User prompt
tamaño normal
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que sena las cosas mas pequeñas
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muchos ams y inventados por ti
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mas
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pero los juegos del pirncipio
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menos
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Please fix the bug: 'TypeError: gameObjects[1].setText is not a function' in or related to this line: 'gameObjects[1].setText('Distance: ' + Math.floor(marianoDistance / 10) + 'm');' Line Number: 2417
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ahora uno que sellame: mariano el brosiano . es un parkour
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Please fix the bug: 'TypeError: gameObjects[1].setText is not a function' in or related to this line: 'gameObjects[1].setText('Kills: ' + combaJumpCount);' Line Number: 2261
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mejor que el juego sea que tengas que mover palos para matar a enemigos
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pero mejor que salte izquierda derecha un palo y tengas que saltarlo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que se mueva girando y tenags que esquivarlo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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otro juego que se llame : comba: y que sea el juego de la comba
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pero tienes que tocarlo con el cuadrado rojo osea el personaje
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si tocas el finish line que te pase a un segundo minijuego paret de el cangrejo que ea el de la cuerda el de saltar la comba peroo 2d
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en el :el cangrejo. si te mueves en cuando no puedes que el juego te mande al menu de minijuegos
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otro juego que sea:el juego el cangrejo: que sea el luz verde y luez roja del jeugo del calamar pero 2d
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y que las bombas giren y que lleguen alto solo cada que explotes una fruta ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que se lancen muy arriba las frutas
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que las frutas e lancen mas lejos
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ahora otros ms que sean:canon true.. que sea un fruit ninja pero que las bombas sean la sbuena sy las fruats las malas
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ahora otros mas que sean: primero:gun bomb . que tengas que disparar a enemigos.. segundo:pac the...un laberinto que tengas que lanzar pelotas a diferenets cosa..y tercero:speed mob.. que tengas que hacer un parkour entero
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mas osea pon mas mini juegos y que 3 de ellos sean: footme. es un juego estilo penaltis . segundo: punch he .. un juego que tienes que destruir guantes de boxxeo.. y tercero:rullete 1. solo es una ruleta de colores ose aun clicker
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ahora 10 minijueegos
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que la pelota de este juego valla veloz
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ActionButton = Container.expand(function (text, action) {
var self = Container.call(this);
var buttonBg = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.action = action;
self.down = function (x, y, obj) {
tween(self, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
if (self.action) {
self.action();
}
};
return self;
});
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Bounce off walls
if (self.x <= 30 || self.x >= 2018) {
self.speedX = -self.speedX;
}
if (self.y <= 30) {
self.speedY = -self.speedY;
}
// Check if ball went off bottom
if (self.y > 2732) {
self.shouldDestroy = true;
}
};
return self;
});
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 0;
self.update = function () {
self.speedY += 0.5;
self.y += self.speedY;
if (self.y > 2732) {
self.shouldDestroy = true;
}
};
return self;
});
var Block = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 8;
self.speedY = -Math.random() * 8 - 5;
self.gravity = 0.3;
self.sliced = false;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += self.gravity;
// Make bombs spin
bombGraphics.rotation += 0.1;
if (self.y > 2800) {
self.shouldDestroy = true;
}
};
self.down = function (x, y, obj) {
if (!self.sliced) {
self.sliced = true;
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
self.shouldDestroy = true;
// Spawn 3 fruits that launch very high when bomb explodes
if (gameState === 'game17') {
for (var i = 0; i < 3; i++) {
var fruit = new Fruit();
fruit.x = self.x + (Math.random() - 0.5) * 200;
fruit.y = self.y;
fruit.speedX = (Math.random() - 0.5) * 20;
fruit.speedY = -Math.random() * 30 - 25; // Launch very high
fruits.push(fruit);
game.addChild(fruit);
gameObjects.push(fruit);
}
}
}
};
return self;
});
var BoxingGlove = Container.expand(function () {
var self = Container.call(this);
var gloveGraphics = self.attachAsset('glove', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 2;
self.update = function () {
self.y += self.speedY;
if (self.y > 2732) {
self.shouldDestroy = true;
}
};
self.down = function (x, y, obj) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
self.shouldDestroy = true;
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = -10;
self.update = function () {
self.y += self.speedY;
if (self.y < -50) {
self.shouldDestroy = true;
}
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -5;
self.update = function () {
self.x += self.speedX;
if (self.x < -100) {
self.shouldDestroy = true;
}
};
self.down = function (x, y, obj) {
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
self.shouldDestroy = true;
};
return self;
});
var Crab = Container.expand(function () {
var self = Container.call(this);
var crabGraphics = self.attachAsset('crab', {
anchorX: 0.5,
anchorY: 0.5
});
self.isMoving = false;
self.lastY = 0;
self.update = function () {
// Track movement during red light
if (self.lastY === undefined) self.lastY = self.y;
if (isRedLight && Math.abs(self.y - self.lastY) > 5) {
self.isMoving = true;
} else if (isGreenLight) {
self.isMoving = false;
}
self.lastY = self.y;
};
return self;
});
var Dot = Container.expand(function () {
var self = Container.call(this);
var dotGraphics = self.attachAsset('dot', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.down = function (x, y, obj) {
if (!self.collected) {
self.collected = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
dotGraphics.alpha = 0.3;
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 3;
self.update = function () {
self.y += self.speedY;
if (self.y > 2732) {
self.shouldDestroy = true;
}
};
return self;
});
var Food = Container.expand(function () {
var self = Container.call(this);
var foodGraphics = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Football = Container.expand(function () {
var self = Container.call(this);
var footballGraphics = self.attachAsset('football', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
self.kicked = false;
self.update = function () {
if (self.kicked) {
self.x += self.speedX;
self.y += self.speedY;
if (self.y < -50 || self.x < -50 || self.x > 2098) {
self.shouldDestroy = true;
}
}
};
return self;
});
var Fruit = Container.expand(function () {
var self = Container.call(this);
var fruitGraphics = self.attachAsset('fruit', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 16;
self.speedY = -Math.random() * 25 - 20;
self.gravity = 0.3;
self.sliced = false;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += self.gravity;
if (self.y > 2800) {
self.shouldDestroy = true;
}
};
self.down = function (x, y, obj) {
if (!self.sliced) {
self.sliced = true;
LK.getSound('hit').play();
LK.showGameOver();
}
};
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
var goalGraphics = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Goalkeeper = Container.expand(function () {
var self = Container.call(this);
var keeperGraphics = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = 1;
self.update = function () {
self.x += self.direction * 2;
if (self.x <= 724 || self.x >= 1324) {
self.direction = -self.direction;
}
};
return self;
});
var GunEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('gunEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 2;
self.update = function () {
