prompt
kuşlarla kaktüslerin geliş sekronunu tekrar düzenlermisn zıplamak için vakit kalsın
User prompt
kuşlar artık kediye zarar verebiliyorlar 10hp
User prompt
kuşları birazdaha aşagıdan ucururmsun rica etsem
User prompt
stamina 3 saniyelik asılı kalma eylemini bitirdikten sonra her gelecek olan 5 kaktüsü te bir tekrar dolsun stamina ama asılı kalma süzülme işleminden sonra sürekli tekrarlansın solclik basılı tuttum 5 saniye henüz dolmuyor ama yere indim ondan sonra 10 katüste bir tekara dolacak
User prompt
stamina 3 saniyelik asılı kalma eylemini bitirdikten sonra her gelecek olan 5 kaktüsü te bir tekrar dolsun stamina ama asılı kalma süzülme işleminden sonra sürekli tekrarlansın solclik basılı tuttum 5 saniye henüz dolmuyor ama yere indim ondan sonra 5 katüste bir tekara dolacak
User prompt
staminamız süzülmeyi kullanıp indikten sonra asılı kalma işlemi bittikten sonra her 5 katüste bir dolsun
User prompt
stamina barımız 5 kaktüs te bir dolsun
User prompt
mausun sol cligine basılı tutumuzda sadee 1 kez 3 saniye süzülüp sonra aşağı inmek zorunda ve tekrar kullanmak için bir stamina barı gerek kaktüs üzerinden atladıkça stamina dolacak stamine dolmadan bu sol click baslı tutma süzülme olayını gerçekleştiremiycez dolduğu zaman yapabilicez
User prompt
mausun sol cligine basılı tutumuzda sadee 1 kez 3 saniye süzülüp sonra aşağı inmek zorunda
User prompt
her hayalet altın alışımızda 10 hp yenilensin dolsun
User prompt
her altın 10 hp yenilesin
User prompt
hp bar eklermisin her dümana değiş 20 hp alsın benden
User prompt
mause nin sol tuşuna uzun bastımda 3 saniye havada süzülsün kedi
User prompt
her 1 altında bir toladgında 10 saniye havada kal
User prompt
her 1 hayalet aldgımda her defasında beni süzülerek uçur
User prompt
1 altın topladıktan sonra beni bullutlara ışınla
/****
* Classes
****/
// Bird class: flies from right to left, above ground, destroys itself off screen
var Bird = Container.expand(function () {
var self = Container.call(this);
// Use 'gunes' asset for bird (placeholder, should be replaced with a bird asset if available)
var birdSprite = self.attachAsset('gunes', {
anchorX: 0.5,
anchorY: 0.5
});
birdSprite.width = 120;
birdSprite.height = 90;
birdSprite.tint = 0x888888;
birdSprite.alpha = 0.92;
self.speed = 10 + Math.random() * 4;
self.update = function () {
self.x -= self.speed;
// Destroy if off screen
if (self.lastX >= -200 && self.x < -200) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Cactus class: moves left, destroys itself off screen
var Cactus = Container.expand(function () {
var self = Container.call(this);
// Attach cactus asset, anchor bottom left
var cactusSprite = self.attachAsset('cactus', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 7 + Math.random() * 2; // even slower speed for easier gameplay
self.update = function () {
self.x -= self.speed;
// Destroy if off screen
if (self.lastX >= -200 && self.x < -200) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Cat class: handles jump, gravity, and collision
var Cat = Container.expand(function () {
var self = Container.call(this);
// Attach cat asset, anchor bottom left for ground logic
var catSprite = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 1
});
// Cat physics
self.y = 0;
self.x = 0;
self.vy = 0;
self.isJumping = false;
self.groundY = 0; // will be set after creation
// Double jump state
self.jumpCount = 0;
self.maxJumps = 2;
// Jump parameters
self.jumpVelocity = -65;
self.gravity = 4;
// Update method for physics
self.update = function () {
// Handle 3-second glide if long press is active, but only once per jump and only if stamina is full
if (typeof isPressing !== "undefined" && isPressing && self.isJumping && !glideActive && !self.hasGlided && self.vy > 0 && typeof stamina !== "undefined" && stamina >= maxStamina) {
// Only start glide if falling, not already gliding, haven't glided yet this jump, and stamina is full