self.y += self.speedY;
if (self.y > 2732) {
self.shouldDestroy = true;
}
};
self.down = function (x, y, obj) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
self.shouldDestroy = true;
};
return self;
});
var Hole = Container.expand(function () {
var self = Container.call(this);
var holeGraphics = self.attachAsset('hole', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Light = Container.expand(function () {
var self = Container.call(this);
var lightGraphics = self.attachAsset('light', {
anchorX: 0.5,
anchorY: 0.5
});
self.isRed = false;
self.setRed = function () {
self.isRed = true;
lightGraphics.tint = 0xff0000;
};
self.setGreen = function () {
self.isRed = false;
lightGraphics.tint = 0x00ff00;
};
return self;
});
var Missile = Container.expand(function () {
var self = Container.call(this);
var missileGraphics = self.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = -8;
self.update = function () {
self.y += self.speedY;
if (self.y < -50) {
self.shouldDestroy = true;
}
};
return self;
});
var Mole = Container.expand(function () {
var self = Container.call(this);
var moleGraphics = self.attachAsset('mole', {
anchorX: 0.5,
anchorY: 0.5
});
self.isUp = false;
self.down = function (x, y, obj) {
if (self.isUp) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
self.isUp = false;
self.y += 30;
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -5;
self.update = function () {
self.x += self.speedX;
if (self.x < -100) {
self.shouldDestroy = true;
}
};
return self;
});
var PacBall = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('pacBall', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.shouldDestroy = true;
}
};
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Pipe = Container.expand(function () {
var self = Container.call(this);
var pipeGraphics = self.attachAsset('pipe', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -3;
self.update = function () {
self.x += self.speedX;
if (self.x < -100) {
self.shouldDestroy = true;
}
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Pointer = Container.expand(function () {
var self = Container.call(this);
var pointerGraphics = self.attachAsset('pointer', {
anchorX: 0.5,
anchorY: 1
});
return self;
});
var Punch = Container.expand(function () {
var self = Container.call(this);
var punchGraphics = self.attachAsset('punch', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = -10;
self.update = function () {
self.y += self.speedY;
if (self.y < -50) {
self.shouldDestroy = true;
}
};
return self;
});
var Rope = Container.expand(function () {
var self = Container.call(this);
var ropeGraphics = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
self.isDragging = false;
self.update = function () {
// No automatic movement - only moves when dragged
};
self.down = function (x, y, obj) {
self.isDragging = true;
};
self.up = function (x, y, obj) {
self.isDragging = false;
};
return self;
});
var Roulette = Container.expand(function () {
var self = Container.call(this);
var rouletteGraphics = self.attachAsset('roulette', {
anchorX: 0.5,
anchorY: 0.5
});
self.colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
self.currentColor = 0;
self.rotation = 0;
self.spinning = false;
self.spinSpeed = 0;
self.changeColor = function () {
self.currentColor = (self.currentColor + 1) % self.colors.length;
rouletteGraphics.tint = self.colors[self.currentColor];
};
self.spin = function () {
self.spinning = true;
self.spinSpeed = 0.2;
};
self.update = function () {
if (self.spinning) {
self.rotation += self.spinSpeed;
rouletteGraphics.rotation = self.rotation;
self.spinSpeed *= 0.98;
if (self.spinSpeed < 0.01) {
self.spinning = false;
self.spinSpeed = 0;
}
}
};
self.down = function (x, y, obj) {
if (!self.spinning) {
self.spin();
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
}
};
return self;
});
var Runner = Container.expand(function () {
var self = Container.call(this);
var runnerGraphics = self.attachAsset('runner', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 0;
self.grounded = false;
self.update = function () {
self.speedY += 0.8;
self.y += self.speedY;
if (self.y > 2732) {
self.shouldDestroy = true;
}
};
return self;
});
var SnakeSegment = Container.expand(function () {
var self = Container.call(this);
var segmentGraphics = self.attachAsset('snake', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Target = Container.expand(function () {
var self = Container.call(this);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
self.shouldDestroy = true;
};
return self;
});
var Tile = Container.expand(function () {
var self = Container.call(this);
var tileGraphics = self.attachAsset('tile', {
anchorX: 0.5,
anchorY: 0.5
});
self.originalColor = 0x8a2be2;
self.targetColor = 0xffd700;
self.isTarget = false;
self.setAsTarget = function () {
self.isTarget = true;
tileGraphics.tint = self.targetColor;
};
self.down = function (x, y, obj) {
if (self.isTarget) {
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
self.isTarget = false;
tileGraphics.tint = self.originalColor;
}
};
return self;
});
var Wall = Container.expand(function () {
var self = Container.call(this);
var wallGraphics = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Score display
var scoreText = new Text2('0', {
size: 60,
fill: 0x333333
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Game state variables
var gameState = 'menu'; // 'menu', 'game1' to 'game45' - Complete collection of innovative mini-games
var gameTimer = 0;
var gameObjects = [];
var snakeSegments = [];
var snakeDirection = 'right';
var food;
var pipes = [];
var bird;
var moles = [];
var holes = [];
var missiles = [];
var enemies = [];
var player;
var obstacles = [];
var coins = [];
var dots = [];
var pacmanX = 1024;
var pacmanY = 1366;
var football;
var goal;
var goalkeeper;
var gloves = [];
var punches = [];
var roulette;
var pointer;
var bullets = [];
var gunEnemies = [];
var walls = [];
var pacBalls = [];
var platforms = [];
var runner;
var runnerSpeed = 0;
var runnerY = 2000;
var bombs = [];
var fruits = [];
var crab;
var light;
var isRedLight = false;
var isGreenLight = true;
var lightTimer = 0;
var finishLine;
var rope;
var jumpCount = 0;
var ropeJumpTimer = 0;
var crabJumpSpeed = 0;
var crabGrounded = true;
var combaRope;
var combaPlayer;
var combaJumpCount = 0;
var combaPlayerJumpSpeed = 0;
var combaPlayerGrounded = true;
var combaEnemies = [];
var combaPoles = [];
var draggedPole = null;
var combaKillCountText = null;
// Game 21: Mariano el Brosiano (Parkour) variables
var marianoPlayer;
var marianoObstacles = [];
var marianoCoins = [];
var marianoJumps = [];
var marianoSpeed = 5;
var marianoJumpSpeed = 0;
var marianoGrounded = true;
var marianoDistance = 0;
var marianoDistanceText = null;
// Game 22-27 variables
var colorTargets = [];
var currentTargetColor = 0;
var ballSpeed = 8;
var speedTapTimer = 0;
var circleChaser;
var circleTarget;
var stackBlocks = [];
var stackHeight = 0;
var mazeWalls = [];
var mazePlayer;
var mazeExit;
// Menu title
var menuTitle = new Text2('Ultimate Games Collection - 45 Games!', {
size: 60,
fill: 0x333333
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 1024;
menuTitle.y = 400;
game.addChild(menuTitle);
// All original mini-game buttons
var game1Button = new ActionButton('Target Shooter', function () {
startGame1();
});
game1Button.x = 300;
game1Button.y = 600;
game.addChild(game1Button);
var game2Button = new ActionButton('Breakout', function () {
startGame2();
});
game2Button.x = 700;
game2Button.y = 600;
game.addChild(game2Button);
var game3Button = new ActionButton('Memory Tiles', function () {
startGame3();
});
game3Button.x = 1100;
game3Button.y = 600;
game.addChild(game3Button);
var game4Button = new ActionButton('Tap Challenge', function () {
startGame4();
});
game4Button.x = 1500;
game4Button.y = 600;
game.addChild(game4Button);
var game5Button = new ActionButton('Snake', function () {
startGame5();
});
game5Button.x = 300;
game5Button.y = 800;
game.addChild(game5Button);
var game6Button = new ActionButton('Flappy Bird', function () {
startGame6();
});
game6Button.x = 700;
game6Button.y = 800;
game.addChild(game6Button);
var game7Button = new ActionButton('Whack-a-Mole', function () {
startGame7();
});
game7Button.x = 1100;
game7Button.y = 800;
game.addChild(game7Button);
var game8Button = new ActionButton('Space Shooter', function () {
startGame8();
});
game8Button.x = 1500;
game8Button.y = 800;
game.addChild(game8Button);
var game9Button = new ActionButton('Endless Runner', function () {
startGame9();
});
game9Button.x = 300;
game9Button.y = 1000;
game.addChild(game9Button);
var game10Button = new ActionButton('Pac-Dots', function () {
startGame10();
});
game10Button.x = 700;
game10Button.y = 1000;
game.addChild(game10Button);
var game11Button = new ActionButton('FootMe', function () {
startGame11();
});
game11Button.x = 1100;
game11Button.y = 1000;
game.addChild(game11Button);
var game12Button = new ActionButton('Punch Me', function () {
startGame12();
});
game12Button.x = 1500;
game12Button.y = 1000;
game.addChild(game12Button);
var game13Button = new ActionButton('Roulette', function () {
startGame13();
});
game13Button.x = 300;
game13Button.y = 1200;
game.addChild(game13Button);
var game14Button = new ActionButton('Gun Bomb', function () {
startGame14();
});
game14Button.x = 700;
game14Button.y = 1200;
game.addChild(game14Button);
var game15Button = new ActionButton('Pac The', function () {
startGame15();
});
game15Button.x = 1100;
game15Button.y = 1200;
game.addChild(game15Button);
var game16Button = new ActionButton('Speed Mob', function () {
startGame16();
});
game16Button.x = 1500;
game16Button.y = 1200;
game.addChild(game16Button);
var game17Button = new ActionButton('Canon True', function () {
startGame17();
});
game17Button.x = 300;
game17Button.y = 1400;
game.addChild(game17Button);
var game18Button = new ActionButton('El Cangrejo', function () {
startGame18();
});
game18Button.x = 700;
game18Button.y = 1400;
game.addChild(game18Button);
var game20Button = new ActionButton('Comba', function () {
startGame20();
});
game20Button.x = 1100;
game20Button.y = 1400;
game.addChild(game20Button);
var game21Button = new ActionButton('Mariano el Brosiano', function () {
startGame21();
});
game21Button.x = 1500;
game21Button.y = 1400;
game.addChild(game21Button);
var game22Button = new ActionButton('Color Match', function () {
startGame22();
});
game22Button.x = 300;
game22Button.y = 1600;
game.addChild(game22Button);
var game23Button = new ActionButton('Ball Bounce', function () {
startGame23();
});
game23Button.x = 700;
game23Button.y = 1600;
game.addChild(game23Button);
var game24Button = new ActionButton('Speed Tap', function () {
startGame24();
});
game24Button.x = 1100;
game24Button.y = 1600;
game.addChild(game24Button);
var game25Button = new ActionButton('Circle Chase', function () {
startGame25();
});
game25Button.x = 1500;
game25Button.y = 1600;
game.addChild(game25Button);
var game26Button = new ActionButton('Block Stack', function () {
startGame26();
});
game26Button.x = 300;
game26Button.y = 1800;
game.addChild(game26Button);
var game27Button = new ActionButton('Maze Runner', function () {
startGame27();
});
game27Button.x = 700;
game27Button.y = 1800;
game.addChild(game27Button);
var game28Button = new ActionButton('Bubble Pop', function () {
startGame28();
});
game28Button.x = 1100;
game28Button.y = 1800;
game.addChild(game28Button);
var game29Button = new ActionButton('Memory Flash', function () {
startGame29();
});
game29Button.x = 1500;
game29Button.y = 1800;
game.addChild(game29Button);
var game30Button = new ActionButton('Time Warp', function () {
startGame30();
});
game30Button.x = 300;
game30Button.y = 2000;
game.addChild(game30Button);
var game31Button = new ActionButton('Color Storm', function () {
startGame31();
});
game31Button.x = 700;
game31Button.y = 2000;
game.addChild(game31Button);
var game32Button = new ActionButton('Gravity Fall', function () {
startGame32();
});
game32Button.x = 1100;
game32Button.y = 2000;
game.addChild(game32Button);
var game33Button = new ActionButton('Laser Beam', function () {
startGame33();
});
game33Button.x = 1500;
game33Button.y = 2000;
game.addChild(game33Button);
var game34Button = new ActionButton('Shape Match', function () {
startGame34();
});
game34Button.x = 300;
game34Button.y = 2200;
game.addChild(game34Button);
var game35Button = new ActionButton('Rhythm Tap', function () {
startGame35();
});
game35Button.x = 700;
game35Button.y = 2200;
game.addChild(game35Button);
var game36Button = new ActionButton('Twisty Turn', function () {
startGame36();
});
game36Button.x = 1100;
game36Button.y = 2200;
game.addChild(game36Button);
var game37Button = new ActionButton('Power Surge', function () {
startGame37();
});
game37Button.x = 1500;
game37Button.y = 2200;
game.addChild(game37Button);
var game38Button = new ActionButton('Mirror Magic', function () {
startGame38();
});
game38Button.x = 300;
game38Button.y = 2300;
game.addChild(game38Button);
var game39Button = new ActionButton('Chain React', function () {
startGame39();
});
game39Button.x = 700;
game39Button.y = 2300;
game.addChild(game39Button);
var game40Button = new ActionButton('Eclipse Phase', function () {
startGame40();
});
game40Button.x = 1100;
game40Button.y = 2300;
game.addChild(game40Button);
var game41Button = new ActionButton('Neon Rush', function () {
startGame41();
});
game41Button.x = 1500;
game41Button.y = 2300;
game.addChild(game41Button);
var game42Button = new ActionButton('Orbit Strike', function () {
startGame42();
});
game42Button.x = 300;
game42Button.y = 2350;
game.addChild(game42Button);
var game43Button = new ActionButton('Void Walker', function () {
startGame43();
});
game43Button.x = 700;
game43Button.y = 2350;
game.addChild(game43Button);
var game44Button = new ActionButton('Prism Break', function () {
startGame44();
});
game44Button.x = 1100;
game44Button.y = 2350;
game.addChild(game44Button);
var game45Button = new ActionButton('Quantum Leap', function () {
startGame45();
});
game45Button.x = 1500;
game45Button.y = 2350;
game.addChild(game45Button);
// Back button
var backButton = new ActionButton('Back to Menu', function () {
returnToMenu();
});
backButton.x = 1024;
backButton.y = 2400;
game.addChild(backButton);
// Game 1: Target Shooter
function startGame1() {
gameState = 'game1';
gameTimer = 0;
hideMenu();
showBackButton();
// Spawn targets periodically
var targetInterval = LK.setInterval(function () {
if (gameState === 'game1') {
var target = new Target();
target.x = 200 + Math.random() * 1648;
target.y = 600 + Math.random() * 1500;
gameObjects.push(target);
game.addChild(target);
} else {
LK.clearInterval(targetInterval);
}
}, 1000);
}
// Game 2: Breakout
var paddle;
var ball;
var blocks = [];
function startGame2() {
gameState = 'game2';
gameTimer = 0;
hideMenu();
showBackButton();
// Create paddle
paddle = new Paddle();
paddle.x = 1024;
paddle.y = 2400;
game.addChild(paddle);
gameObjects.push(paddle);
// Create ball
ball = new Ball();
ball.x = 1024;
ball.y = 2200;
ball.speedX = 8;
ball.speedY = -8;
game.addChild(ball);
gameObjects.push(ball);
// Create blocks
for (var i = 0; i < 8; i++) {
for (var j = 0; j < 5; j++) {
var block = new Block();
block.x = 200 + i * 200;
block.y = 400 + j * 80;
blocks.push(block);
game.addChild(block);
gameObjects.push(block);
}
}
}
// Game 3: Memory Tiles
var tiles = [];
var targetTileIndex = 0;
var tilesClicked = 0;
function startGame3() {
gameState = 'game3';
gameTimer = 0;
hideMenu();
showBackButton();
// Create 4x4 grid of tiles
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 4; j++) {
var tile = new Tile();
tile.x = 400 + i * 200;
tile.y = 800 + j * 200;
tiles.push(tile);
game.addChild(tile);
gameObjects.push(tile);
}
}
// Set first target
tiles[0].setAsTarget();
}
// Game 4: Tap Challenge
var tapCount = 0;
var tapTimer = 600; // 10 seconds at 60fps
function startGame4() {
gameState = 'game4';
gameTimer = 0;
hideMenu();
showBackButton();
tapCount = 0;
tapTimer = 600;
// Create tap instruction
var tapInstruction = new Text2('Tap anywhere as fast as you can!', {
size: 40,
fill: 0x333333
});
tapInstruction.anchor.set(0.5, 0.5);
tapInstruction.x = 1024;
tapInstruction.y = 1000;
game.addChild(tapInstruction);
gameObjects.push(tapInstruction);
var tapCountText = new Text2('Taps: 0', {
size: 50,
fill: 0x333333
});
tapCountText.anchor.set(0.5, 0.5);
tapCountText.x = 1024;
tapCountText.y = 1200;
game.addChild(tapCountText);
gameObjects.push(tapCountText);
var timerText = new Text2('Time: 10', {
size: 50,
fill: 0x333333
});
timerText.anchor.set(0.5, 0.5);
timerText.x = 1024;
timerText.y = 1400;
game.addChild(timerText);
gameObjects.push(timerText);
}
// Game 5: Snake
function startGame5() {
gameState = 'game5';
gameTimer = 0;
hideMenu();
showBackButton();
snakeSegments = [];
snakeDirection = 'right';
// Create initial snake
var head = new SnakeSegment();
head.x = 1024;
head.y = 1366;
snakeSegments.push(head);
game.addChild(head);
gameObjects.push(head);