if (LK.ticks - pressStartTick >= 18) {
// ~300ms threshold to avoid accidental short taps
glideActive = true;
self.isHovering = false;
self.hasHovered = true;
self.glideStartTick = LK.ticks;
self.vy = 0;
self.hasGlided = true; // Mark that we've glided this jump
// Consume all stamina
stamina = 0;
staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth);
// Activate bird damage immunity for 5 seconds
birdImmunityActive = true;
birdImmunityStartTick = LK.ticks;
}
}
// If gliding, keep cat in air for up to 3 seconds (180 ticks)
if (typeof glideActive !== "undefined" && glideActive) {
if (LK.ticks - self.glideStartTick < 180) {
// Stay in air, do not apply gravity, regardless of isPressing
return;
} else {
// End glide
glideActive = false;
}
}
if (self.isJumping) {
// If we are hovering, do not apply gravity or move
if (self.isHovering) {
// Determine hover duration: 12 ticks (195ms) for first jump, 6 ticks (100ms) for others
var hoverDuration = self.jumpCount === 1 ? 12 : 6;
if (LK.ticks - self.hoverStartTick >= hoverDuration) {
self.isHovering = false;
// Resume falling, keep vy as 0 so gravity starts pulling down
self.vy = 0;
}
// While hovering, do nothing else
return;
}
// Normal jump/fall
self.vy += self.gravity;
self.y += self.vy;
// At apex: vy just turned positive (was going up, now going down)
if (!self.isHovering && self.vy > 0 && !self.hasHovered) {
self.isHovering = true;
self.hasHovered = true;
self.hoverStartTick = LK.ticks;
self.vy = 0; // Stop vertical movement during hover
return;
}
// Land on ground
if (self.y >= self.groundY) {
self.y = self.groundY;
self.vy = 0;
self.isJumping = false;
self.isHovering = false;
self.hasHovered = false;
// If we just finished a glide (hasGlided true, glideActive false), start counting cacti for stamina refill
if (typeof self.hasGlided !== "undefined" && self.hasGlided && typeof glideActive !== "undefined" && !glideActive) {
// Start post-glide cactus counting
if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0;
postGlideCactusCounter = 0;
postGlideCountingActive = true;
}
self.hasGlided = false; // Reset glide on landing
self.jumpCount = 0; // Reset jump count on landing
}
}
};
// Jump method
self.jump = function () {
if (self.jumpCount < self.maxJumps) {
self.isJumping = true;
self.vy = self.jumpVelocity;
self.isHovering = false;
self.hasHovered = false;
self.hasGlided = false; // Allow one glide per jump
self.hoverStartTick = 0;
self.jumpCount++;
}
};
return self;
});
// Cloud class: moves left, destroys itself off screen
var Cloud = Container.expand(function () {
var self = Container.call(this);
// Use a white ellipse for the cloud
var cloudSprite = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
// Randomize cloud size
var scale = 1.2 + Math.random() * 1.2;
cloudSprite.width = 320 * scale;
cloudSprite.height = 120 * scale;
cloudSprite.tint = 0xFFFFFF;
cloudSprite.alpha = 0.7 + Math.random() * 0.2;
self.speed = 1.5 + Math.random() * 1.2;
self.update = function () {
self.x -= self.speed;
if (self.lastX >= -400 && self.x < -400) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Gold class: moves left, destroys itself off screen, collectible by cat
var Gold = Container.expand(function () {
var self = Container.call(this);
// Attach gold asset, anchor center
var goldSprite = self.attachAsset('ghost', {
anchorX: 0.5,
anchorY: 0.5
});
goldSprite.width = 80;
goldSprite.height = 80;
self.speed = 7 + Math.random() * 2;
self.collected = false;
self.update = function () {
self.x -= self.speed;
// Destroy if off screen
if (self.lastX >= -200 && self.x < -200) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Sun class: static, top right
var Sun = Container.expand(function () {
var self = Container.call(this);
// Use a yellow ellipse for the sun
var sunSprite = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
sunSprite.width = 260;
sunSprite.height = 260;
sunSprite.tint = 0xFFF700;
sunSprite.alpha = 0.95;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xF7E9A0 // light sand yellow, desert-like
});
/****
* Game Code
****/
;
// --- GAME CODE ---
// Add a visible ground path to make the cat's running route more distinct
var groundPath = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
groundPath.width = 2048;
groundPath.height = 120;
groundPath.x = 2048 / 2;
groundPath.y = GROUND_Y + 60; // center the path at ground level
groundPath.tint = 0xE0C97A; // a sandier, darker color for contrast
groundPath.alpha = 0.85;
game.addChild(groundPath);
// Add ground details: pebbles and stripes for more visual interest
var pebbleCount = 18;
for (var i = 0; i < pebbleCount; i++) {
var pebble = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
pebble.width = 32 + Math.random() * 28;
pebble.height = 18 + Math.random() * 12;
pebble.x = 120 + Math.random() * (2048 - 240);
pebble.y = GROUND_Y + 60 + (Math.random() - 0.5) * 60;
pebble.tint = Math.random() > 0.5 ? 0xBCA86B : 0xD6C08B;
pebble.alpha = 0.7 + Math.random() * 0.2;
game.addChild(pebble);
}
// Add a few horizontal stripes to simulate track lines
for (var s = 0; s < 3; s++) {
var stripe = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
stripe.width = 2048 * (0.7 + Math.random() * 0.2);
stripe.height = 12 + Math.random() * 8;
stripe.x = 2048 / 2;
stripe.y = GROUND_Y + 30 + s * 28 + Math.random() * 10;
stripe.tint = 0xC2B07A;
stripe.alpha = 0.32 + Math.random() * 0.08;
game.addChild(stripe);
}
// Add a pyramid background detail (simple triangle using centerCircle, scaled and rotated)
var pyramidBaseWidth = 700;
var pyramidHeight = 420;
var pyramid = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 1
});
pyramid.width = pyramidBaseWidth;
pyramid.height = pyramidHeight;
pyramid.x = 2048 / 2 + 320;
pyramid.y = GROUND_Y + 60; // base at ground
pyramid.tint = 0xE2C97A; // sand color
pyramid.alpha = 0.82;
pyramid.rotation = Math.PI / 180 * 0; // no rotation, just ellipse as triangle illusion
game.addChild(pyramid);
// Add a smaller pyramid for depth
var pyramid2 = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 1
});
pyramid2.width = 420;
pyramid2.height = 240;
pyramid2.x = 2048 / 2 + 600;
pyramid2.y = GROUND_Y + 60;
pyramid2.tint = 0xD6B97A;
pyramid2.alpha = 0.7;
game.addChild(pyramid2);
// Sun and clouds
var sun;
var clouds = [];
var nextCloudTick = 0;
// Birds
var birds = [];
var nextBirdTick = 0;
// Game constants
var GROUND_Y = 2200; // y position of ground (bottom of screen minus margin)
var CAT_START_X = 400;
var CAT_START_Y = GROUND_Y;
var CACTUS_SPAWN_MIN = 70; // min frames between cacti (slower, more time to jump)
var CACTUS_SPAWN_MAX = 130; // max frames between cacti (slower, more time to jump)
// Game state
var cat;
var cacti = [];
var golds = [];
var score = 0;
var goldScore = 0;
var scoreTxt;
var goldScoreTxt;
var nextCactusTick = 0;
var nextGoldTick = 0;
var gameOver = false;
// On game start, stamina is full
stamina = maxStamina;
if (typeof staminaBar !== "undefined") {
staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth);
}
// Track how many cacti have been jumped over for stamina refill
var cactiJumpedOver = 0;
// Track post-glide cactus counting for stamina refill
var postGlideCactusCounter = 0;
var postGlideCountingActive = false;
// Speed multiplier for game progression
var speedMultiplier = 1;
var SPEED_MULTIPLIER_INCREMENT = 0.08; // how much to increase per score
var SPEED_MULTIPLIER_MAX = 3; // cap the speed increase
// HP bar variables
var maxHp = 100;
var hp = maxHp;
var hpBarFullWidth = 420;
var hpBarHeight = 38;
// Add HP bar background (grey)
var hpBarBg = LK.getAsset('centerCircle', {
anchorX: 0,
anchorY: 0
});
hpBarBg.width = hpBarFullWidth;
hpBarBg.height = hpBarHeight;
hpBarBg.x = 110;
hpBarBg.y = 30;
hpBarBg.tint = 0x444444;
hpBarBg.alpha = 0.45;