// Create food
food = new Food();
food.x = 500 + Math.random() * 1048;
food.y = 500 + Math.random() * 1732;
game.addChild(food);
gameObjects.push(food);
}
// Game 6: Flappy Bird
function startGame6() {
gameState = 'game6';
gameTimer = 0;
hideMenu();
showBackButton();
pipes = [];
// Create bird
bird = new Bird();
bird.x = 300;
bird.y = 1366;
game.addChild(bird);
gameObjects.push(bird);
// Spawn pipes
var pipeInterval = LK.setInterval(function () {
if (gameState === 'game6') {
var gap = 200;
var gapY = 300 + Math.random() * 1000;
var topPipe = new Pipe();
topPipe.x = 2148;
topPipe.y = gapY - gap / 2 - 150;
pipes.push(topPipe);
game.addChild(topPipe);
gameObjects.push(topPipe);
var bottomPipe = new Pipe();
bottomPipe.x = 2148;
bottomPipe.y = gapY + gap / 2 + 150;
pipes.push(bottomPipe);
game.addChild(bottomPipe);
gameObjects.push(bottomPipe);
} else {
LK.clearInterval(pipeInterval);
}
}, 2000);
}
// Game 7: Whack-a-Mole
function startGame7() {
gameState = 'game7';
gameTimer = 0;
hideMenu();
showBackButton();
moles = [];
holes = [];
// Create holes and moles
for (var i = 0; i < 3; i++) {
for (var j = 0; j < 3; j++) {
var hole = new Hole();
hole.x = 400 + i * 400;
hole.y = 900 + j * 300;
holes.push(hole);
game.addChild(hole);
gameObjects.push(hole);
var mole = new Mole();
mole.x = hole.x;
mole.y = hole.y + 30;
moles.push(mole);
game.addChild(mole);
gameObjects.push(mole);
}
}
// Mole popup timer
var moleInterval = LK.setInterval(function () {
if (gameState === 'game7') {
var randomMole = moles[Math.floor(Math.random() * moles.length)];
if (!randomMole.isUp) {
randomMole.isUp = true;
randomMole.y -= 30;
LK.setTimeout(function () {
if (randomMole.isUp) {
randomMole.isUp = false;
randomMole.y += 30;
}
}, 1500);
}
} else {
LK.clearInterval(moleInterval);
}
}, 800);
}
// Game 8: Space Shooter
function startGame8() {
gameState = 'game8';
gameTimer = 0;
hideMenu();
showBackButton();
missiles = [];
enemies = [];
// Create player
player = new Player();
player.x = 1024;
player.y = 2400;
game.addChild(player);
gameObjects.push(player);
// Spawn enemies
var enemyInterval = LK.setInterval(function () {
if (gameState === 'game8') {
var enemy = new Enemy();
enemy.x = 200 + Math.random() * 1648;
enemy.y = 100;
enemies.push(enemy);
game.addChild(enemy);
gameObjects.push(enemy);
} else {
LK.clearInterval(enemyInterval);
}
}, 1000);
}
// Game 9: Endless Runner
function startGame9() {
gameState = 'game9';
gameTimer = 0;
hideMenu();
showBackButton();
obstacles = [];
coins = [];
// Create player
player = new Player();
player.x = 300;
player.y = 2000;
game.addChild(player);
gameObjects.push(player);
// Spawn obstacles and coins
var spawnInterval = LK.setInterval(function () {
if (gameState === 'game9') {
if (Math.random() < 0.7) {
var obstacle = new Obstacle();
obstacle.x = 2148;
obstacle.y = 2000;
obstacles.push(obstacle);
game.addChild(obstacle);
gameObjects.push(obstacle);
} else {
var coin = new Coin();
coin.x = 2148;
coin.y = 1800 + Math.random() * 400;
coins.push(coin);
game.addChild(coin);
gameObjects.push(coin);
}
} else {
LK.clearInterval(spawnInterval);
}
}, 1500);
}
// Game 10: Pac-Dots
function startGame10() {
gameState = 'game10';
gameTimer = 0;
hideMenu();
showBackButton();
dots = [];
pacmanX = 1024;
pacmanY = 1366;
// Create player
player = new Player();
player.x = pacmanX;
player.y = pacmanY;
game.addChild(player);
gameObjects.push(player);
// Create dots in grid
for (var i = 0; i < 15; i++) {
for (var j = 0; j < 20; j++) {
var dot = new Dot();
dot.x = 200 + i * 100;
dot.y = 600 + j * 100;
dots.push(dot);
game.addChild(dot);
gameObjects.push(dot);
}
}
}
// Game 11: FootMe (Penalty Game)
function startGame11() {
gameState = 'game11';
gameTimer = 0;
hideMenu();
showBackButton();
// Create goal
goal = new Goal();
goal.x = 1024;
goal.y = 400;
game.addChild(goal);
gameObjects.push(goal);
// Create goalkeeper
goalkeeper = new Goalkeeper();
goalkeeper.x = 1024;
goalkeeper.y = 450;
game.addChild(goalkeeper);
gameObjects.push(goalkeeper);
// Create football
football = new Football();
football.x = 1024;
football.y = 2200;
game.addChild(football);
gameObjects.push(football);
}
// Game 12: Punch Me (Boxing Glove Destruction)
function startGame12() {
gameState = 'game12';
gameTimer = 0;
hideMenu();
showBackButton();
gloves = [];
punches = [];
// Spawn gloves periodically
var gloveInterval = LK.setInterval(function () {
if (gameState === 'game12') {
var glove = new BoxingGlove();
glove.x = 200 + Math.random() * 1648;
glove.y = 100;
gloves.push(glove);
game.addChild(glove);
gameObjects.push(glove);
} else {
LK.clearInterval(gloveInterval);
}
}, 1000);
}
// Game 13: Roulette (Color Clicker)
function startGame13() {
gameState = 'game13';
gameTimer = 0;
hideMenu();
showBackButton();
// Create roulette
roulette = new Roulette();
roulette.x = 1024;
roulette.y = 1366;
game.addChild(roulette);
gameObjects.push(roulette);
// Create pointer
pointer = new Pointer();
pointer.x = 1024;
pointer.y = 1066;
game.addChild(pointer);
gameObjects.push(pointer);
// Change color periodically
var colorInterval = LK.setInterval(function () {
if (gameState === 'game13') {
roulette.changeColor();
} else {
LK.clearInterval(colorInterval);
}
}, 2000);
}
// Game 14: Gun Bomb (Enemy Shooting)
function startGame14() {
gameState = 'game14';
gameTimer = 0;
hideMenu();
showBackButton();
bullets = [];
gunEnemies = [];
// Create player
player = new Player();
player.x = 1024;
player.y = 2400;
game.addChild(player);
gameObjects.push(player);
// Spawn enemies periodically
var gunEnemyInterval = LK.setInterval(function () {
if (gameState === 'game14') {
var gunEnemy = new GunEnemy();
gunEnemy.x = 200 + Math.random() * 1648;
gunEnemy.y = 100;
gunEnemies.push(gunEnemy);
game.addChild(gunEnemy);
gameObjects.push(gunEnemy);
} else {
LK.clearInterval(gunEnemyInterval);
}
}, 1500);
}
// Game 15: Pac The (Labyrinth Ball Throwing)
function startGame15() {
gameState = 'game15';
gameTimer = 0;
hideMenu();
showBackButton();
walls = [];
pacBalls = [];
// Create player
player = new Player();
player.x = 200;
player.y = 1366;
game.addChild(player);
gameObjects.push(player);
// Create maze walls
var wallPositions = [{
x: 400,
y: 800
}, {
x: 500,
y: 800
}, {
x: 600,
y: 800
}, {
x: 800,
y: 1000
}, {
x: 900,
y: 1000
}, {
x: 1000,
y: 1000
}, {
x: 1200,
y: 1200
}, {
x: 1300,
y: 1200
}, {
x: 1400,
y: 1200
}, {
x: 600,
y: 1400
}, {
x: 700,
y: 1400
}, {
x: 800,
y: 1400
}, {
x: 1000,
y: 1600
}, {
x: 1100,
y: 1600
}, {
x: 1200,
y: 1600
}];
for (var i = 0; i < wallPositions.length; i++) {
var wall = new Wall();
wall.x = wallPositions[i].x;
wall.y = wallPositions[i].y;
walls.push(wall);
game.addChild(wall);
gameObjects.push(wall);
}
// Create targets
for (var i = 0; i < 5; i++) {
var target = new Target();
target.x = 1500 + Math.random() * 400;
target.y = 800 + Math.random() * 1200;
game.addChild(target);
gameObjects.push(target);
}
}
// Game 16: Speed Mob (Parkour)
function startGame16() {
gameState = 'game16';
gameTimer = 0;
hideMenu();
showBackButton();
platforms = [];
runnerSpeed = 0;
runnerY = 2000;
// Create runner
runner = new Runner();
runner.x = 300;
runner.y = runnerY;
game.addChild(runner);
gameObjects.push(runner);
// Create platforms
var platformPositions = [{
x: 500,
y: 1800
}, {
x: 800,
y: 1600
}, {
x: 1100,
y: 1400
}, {
x: 1400,
y: 1200
}, {
x: 1700,
y: 1000
}, {
x: 2000,
y: 800
}, {
x: 2300,
y: 600
}, {
x: 2600,
y: 400
}, {
x: 2900,
y: 200
}];
for (var i = 0; i < platformPositions.length; i++) {
var platform = new Platform();
platform.x = platformPositions[i].x;
platform.y = platformPositions[i].y;
platforms.push(platform);
game.addChild(platform);
gameObjects.push(platform);
}
}
// Game 17: Canon True (Fruit Ninja style - slice bombs, avoid fruits)
function startGame17() {
gameState = 'game17';
gameTimer = 0;
hideMenu();
showBackButton();
bombs = [];
fruits = [];
// Spawn bombs and fruits periodically
var spawnInterval = LK.setInterval(function () {
if (gameState === 'game17') {
if (Math.random() < 0.7) {
// Spawn bomb (good object)
var bomb = new Bomb();
bomb.x = 200 + Math.random() * 1648;
bomb.y = 2800;
bombs.push(bomb);
game.addChild(bomb);
gameObjects.push(bomb);
} else {
// Spawn fruit (bad object)
var fruit = new Fruit();
fruit.x = 200 + Math.random() * 1648;
fruit.y = 2800;
fruits.push(fruit);
game.addChild(fruit);
gameObjects.push(fruit);
}
} else {
LK.clearInterval(spawnInterval);
}
}, 800);
}
// Game 18: El Cangrejo (Red Light Green Light)
function startGame18() {
gameState = 'game18';
gameTimer = 0;
hideMenu();
showBackButton();
isRedLight = false;
isGreenLight = true;
lightTimer = 0;
// Create crab player
crab = new Crab();
crab.x = 1024;
crab.y = 2400;
game.addChild(crab);
gameObjects.push(crab);
// Create light indicator
light = new Light();
light.x = 1024;
light.y = 300;
light.setGreen();
game.addChild(light);
gameObjects.push(light);
// Create finish line
finishLine = new Text2('FINISH LINE', {
size: 40,
fill: 0xffd700
});
finishLine.anchor.set(0.5, 0.5);
finishLine.x = 1024;
finishLine.y = 600;
game.addChild(finishLine);
gameObjects.push(finishLine);
// Light switching timer
var lightInterval = LK.setInterval(function () {
if (gameState === 'game18') {
if (isGreenLight) {
// Switch to red light
isRedLight = true;
isGreenLight = false;
light.setRed();
lightTimer = 120 + Math.random() * 180; // 2-5 seconds
} else {
// Switch to green light
isRedLight = false;
isGreenLight = true;
light.setGreen();
lightTimer = 180 + Math.random() * 240; // 3-6 seconds
}
} else {
LK.clearInterval(lightInterval);
}
}, 3000);
}
// Game 19: Rope Jumping (second part of El Cangrejo)
function startGame19() {
gameState = 'game19';
gameTimer = 0;
jumpCount = 0;
ropeJumpTimer = 0;
crabJumpSpeed = 0;
crabGrounded = true;
// Keep the crab from previous game
if (crab) {
crab.x = 1024;
crab.y = 2000;
}
// Create rope
rope = new Rope();
rope.x = 1024;
rope.y = 1800;
game.addChild(rope);
gameObjects.push(rope);
// Create jump count display
var jumpCountText = new Text2('Jumps: 0', {
size: 50,
fill: 0x333333
});
jumpCountText.anchor.set(0.5, 0.5);
jumpCountText.x = 1024;
jumpCountText.y = 1000;
game.addChild(jumpCountText);
gameObjects.push(jumpCountText);
// Create instruction text
var instructionText = new Text2('Jump 10 times to win!', {
size: 40,
fill: 0x333333
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 1200;
game.addChild(instructionText);
gameObjects.push(instructionText);
}
// Game 20: Comba (Jump Rope Game)
function startGame20() {
gameState = 'game20';
gameTimer = 0;
combaJumpCount = 0;
combaPlayerJumpSpeed = 0;
combaPlayerGrounded = true;
combaEnemies = [];
combaPoles = [];
draggedPole = null;
hideMenu();
showBackButton();
// Create poles for combat
for (var i = 0; i < 3; i++) {
var pole = new Rope();
pole.x = 400 + i * 600;
pole.y = 1800;
combaPoles.push(pole);
game.addChild(pole);
gameObjects.push(pole);
}
// Spawn enemies periodically
var enemySpawnInterval = LK.setInterval(function () {
if (gameState === 'game20') {
var enemy = new Enemy();
enemy.x = 200 + Math.random() * 1648;
enemy.y = 100;
combaEnemies.push(enemy);
game.addChild(enemy);
gameObjects.push(enemy);
} else {
LK.clearInterval(enemySpawnInterval);
}
}, 2000);
// Create kill count display
combaKillCountText = new Text2('Kills: 0', {
size: 50,
fill: 0x333333
});
combaKillCountText.anchor.set(0.5, 0.5);
combaKillCountText.x = 1024;
combaKillCountText.y = 1000;
game.addChild(combaKillCountText);
gameObjects.push(combaKillCountText);
// Create instruction text
var combaInstructionText = new Text2('Move poles to kill enemies! Drag to move poles', {
size: 40,
fill: 0x333333
});
combaInstructionText.anchor.set(0.5, 0.5);
combaInstructionText.x = 1024;
combaInstructionText.y = 1200;
game.addChild(combaInstructionText);
gameObjects.push(combaInstructionText);
}
// Game 21: Mariano el Brosiano (Parkour)
function startGame21() {
gameState = 'game21';
gameTimer = 0;
marianoDistance = 0;
marianoSpeed = 5;
marianoJumpSpeed = 0;
marianoGrounded = true;
marianoObstacles = [];
marianoCoins = [];
marianoJumps = [];
hideMenu();
showBackButton();
// Create mariano player
marianoPlayer = new Player();
marianoPlayer.x = 300;
marianoPlayer.y = 2000;
game.addChild(marianoPlayer);
gameObjects.push(marianoPlayer);
// Create initial platforms
var platformPositions = [{
x: 600,
y: 1900
}, {
x: 900,
y: 1700
}, {
x: 1300,
y: 1500
}, {
x: 1700,
y: 1300
}, {
x: 2100,
y: 1100
}, {
x: 2500,
y: 900
}, {
x: 2900,
y: 700
}, {
x: 3300,
y: 500
}];
for (var i = 0; i < platformPositions.length; i++) {
var platform = new Platform();
platform.x = platformPositions[i].x;
platform.y = platformPositions[i].y;
marianoJumps.push(platform);
game.addChild(platform);
gameObjects.push(platform);
}
// Create obstacles
for (var i = 0; i < 5; i++) {
var obstacle = new Obstacle();
obstacle.x = 800 + i * 500;
obstacle.y = 2000;
marianoObstacles.push(obstacle);
game.addChild(obstacle);
gameObjects.push(obstacle);
}
// Create coins
for (var i = 0; i < 8; i++) {
var coin = new Coin();
coin.x = 700 + i * 400;
coin.y = 1400 + Math.random() * 400;
marianoCoins.push(coin);
game.addChild(coin);
gameObjects.push(coin);
}
// Create distance display
marianoDistanceText = new Text2('Distance: 0m', {
size: 50,
fill: 0x333333
});
marianoDistanceText.anchor.set(0.5, 0.5);
marianoDistanceText.x = 1024;
marianoDistanceText.y = 1000;
game.addChild(marianoDistanceText);
gameObjects.push(marianoDistanceText);
// Create instruction text
var marianoInstructionText = new Text2('Tap to jump! Avoid obstacles, collect coins!', {
size: 40,
fill: 0x333333
});
marianoInstructionText.anchor.set(0.5, 0.5);
marianoInstructionText.x = 1024;
marianoInstructionText.y = 1200;
game.addChild(marianoInstructionText);
gameObjects.push(marianoInstructionText);
}
// Game 22: Color Match
function startGame22() {
gameState = 'game22';
gameTimer = 0;
colorTargets = [];
currentTargetColor = 0;
hideMenu();
showBackButton();
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
// Create colored targets
for (var i = 0; i < 6; i++) {
var target = new Target();
target.x = 200 + i % 3 * 600;
target.y = 800 + Math.floor(i / 3) * 300;
target.tint = colors[i];
target.colorIndex = i;
colorTargets.push(target);
game.addChild(target);
gameObjects.push(target);
}
// Create instruction
var colorInstruction = new Text2('Tap colors in order: Red, Green, Blue, Yellow, Magenta, Cyan', {
size: 40,
fill: 0x333333
});
colorInstruction.anchor.set(0.5, 0.5);
colorInstruction.x = 1024;
colorInstruction.y = 1500;
game.addChild(colorInstruction);
gameObjects.push(colorInstruction);
}
// Game 23: Ball Bounce
function startGame23() {
gameState = 'game23';
gameTimer = 0;
ballSpeed = 8;
hideMenu();
showBackButton();
// Create bouncing ball
var bounceBall = new Ball();
bounceBall.x = 1024;
bounceBall.y = 1366;
bounceBall.speedX = ballSpeed;
bounceBall.speedY = ballSpeed;
game.addChild(bounceBall);
gameObjects.push(bounceBall);
// Create targets to hit
for (var i = 0; i < 8; i++) {
var target = new Target();
target.x = 300 + i % 4 * 400;
target.y = 600 + Math.floor(i / 4) * 300;
game.addChild(target);
gameObjects.push(target);
}
var bounceInstruction = new Text2('Let the ball hit all targets!', {
size: 40,
fill: 0x333333
});
bounceInstruction.anchor.set(0.5, 0.5);
bounceInstruction.x = 1024;
bounceInstruction.y = 2000;
game.addChild(bounceInstruction);
gameObjects.push(bounceInstruction);
}
// Game 24: Speed Tap
function startGame24() {
gameState = 'game24';
gameTimer = 0;
speedTapTimer = 1800; // 30 seconds
hideMenu();
showBackButton();
var speedInstruction = new Text2('Tap as many targets as possible in 30 seconds!', {
size: 40,
fill: 0x333333
});
speedInstruction.anchor.set(0.5, 0.5);
speedInstruction.x = 1024;
speedInstruction.y = 1000;
game.addChild(speedInstruction);
gameObjects.push(speedInstruction);
var speedTimer = new Text2('Time: 30', {
size: 50,
fill: 0x333333
});
speedTimer.anchor.set(0.5, 0.5);
speedTimer.x = 1024;
speedTimer.y = 1200;
game.addChild(speedTimer);
gameObjects.push(speedTimer);
// Spawn targets continuously
var targetSpawnInterval = LK.setInterval(function () {
if (gameState === 'game24') {
var target = new Target();
target.x = 200 + Math.random() * 1648;
target.y = 600 + Math.random() * 1500;
game.addChild(target);
gameObjects.push(target);
} else {
LK.clearInterval(targetSpawnInterval);
}
}, 500);
}
// Game 25: Circle Chase
function startGame25() {
gameState = 'game25';
gameTimer = 0;
hideMenu();
showBackButton();
// Create chaser (player)
circleChaser = new Player();
circleChaser.x = 200;
circleChaser.y = 1366;
game.addChild(circleChaser);
gameObjects.push(circleChaser);
// Create target to chase
circleTarget = new Target();
circleTarget.x = 1500;
circleTarget.y = 1000;
game.addChild(circleTarget);
gameObjects.push(circleTarget);
var chaseInstruction = new Text2('Chase the red circle! Drag to move', {
size: 40,
fill: 0x333333
});
chaseInstruction.anchor.set(0.5, 0.5);
chaseInstruction.x = 1024;
chaseInstruction.y = 2200;
game.addChild(chaseInstruction);
gameObjects.push(chaseInstruction);
}
// Game 26: Block Stack