LK.gui.top.addChild(hpBarBg);
// Add HP bar (red)
var hpBar = LK.getAsset('centerCircle', {
anchorX: 0,
anchorY: 0
});
hpBar.width = hpBarFullWidth;
hpBar.height = hpBarHeight;
hpBar.x = 110;
hpBar.y = 30;
hpBar.tint = 0xff4444;
hpBar.alpha = 0.95;
LK.gui.top.addChild(hpBar);
// --- Stamina bar variables and GUI ---
var maxStamina = 100;
var stamina = maxStamina;
var staminaBarFullWidth = 420;
var staminaBarHeight = 28;
// Stamina bar background (grey, below HP bar)
var staminaBarBg = LK.getAsset('centerCircle', {
anchorX: 0,
anchorY: 0
});
staminaBarBg.width = staminaBarFullWidth;
staminaBarBg.height = staminaBarHeight;
staminaBarBg.x = 110;
staminaBarBg.y = 80;
staminaBarBg.tint = 0x444444;
staminaBarBg.alpha = 0.35;
LK.gui.top.addChild(staminaBarBg);
// Stamina bar (blue)
var staminaBar = LK.getAsset('centerCircle', {
anchorX: 0,
anchorY: 0
});
staminaBar.width = staminaBarFullWidth;
staminaBar.height = staminaBarHeight;
staminaBar.x = 110;
staminaBar.y = 80;
staminaBar.tint = 0x44aaff;
staminaBar.alpha = 0.95;
LK.gui.top.addChild(staminaBar);
// Add score text to GUI
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Gold score text (smaller, right of score)
goldScoreTxt = new Text2('0', {
size: 90,
fill: 0xFFD700 // gold color
});
goldScoreTxt.anchor.set(0, 0);
goldScoreTxt.x = 120; // right of main score
goldScoreTxt.y = 20;
LK.gui.top.addChild(goldScoreTxt);
// Add sun (top right, margin from edge)
sun = new Sun();
sun.x = 2048 - 220;
sun.y = 220;
game.addChild(sun);
// Spawn a few initial clouds
for (var i = 0; i < 3; i++) {
var cloud = new Cloud();
cloud.x = 400 + Math.random() * 1400;
cloud.y = 200 + Math.random() * 400;
cloud.lastX = cloud.x;
game.addChild(cloud);
clouds.push(cloud);
}
nextCloudTick = 60 + Math.floor(Math.random() * 120);
// Create cat
cat = new Cat();
cat.x = CAT_START_X;
cat.y = CAT_START_Y;
cat.groundY = CAT_START_Y;
game.addChild(cat);
// Track long press for gliding
var isPressing = false;
var pressStartTick = 0;
var glideActive = false;
// --- Bird damage immunity after stamina glide ---
var birdImmunityActive = false;
var birdImmunityStartTick = 0;
var BIRD_IMMUNITY_DURATION = 300; // 5 seconds at 60fps
// Touch/click to jump or start glide
game.down = function (x, y, obj) {
if (!gameOver) {
cat.jump();
isPressing = true;
pressStartTick = LK.ticks;
glideActive = false;
}
// Update golds, check for collection
for (var j = golds.length - 1; j >= 0; j--) {
var gold = golds[j];
gold.update();
// Remove if off screen
if (gold.x < -200) {
gold.destroy();
golds.splice(j, 1);
continue;
}
// Collect gold: only trigger on first intersect and not already collected
if (!gold.collected && cat.intersects(gold)) {
gold.collected = true;
goldScore++;
goldScoreTxt.setText(goldScore);
gold.destroy();
golds.splice(j, 1);
continue;
}
}
};
// On release, stop pressing and gliding
game.up = function (x, y, obj) {
isPressing = false;
// Do not forcibly end glide here; glide ends after 3s or on landing
};
// Main update loop
game.update = function () {
if (gameOver) return;
// Update clouds and spawn new ones
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
cloud.update();
if (cloud.x < -400) {
cloud.destroy();
clouds.splice(i, 1);
}
}
if (nextCloudTick <= 0) {
var cloud = new Cloud();
cloud.x = 2048 + 200;
cloud.y = 120 + Math.random() * 600;
cloud.lastX = cloud.x;
game.addChild(cloud);
clouds.push(cloud);
nextCloudTick = 60 + Math.floor(Math.random() * 120);
} else {
nextCloudTick--;
}
// Deactivate bird immunity after 5 seconds
if (birdImmunityActive && LK.ticks - birdImmunityStartTick >= BIRD_IMMUNITY_DURATION) {
birdImmunityActive = false;
}
// Update birds and spawn new ones
for (var i = birds.length - 1; i >= 0; i--) {
var bird = birds[i];
bird.update();
if (bird.x < -200) {
bird.destroy();
birds.splice(i, 1);
continue;
}
// Bird collision detection (only trigger on first intersect)