function startGame26() {
gameState = 'game26';
gameTimer = 0;
stackBlocks = [];
stackHeight = 0;
hideMenu();
showBackButton();
// Create base platform
var basePlatform = new Platform();
basePlatform.x = 1024;
basePlatform.y = 2400;
game.addChild(basePlatform);
gameObjects.push(basePlatform);
var stackInstruction = new Text2('Tap to drop blocks and stack them!', {
size: 40,
fill: 0x333333
});
stackInstruction.anchor.set(0.5, 0.5);
stackInstruction.x = 1024;
stackInstruction.y = 1000;
game.addChild(stackInstruction);
gameObjects.push(stackInstruction);
var heightText = new Text2('Height: 0', {
size: 50,
fill: 0x333333
});
heightText.anchor.set(0.5, 0.5);
heightText.x = 1024;
heightText.y = 1200;
game.addChild(heightText);
gameObjects.push(heightText);
}
// Game 27: Maze Runner
function startGame27() {
gameState = 'game27';
gameTimer = 0;
mazeWalls = [];
hideMenu();
showBackButton();
// Create maze player
mazePlayer = new Player();
mazePlayer.x = 200;
mazePlayer.y = 2400;
game.addChild(mazePlayer);
gameObjects.push(mazePlayer);
// Create maze exit
mazeExit = new Target();
mazeExit.x = 1800;
mazeExit.y = 600;
mazeExit.tint = 0x00ff00;
game.addChild(mazeExit);
gameObjects.push(mazeExit);
// Create maze walls
var wallPositions = [{
x: 400,
y: 800
}, {
x: 500,
y: 800
}, {
x: 600,
y: 800
}, {
x: 800,
y: 1000
}, {
x: 900,
y: 1000
}, {
x: 1000,
y: 1000
}, {
x: 1200,
y: 1200
}, {
x: 1300,
y: 1200
}, {
x: 1400,
y: 1200
}, {
x: 600,
y: 1400
}, {
x: 700,
y: 1400
}, {
x: 800,
y: 1400
}, {
x: 1000,
y: 1600
}, {
x: 1100,
y: 1600
}, {
x: 1200,
y: 1600
}, {
x: 400,
y: 1800
}, {
x: 500,
y: 1800
}, {
x: 600,
y: 1800
}, {
x: 1400,
y: 1800
}, {
x: 1500,
y: 1800
}, {
x: 1600,
y: 1800
}];
for (var i = 0; i < wallPositions.length; i++) {
var wall = new Wall();
wall.x = wallPositions[i].x;
wall.y = wallPositions[i].y;
mazeWalls.push(wall);
game.addChild(wall);
gameObjects.push(wall);
}
var mazeInstruction = new Text2('Navigate to the green exit!', {
size: 40,
fill: 0x333333
});
mazeInstruction.anchor.set(0.5, 0.5);
mazeInstruction.x = 1024;
mazeInstruction.y = 500;
game.addChild(mazeInstruction);
gameObjects.push(mazeInstruction);
}
// Game 28: Bubble Pop
function startGame28() {
gameState = 'game28';
gameTimer = 0;
bubbles = [];
bubbleTimer = 0;
hideMenu();
showBackButton();
var bubbleInstruction = new Text2('Pop the bubbles before they reach the top!', {
size: 40,
fill: 0x333333
});
bubbleInstruction.anchor.set(0.5, 0.5);
bubbleInstruction.x = 1024;
bubbleInstruction.y = 500;
game.addChild(bubbleInstruction);
gameObjects.push(bubbleInstruction);
}
// Game 29: Memory Flash
function startGame29() {
gameState = 'game29';
gameTimer = 0;
memorySequence = [];
memoryIndex = 0;
hideMenu();
showBackButton();
// Create 4 memory buttons
var memoryColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00];
for (var i = 0; i < 4; i++) {
var memoryButton = new Target();
memoryButton.x = 400 + i * 300;
memoryButton.y = 1366;
memoryButton.tint = memoryColors[i];
memoryButton.memoryIndex = i;
game.addChild(memoryButton);
gameObjects.push(memoryButton);
}
// Generate first sequence
memorySequence.push(Math.floor(Math.random() * 4));
var memoryInstruction = new Text2('Watch the sequence, then repeat it!', {
size: 40,
fill: 0x333333
});
memoryInstruction.anchor.set(0.5, 0.5);
memoryInstruction.x = 1024;
memoryInstruction.y = 800;
game.addChild(memoryInstruction);
gameObjects.push(memoryInstruction);
}
// Game 30: Time Warp
function startGame30() {
gameState = 'game30';
gameTimer = 0;
timeWarpSpeed = 1;
timeWarpTargets = [];
hideMenu();
showBackButton();
// Create time-based targets
for (var i = 0; i < 5; i++) {
var target = new Target();
target.x = 300 + i * 300;
target.y = 1000 + Math.random() * 800;
target.timeSpeed = 1 + Math.random() * 3;
timeWarpTargets.push(target);
game.addChild(target);
gameObjects.push(target);
}
var timeInstruction = new Text2('Hit targets as time warps around you!', {
size: 40,
fill: 0x333333
});
timeInstruction.anchor.set(0.5, 0.5);
timeInstruction.x = 1024;
timeInstruction.y = 600;
game.addChild(timeInstruction);
gameObjects.push(timeInstruction);
}
// Game 31: Color Storm
function startGame31() {
gameState = 'game31';
gameTimer = 0;
colorStormBalls = [];
currentStormColor = 0;
hideMenu();
showBackButton();
var stormInstruction = new Text2('Match the color! Only hit balls of the current color', {
size: 40,
fill: 0x333333
});
stormInstruction.anchor.set(0.5, 0.5);
stormInstruction.x = 1024;
stormInstruction.y = 500;
game.addChild(stormInstruction);
gameObjects.push(stormInstruction);
var colorDisplay = new Target();
colorDisplay.x = 1024;
colorDisplay.y = 800;
colorDisplay.tint = stormColors[currentStormColor];
game.addChild(colorDisplay);
gameObjects.push(colorDisplay);
}
// Game 32: Gravity Fall
function startGame32() {
gameState = 'game32';
gameTimer = 0;
gravityObjects = [];
gravityDirection = 1;
hideMenu();
showBackButton();
// Create gravity-affected objects
for (var i = 0; i < 8; i++) {
var obj = new Target();
obj.x = 200 + i * 200;
obj.y = 1366;
obj.gravitySpeed = 0;
gravityObjects.push(obj);
game.addChild(obj);
gameObjects.push(obj);
}
var gravityInstruction = new Text2('Tap to reverse gravity! Collect the falling objects', {
size: 40,
fill: 0x333333
});
gravityInstruction.anchor.set(0.5, 0.5);
gravityInstruction.x = 1024;
gravityInstruction.y = 600;
game.addChild(gravityInstruction);
gameObjects.push(gravityInstruction);
}
// Game 33: Laser Beam
function startGame33() {
gameState = 'game33';
gameTimer = 0;
laserBeams = [];
laserTargets = [];
hideMenu();
showBackButton();
// Create laser source
var laserSource = new Player();
laserSource.x = 1024;
laserSource.y = 2400;
game.addChild(laserSource);
gameObjects.push(laserSource);
// Create targets
for (var i = 0; i < 6; i++) {
var target = new Target();
target.x = 300 + i * 250;
target.y = 600 + Math.random() * 1000;
laserTargets.push(target);
game.addChild(target);
gameObjects.push(target);
}
var laserInstruction = new Text2('Drag to aim laser, tap to fire!', {
size: 40,
fill: 0x333333
});
laserInstruction.anchor.set(0.5, 0.5);
laserInstruction.x = 1024;
laserInstruction.y = 500;
game.addChild(laserInstruction);
gameObjects.push(laserInstruction);
}
// Game 34: Shape Match
function startGame34() {
gameState = 'game34';
gameTimer = 0;
currentShape = 0;
shapesToMatch = [];
hideMenu();
showBackButton();
// Create shape matching game
for (var i = 0; i < 6; i++) {
var shape = new Target();
shape.x = 300 + i % 3 * 400;
shape.y = 800 + Math.floor(i / 3) * 300;
shape.shapeType = Math.floor(Math.random() * 2);
if (shape.shapeType === 1) {
// Make it look different for ellipse
shape.scaleY = 0.6;
}
shape.shapeIndex = i;
shapesToMatch.push(shape);
game.addChild(shape);
gameObjects.push(shape);
}
var shapeInstruction = new Text2('Match shapes in order: Circles then Squares!', {
size: 40,
fill: 0x333333
});
shapeInstruction.anchor.set(0.5, 0.5);
shapeInstruction.x = 1024;
shapeInstruction.y = 1600;
game.addChild(shapeInstruction);
gameObjects.push(shapeInstruction);
}
// Game 35: Rhythm Tap
function startGame35() {
gameState = 'game35';
gameTimer = 0;
rhythmBeats = [];
rhythmTimer = 0;
hideMenu();
showBackButton();
var rhythmInstruction = new Text2('Tap the beats as they reach the line!', {
size: 40,
fill: 0x333333
});
rhythmInstruction.anchor.set(0.5, 0.5);
rhythmInstruction.x = 1024;
rhythmInstruction.y = 500;
game.addChild(rhythmInstruction);
gameObjects.push(rhythmInstruction);
// Create rhythm line
var rhythmLine = new Platform();
rhythmLine.x = 1024;
rhythmLine.y = 1800;
rhythmLine.scaleY = 0.2;
game.addChild(rhythmLine);
gameObjects.push(rhythmLine);
}
// Game 36: Twisty Turn
function startGame36() {
gameState = 'game36';
gameTimer = 0;
twistyAngle = 0;
hideMenu();
showBackButton();
// Create twisty player
twistyPlayer = new Player();
twistyPlayer.x = 1024;
twistyPlayer.y = 1366;
game.addChild(twistyPlayer);
gameObjects.push(twistyPlayer);
// Create rotating obstacles
for (var i = 0; i < 8; i++) {
var obstacle = new Obstacle();
obstacle.x = 1024;
obstacle.y = 1366;
obstacle.orbitRadius = 200 + i * 50;
obstacle.orbitSpeed = 0.02 + i * 0.01;
obstacle.orbitAngle = i * Math.PI / 4;
game.addChild(obstacle);
gameObjects.push(obstacle);
}
var twistyInstruction = new Text2('Rotate around center, avoid obstacles!', {
size: 40,
fill: 0x333333
});
twistyInstruction.anchor.set(0.5, 0.5);
twistyInstruction.x = 1024;
twistyInstruction.y = 800;
game.addChild(twistyInstruction);
gameObjects.push(twistyInstruction);
}
// Game 37: Power Surge
function startGame37() {
gameState = 'game37';
gameTimer = 0;
powerCells = [];
powerLevel = 0;
hideMenu();
showBackButton();
// Create power collection grid
for (var i = 0; i < 12; i++) {
var cell = new Coin();
cell.x = 300 + i % 4 * 300;
cell.y = 800 + Math.floor(i / 4) * 250;
cell.powered = false;
powerCells.push(cell);
game.addChild(cell);
gameObjects.push(cell);
}
var powerInstruction = new Text2('Collect power cells to charge up!', {
size: 40,
fill: 0x333333
});
powerInstruction.anchor.set(0.5, 0.5);
powerInstruction.x = 1024;
powerInstruction.y = 500;
game.addChild(powerInstruction);
gameObjects.push(powerInstruction);
var powerDisplay = new Text2('Power: 0%', {
size: 50,
fill: 0x333333
});
powerDisplay.anchor.set(0.5, 0.5);
powerDisplay.x = 1024;
powerDisplay.y = 2000;
game.addChild(powerDisplay);
gameObjects.push(powerDisplay);
}
// Game 38: Mirror Magic
function startGame38() {
gameState = 'game38';
gameTimer = 0;
mirrorObjects = [];
mirrorSide = 'left';
hideMenu();
showBackButton();
// Create mirror objects on left side
for (var i = 0; i < 5; i++) {
var obj = new Target();
obj.x = 300;
obj.y = 600 + i * 200;
obj.mirrorX = 1724; // Right side mirror position
obj.mirrorY = obj.y;
mirrorObjects.push(obj);
game.addChild(obj);
gameObjects.push(obj);
// Create mirror copy on right side
var mirror = new Target();
mirror.x = obj.mirrorX;
mirror.y = obj.mirrorY;
mirror.alpha = 0.5;
mirror.isMirror = true;
game.addChild(mirror);
gameObjects.push(mirror);
}
var mirrorInstruction = new Text2('Touch left objects to activate their mirrors!', {
size: 40,
fill: 0x333333
});
mirrorInstruction.anchor.set(0.5, 0.5);
mirrorInstruction.x = 1024;
mirrorInstruction.y = 500;
game.addChild(mirrorInstruction);
gameObjects.push(mirrorInstruction);
}
// Game 39: Chain React
function startGame39() {
gameState = 'game39';
gameTimer = 0;
chainNodes = [];
chainConnections = [];
hideMenu();
showBackButton();
// Create chain nodes
for (var i = 0; i < 15; i++) {
var node = new Target();
node.x = 200 + Math.random() * 1648;
node.y = 600 + Math.random() * 1500;
node.activated = false;
node.chainLevel = 0;
chainNodes.push(node);
game.addChild(node);
gameObjects.push(node);
}
var chainInstruction = new Text2('Start a chain reaction! Touch nodes to activate neighbors', {
size: 40,
fill: 0x333333
});
chainInstruction.anchor.set(0.5, 0.5);
chainInstruction.x = 1024;
chainInstruction.y = 500;
game.addChild(chainInstruction);
gameObjects.push(chainInstruction);
}
// Game 40: Eclipse Phase
function startGame40() {
gameState = 'game40';
gameTimer = 0;
eclipsePhase = 0;
eclipseTimer = 0;
hideMenu();
showBackButton();
// Create eclipse objects
var sun = new Target();
sun.x = 300;
sun.y = 1366;
sun.tint = 0xffff00;
sun.scaleX = 2;
sun.scaleY = 2;
game.addChild(sun);
gameObjects.push(sun);
var moon = new Target();
moon.x = 1724;
moon.y = 1366;
moon.tint = 0x808080;
moon.scaleX = 1.5;
moon.scaleY = 1.5;
game.addChild(moon);
gameObjects.push(moon);
var eclipseInstruction = new Text2('Align the moon and sun to create an eclipse!', {
size: 40,
fill: 0x333333
});
eclipseInstruction.anchor.set(0.5, 0.5);
eclipseInstruction.x = 1024;
eclipseInstruction.y = 800;
game.addChild(eclipseInstruction);
gameObjects.push(eclipseInstruction);
}
// Game 41: Neon Rush
function startGame41() {
gameState = 'game41';
gameTimer = 0;
neonTrails = [];
neonSpeed = 8;
hideMenu();
showBackButton();
// Create neon player
var neonPlayer = new Player();
neonPlayer.x = 200;
neonPlayer.y = 1366;
neonPlayer.tint = 0x00ffff;
game.addChild(neonPlayer);
gameObjects.push(neonPlayer);
var neonInstruction = new Text2('Race through the neon highway! Avoid the walls', {
size: 40,
fill: 0x333333
});
neonInstruction.anchor.set(0.5, 0.5);
neonInstruction.x = 1024;
neonInstruction.y = 600;
game.addChild(neonInstruction);
gameObjects.push(neonInstruction);
}
// Game 42: Orbit Strike
function startGame42() {
gameState = 'game42';
gameTimer = 0;
orbitObjects = [];
orbitAngle = 0;
hideMenu();
showBackButton();
// Create orbit center
orbitCenter = new Target();
orbitCenter.x = 1024;
orbitCenter.y = 1366;
orbitCenter.tint = 0xffffff;
orbitCenter.scaleX = 0.5;
orbitCenter.scaleY = 0.5;
game.addChild(orbitCenter);
gameObjects.push(orbitCenter);
// Create orbiting objects
for (var i = 0; i < 6; i++) {
var orbitObj = new Enemy();
orbitObj.orbitRadius = 200 + i * 80;
orbitObj.orbitSpeed = 0.03 - i * 0.005;
orbitObj.orbitAngle = i * Math.PI / 3;
orbitObjects.push(orbitObj);
game.addChild(orbitObj);
gameObjects.push(orbitObj);
}
var orbitInstruction = new Text2('Destroy orbiting enemies! Time your shots carefully', {
size: 40,
fill: 0x333333
});
orbitInstruction.anchor.set(0.5, 0.5);
orbitInstruction.x = 1024;
orbitInstruction.y = 800;
game.addChild(orbitInstruction);
gameObjects.push(orbitInstruction);
}
// Game 43: Void Walker
function startGame43() {
gameState = 'game43';
gameTimer = 0;
voidPlatforms = [];
hideMenu();
showBackButton();
// Create void player
voidPlayer = new Player();
voidPlayer.x = 300;
voidPlayer.y = 2000;
voidPlayer.speedY = 0;
game.addChild(voidPlayer);
gameObjects.push(voidPlayer);
// Create disappearing platforms
for (var i = 0; i < 8; i++) {
var platform = new Platform();
platform.x = 400 + i * 200;
platform.y = 1800 - i * 150;
platform.disappearTimer = 300 + i * 60;
platform.solid = true;
voidPlatforms.push(platform);
game.addChild(platform);
gameObjects.push(platform);
}
var voidInstruction = new Text2('Jump across void! Platforms disappear over time', {
size: 40,
fill: 0x333333
});
voidInstruction.anchor.set(0.5, 0.5);
voidInstruction.x = 1024;
voidInstruction.y = 500;
game.addChild(voidInstruction);
gameObjects.push(voidInstruction);
}
// Game 44: Prism Break
function startGame44() {
gameState = 'game44';
gameTimer = 0;
prismColors = [];
prismBeams = [];
hideMenu();
showBackButton();
// Create prism objects
var prismColors = [0xff0000, 0x00ff00, 0x0000ff];
for (var i = 0; i < 3; i++) {
var prism = new Target();
prism.x = 300 + i * 600;
prism.y = 1000;
prism.tint = prismColors[i];
prism.colorIndex = i;
game.addChild(prism);
gameObjects.push(prism);
}
var prismInstruction = new Text2('Break prisms in the right color order: Red, Green, Blue!', {
size: 40,
fill: 0x333333
});
prismInstruction.anchor.set(0.5, 0.5);
prismInstruction.x = 1024;
prismInstruction.y = 1500;
game.addChild(prismInstruction);
gameObjects.push(prismInstruction);
}
// Game 45: Quantum Leap
function startGame45() {
gameState = 'game45';
gameTimer = 0;
quantumDimensions = [];
currentDimension = 0;
hideMenu();
showBackButton();
// Create quantum player
quantumPlayer = new Player();
quantumPlayer.x = 200;
quantumPlayer.y = 1366;
game.addChild(quantumPlayer);
gameObjects.push(quantumPlayer);
// Create dimension portals
var dimensionColors = [0xff0000, 0x00ff00, 0x0000ff];
for (var i = 0; i < 3; i++) {
var portal = new Target();
portal.x = 600 + i * 400;
portal.y = 800 + i * 200;
portal.tint = dimensionColors[i];
portal.dimension = i;
quantumDimensions.push(portal);
game.addChild(portal);
gameObjects.push(portal);
}
var quantumInstruction = new Text2('Leap between quantum dimensions! Each has different rules', {
size: 40,
fill: 0x333333
});
quantumInstruction.anchor.set(0.5, 0.5);
quantumInstruction.x = 1024;
quantumInstruction.y = 500;
game.addChild(quantumInstruction);
gameObjects.push(quantumInstruction);
}
function hideMenu() {
menuTitle.visible = false;
game1Button.visible = false;
game2Button.visible = false;
game3Button.visible = false;
game4Button.visible = false;
game5Button.visible = false;
game6Button.visible = false;
game7Button.visible = false;
game8Button.visible = false;
game9Button.visible = false;
game10Button.visible = false;
game11Button.visible = false;
game12Button.visible = false;
game13Button.visible = false;
game14Button.visible = false;
game15Button.visible = false;
game16Button.visible = false;
game17Button.visible = false;
game18Button.visible = false;
game20Button.visible = false;
game21Button.visible = false;
game22Button.visible = false;
game23Button.visible = false;
game24Button.visible = false;
game25Button.visible = false;
game26Button.visible = false;
game27Button.visible = false;
game28Button.visible = false;
game29Button.visible = false;
game30Button.visible = false;
game31Button.visible = false;
game32Button.visible = false;
game33Button.visible = false;
game34Button.visible = false;
game35Button.visible = false;
game36Button.visible = false;
game37Button.visible = false;
game38Button.visible = false;
game39Button.visible = false;