if (!bird.lastWasIntersecting && cat.intersects(bird)) {
// If immunity is active, skip damage
if (!birdImmunityActive) {
// Decrease HP by 10
hp -= 10;
if (hp < 0) hp = 0;
// Update HP bar
hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth);
// Flash red for hit
LK.effects.flashObject(cat, 0xff0000, 400);
// If HP is 0, game over
if (hp <= 0) {
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
gameOver = true;
return;
}
}
}
bird.lastWasIntersecting = cat.intersects(bird);
}
if (nextBirdTick <= 0) {
// Spawn 2-3 birds at once, with more scattered (random) vertical and horizontal spacing
var birdCount = 2 + Math.floor(Math.random() * 2); // 2 or 3 birds
var minBirdY = GROUND_Y - 950; // Lowered: birds fly closer to ground
var maxBirdY = GROUND_Y - 650; // Lowered: birds fly closer to ground
if (minBirdY < 0) minBirdY = 0;
if (maxBirdY < 0) maxBirdY = 0;
var yRange = maxBirdY - minBirdY;
var usedYs = [];
for (var b = 0; b < birdCount; b++) {
var bird = new Bird();
// Scatter birds horizontally more
bird.x = 2048 + 100 + Math.random() * 200 + b * 60 + Math.random() * 60;
// Scatter birds vertically, allow overlap and more randomness
var baseY = minBirdY + Math.random() * yRange;
// Add more jitter, and avoid birds being too close vertically
var jitterY = (Math.random() - 0.5) * 180;
var finalY = baseY + jitterY;
// Optionally, keep birds at least 120px apart vertically
var minDist = 120;
var attempts = 0;
while (usedYs.some(function (y) {
return Math.abs(y - finalY) < minDist;
}) && attempts < 10) {
finalY = minBirdY + Math.random() * yRange + (Math.random() - 0.5) * 180;
attempts++;
}
usedYs.push(finalY);
bird.y = finalY;
bird.lastX = bird.x;
// Apply speed multiplier to bird
bird.speed = bird.speed * (0.8 + 0.4 * Math.random()) * speedMultiplier;
game.addChild(bird);
birds.push(bird);
}
// Bird group appears every 220-340 ticks (increased interval for more jump time)
nextBirdTick = 220 + Math.floor(Math.random() * 120);
} else {
nextBirdTick--;
}
// Update cat
cat.update();
// Spawn cactus
if (nextCactusTick <= 0) {
var cactus = new Cactus();
cactus.x = 2048 + 100; // spawn just off right edge
cactus.y = GROUND_Y;
cactus.lastX = cactus.x;
// Apply speed multiplier to cactus
cactus.speed = cactus.speed * speedMultiplier;
game.addChild(cactus);
cacti.push(cactus);
// Use new CACTUS_SPAWN_MIN/MAX for more consistent jump windows
var spawnInterval = CACTUS_SPAWN_MIN + Math.floor(Math.random() * (CACTUS_SPAWN_MAX - CACTUS_SPAWN_MIN + 1));
nextCactusTick = Math.floor(spawnInterval);
} else {
nextCactusTick--;
}
// Spawn gold
if (nextGoldTick <= 0) {
var gold = new Gold();
gold.x = 2048 + 100;
// Random Y: between ground and a bit above cat's jump apex
var jumpApex = GROUND_Y + cat.jumpVelocity * (Math.abs(cat.jumpVelocity) / (2 * cat.gravity));
var minY = GROUND_Y - 400;
var maxY = GROUND_Y - 1000;
if (maxY < 0) maxY = 0;
gold.y = minY - Math.random() * (minY - maxY);
gold.lastX = gold.x;
gold.collected = false;
gold.speed = gold.speed * speedMultiplier;
game.addChild(gold);
golds.push(gold);
// Gold appears less frequently than cacti
nextGoldTick = 80 + Math.floor(Math.random() * 120);
} else {
nextGoldTick--;
}
// Update golds, check for collection
for (var j = golds.length - 1; j >= 0; j--) {
var gold = golds[j];
gold.update();
// Remove if off screen
if (gold.x < -200) {
gold.destroy();
golds.splice(j, 1);
continue;
}
// Collect gold: only trigger on first intersect and not already collected
if (!gold.collected && cat.intersects(gold)) {
gold.collected = true;
goldScore++;
goldScoreTxt.setText(goldScore);
// Increase HP by 10, up to maxHp
hp += 10;
if (hp > maxHp) hp = maxHp;
hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth);
gold.destroy();
golds.splice(j, 1);
continue;
}
}
// Update cacti, check for collision and scoring
for (var i = cacti.length - 1; i >= 0; i--) {
var cactus = cacti[i];
cactus.update();
// Remove if off screen
if (cactus.x < -200) {
cactus.destroy();
cacti.splice(i, 1);
continue;
}
// Collision detection (only trigger on first intersect)
if (!cactus.lastWasIntersecting && cat.intersects(cactus)) {
// Decrease HP by 20
hp -= 20;
if (hp < 0) hp = 0;
// Update HP bar
hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth);
// Flash red for hit
LK.effects.flashObject(cat, 0xff0000, 400);
// If HP is 0, game over
if (hp <= 0) {
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
gameOver = true;
return;
}
}
// Scoring: passed cactus (cat.x > cactus.x + cactus.width/2) and not already scored
if (!cactus.scored && cat.x > cactus.x + cactus.width / 2) {
score++;
scoreTxt.setText(score);
cactus.scored = true;
// Increase speed multiplier, capped at max
speedMultiplier += SPEED_MULTIPLIER_INCREMENT;
if (speedMultiplier > SPEED_MULTIPLIER_MAX) speedMultiplier = SPEED_MULTIPLIER_MAX;
// After level 30, allow 3 jumps
if (score >= 30) {
cat.maxJumps = 3;
}
// Track cacti jumped over for stamina refill after glide
if (typeof cactiJumpedOver === "undefined") {
cactiJumpedOver = 0;
}
cactiJumpedOver++;
// Handle post-glide cactus counting for stamina refill
if (typeof postGlideCountingActive === "undefined") postGlideCountingActive = false;
if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0;
if (postGlideCountingActive) {
postGlideCactusCounter++;
if (postGlideCactusCounter >= 10) {
stamina = maxStamina;
staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth);
postGlideCactusCounter = 0;
// Continue counting for next refill
}
}
// (Stamina refill now handled in Cat landing after glide.)
}
cactus.lastWasIntersecting = cat.intersects(cactus);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -264,8 +264,35 @@
stripe.tint = 0xC2B07A;
stripe.alpha = 0.32 + Math.random() * 0.08;
game.addChild(stripe);
}
+// Add a pyramid background detail (simple triangle using centerCircle, scaled and rotated)
+var pyramidBaseWidth = 700;
+var pyramidHeight = 420;
+var pyramid = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 1
+});
+pyramid.width = pyramidBaseWidth;
+pyramid.height = pyramidHeight;
+pyramid.x = 2048 / 2 + 320;
+pyramid.y = GROUND_Y + 60; // base at ground
+pyramid.tint = 0xE2C97A; // sand color
+pyramid.alpha = 0.82;
+pyramid.rotation = Math.PI / 180 * 0; // no rotation, just ellipse as triangle illusion
+game.addChild(pyramid);
+// Add a smaller pyramid for depth
+var pyramid2 = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 1
+});
+pyramid2.width = 420;
+pyramid2.height = 240;
+pyramid2.x = 2048 / 2 + 600;
+pyramid2.y = GROUND_Y + 60;
+pyramid2.tint = 0xD6B97A;
+pyramid2.alpha = 0.7;
+game.addChild(pyramid2);
// Sun and clouds
var sun;
var clouds = [];
var nextCloudTick = 0;
@@ -408,18 +435,12 @@
var BIRD_IMMUNITY_DURATION = 300; // 5 seconds at 60fps
// Touch/click to jump or start glide
game.down = function (x, y, obj) {
if (!gameOver) {
- // Use right mouse button (event.button === 2) for stamina/glide
- if (obj && obj.event && typeof obj.event.button !== "undefined" && obj.event.button === 2) {
- // Start stamina/glide press
- isPressing = true;
- pressStartTick = LK.ticks;
- glideActive = false;
- } else {
- // Left click/tap: jump only
- cat.jump();
- }
+ cat.jump();
+ isPressing = true;
+ pressStartTick = LK.ticks;
+ glideActive = false;
}
// Update golds, check for collection
for (var j = golds.length - 1; j >= 0; j--) {
var gold = golds[j];
@@ -440,13 +461,11 @@
continue;
}
}
};
-// On release, stop pressing and gliding (only if right mouse button)
+// On release, stop pressing and gliding
game.up = function (x, y, obj) {
- if (obj && obj.event && typeof obj.event.button !== "undefined" && obj.event.button === 2) {
- isPressing = false;
- }
+ isPressing = false;
// Do not forcibly end glide here; glide ends after 3s or on landing
};
// Main update loop
game.update = function () {