game40Button.visible = false;
game41Button.visible = false;
game42Button.visible = false;
game43Button.visible = false;
game44Button.visible = false;
game45Button.visible = false;
}
function showMenu() {
menuTitle.visible = true;
game1Button.visible = true;
game2Button.visible = true;
game3Button.visible = true;
game4Button.visible = true;
game5Button.visible = true;
game6Button.visible = true;
game7Button.visible = true;
game8Button.visible = true;
game9Button.visible = true;
game10Button.visible = true;
game11Button.visible = true;
game12Button.visible = true;
game13Button.visible = true;
game14Button.visible = true;
game15Button.visible = true;
game16Button.visible = true;
game17Button.visible = true;
game18Button.visible = true;
game20Button.visible = true;
game21Button.visible = true;
game22Button.visible = true;
game23Button.visible = true;
game24Button.visible = true;
game25Button.visible = true;
game26Button.visible = true;
game27Button.visible = true;
game28Button.visible = true;
game29Button.visible = true;
game30Button.visible = true;
game31Button.visible = true;
game32Button.visible = true;
game33Button.visible = true;
game34Button.visible = true;
game35Button.visible = true;
game36Button.visible = true;
game37Button.visible = true;
game38Button.visible = true;
game39Button.visible = true;
game40Button.visible = true;
game41Button.visible = true;
game42Button.visible = true;
game43Button.visible = true;
game44Button.visible = true;
game45Button.visible = true;
}
function showBackButton() {
backButton.visible = true;
}
function hideBackButton() {
backButton.visible = false;
}
function returnToMenu() {
gameState = 'menu';
// Clean up game objects
for (var i = gameObjects.length - 1; i >= 0; i--) {
gameObjects[i].destroy();
}
gameObjects = [];
blocks = [];
tiles = [];
snakeSegments = [];
pipes = [];
moles = [];
holes = [];
missiles = [];
enemies = [];
obstacles = [];
coins = [];
dots = [];
gloves = [];
punches = [];
bullets = [];
gunEnemies = [];
walls = [];
pacBalls = [];
platforms = [];
bombs = [];
fruits = [];
jumpCount = 0;
ropeJumpTimer = 0;
crabJumpSpeed = 0;
crabGrounded = true;
combaJumpCount = 0;
combaPlayerJumpSpeed = 0;
combaPlayerGrounded = true;
combaEnemies = [];
combaPoles = [];
draggedPole = null;
combaKillCountText = null;
// Game 21 cleanup
marianoObstacles = [];
marianoCoins = [];
marianoJumps = [];
marianoSpeed = 5;
marianoJumpSpeed = 0;
marianoGrounded = true;
marianoDistance = 0;
marianoDistanceText = null;
// Games 22-27 cleanup
colorTargets = [];
currentTargetColor = 0;
ballSpeed = 8;
speedTapTimer = 0;
circleChaser = null;
circleTarget = null;
stackBlocks = [];
stackHeight = 0;
mazeWalls = [];
mazePlayer = null;
mazeExit = null;
// Games 28-45 cleanup
bubbles = [];
bubbleTimer = 0;
memorySequence = [];
memoryIndex = 0;
timeWarpSpeed = 1;
timeWarpTargets = [];
colorStormBalls = [];
currentStormColor = 0;
gravityObjects = [];
gravityDirection = 1;
laserBeams = [];
laserTargets = [];
currentShape = 0;
shapesToMatch = [];
rhythmBeats = [];
rhythmTimer = 0;
twistyPlayer = null;
twistyAngle = 0;
powerCells = [];
powerLevel = 0;
mirrorObjects = [];
mirrorSide = 'left';
chainNodes = [];
chainConnections = [];
eclipsePhase = 0;
eclipseTimer = 0;
neonTrails = [];
neonSpeed = 8;
orbitCenter = null;
orbitObjects = [];
orbitAngle = 0;
voidPlayer = null;
voidPlatforms = [];
prismColors = [];
prismBeams = [];
quantumPlayer = null;
quantumDimensions = [];
currentDimension = 0;
// Games 28-45 variables
var bubbles = [];
var bubbleTimer = 0;
var memorySequence = [];
var memoryIndex = 0;
var timeWarpSpeed = 1;
var timeWarpTargets = [];
var colorStormBalls = [];
var stormColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var currentStormColor = 0;
var gravityObjects = [];
var gravityDirection = 1;
var laserBeams = [];
var laserTargets = [];
var shapeTypes = ['box', 'ellipse'];
var currentShape = 0;
var shapesToMatch = [];
var rhythmBeats = [];
var rhythmTimer = 0;
var twistyPlayer;
var twistyAngle = 0;
var powerCells = [];
var powerLevel = 0;
var mirrorObjects = [];
var mirrorSide = 'left';
var chainNodes = [];
var chainConnections = [];
var eclipsePhase = 0;
var eclipseTimer = 0;
var neonTrails = [];
var neonSpeed = 8;
var orbitCenter;
var orbitObjects = [];
var orbitAngle = 0;
var voidPlayer;
var voidPlatforms = [];
var prismColors = [];
var prismBeams = [];
var quantumPlayer;
var quantumDimensions = [];
var currentDimension = 0;
hideBackButton();
showMenu();
}
// Game controls
game.move = function (x, y, obj) {
if (gameState === 'game2' && paddle) {
paddle.x = x;
if (paddle.x < 60) paddle.x = 60;
if (paddle.x > 1988) paddle.x = 1988;
}
if (gameState === 'game8' && player) {
player.x = x;
if (player.x < 50) player.x = 50;
if (player.x > 1998) player.x = 1998;
}
if (gameState === 'game9' && player) {
player.y = y;
if (player.y < 1800) player.y = 1800;
if (player.y > 2200) player.y = 2200;
}
if (gameState === 'game10' && player) {
pacmanX = x;
pacmanY = y;
if (pacmanX < 50) pacmanX = 50;
if (pacmanX > 1998) pacmanX = 1998;
if (pacmanY < 50) pacmanY = 50;
if (pacmanY > 2682) pacmanY = 2682;
player.x = pacmanX;
player.y = pacmanY;
}
if (gameState === 'game14' && player) {
player.x = x;
if (player.x < 50) player.x = 50;
if (player.x > 1998) player.x = 1998;
}
if (gameState === 'game15' && player) {
player.x = x;
player.y = y;
if (player.x < 50) player.x = 50;
if (player.x > 1998) player.x = 1998;
if (player.y < 50) player.y = 50;
if (player.y > 2682) player.y = 2682;
}
if (gameState === 'game16' && runner) {
runner.x = x;
if (runner.x < 50) runner.x = 50;
if (runner.x > 2998) runner.x = 2998;
}
if (gameState === 'game18' && crab && isGreenLight) {
crab.x = x;
crab.y = y;
if (crab.x < 50) crab.x = 50;
if (crab.x > 1998) crab.x = 1998;
if (crab.y < 700) crab.y = 700;
if (crab.y > 2682) crab.y = 2682;
}
if (gameState === 'game20' && draggedPole) {
draggedPole.x = x;
draggedPole.y = y;
if (draggedPole.x < 50) draggedPole.x = 50;
if (draggedPole.x > 1998) draggedPole.x = 1998;
if (draggedPole.y < 50) draggedPole.y = 50;
if (draggedPole.y > 2682) draggedPole.y = 2682;
}
if (gameState === 'game25' && circleChaser) {
circleChaser.x = x;
circleChaser.y = y;
if (circleChaser.x < 50) circleChaser.x = 50;
if (circleChaser.x > 1998) circleChaser.x = 1998;
if (circleChaser.y < 50) circleChaser.y = 50;
if (circleChaser.y > 2682) circleChaser.y = 2682;
}
if (gameState === 'game27' && mazePlayer) {
mazePlayer.x = x;
mazePlayer.y = y;
if (mazePlayer.x < 50) mazePlayer.x = 50;
if (mazePlayer.x > 1998) mazePlayer.x = 1998;
if (mazePlayer.y < 50) mazePlayer.y = 50;
if (mazePlayer.y > 2682) mazePlayer.y = 2682;
}
};
game.down = function (x, y, obj) {
if (gameState === 'game4') {
tapCount++;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
// Update tap count display
if (gameObjects.length > 1) {
gameObjects[1].setText('Taps: ' + tapCount);
}
}
if (gameState === 'game5') {
// Change snake direction based on tap position
if (x < 1024) {
snakeDirection = 'left';
} else {
snakeDirection = 'right';
}
}
if (gameState === 'game6' && bird) {
bird.speedY = -10;
}
if (gameState === 'game8' && player) {
var missile = new Missile();
missile.x = player.x;
missile.y = player.y - 50;
missiles.push(missile);
game.addChild(missile);
gameObjects.push(missile);
}
if (gameState === 'game11' && football && !football.kicked) {
var targetX = x;
var targetY = y;
football.speedX = (targetX - football.x) * 0.1;
football.speedY = (targetY - football.y) * 0.1;
football.kicked = true;
LK.getSound('hit').play();
}
if (gameState === 'game12') {
var punch = new Punch();
punch.x = x;
punch.y = y;
punches.push(punch);
game.addChild(punch);
gameObjects.push(punch);
LK.getSound('hit').play();
}
if (gameState === 'game14' && player) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y - 50;
bullets.push(bullet);
game.addChild(bullet);
gameObjects.push(bullet);
LK.getSound('shoot').play();
}
if (gameState === 'game15' && player) {
var pacBall = new PacBall();
pacBall.x = player.x;
pacBall.y = player.y;
pacBall.speedX = (x - player.x) * 0.1;
pacBall.speedY = (y - player.y) * 0.1;
pacBalls.push(pacBall);
game.addChild(pacBall);
gameObjects.push(pacBall);
LK.getSound('shoot').play();
}
if (gameState === 'game16' && runner) {
runner.speedY = -15;
runner.grounded = false;
LK.getSound('jump').play();
}
if (gameState === 'game19' && crab && crabGrounded) {
crabJumpSpeed = -15;
crabGrounded = false;
LK.getSound('jump').play();
}
if (gameState === 'game20') {
// Check if tapping on a pole
draggedPole = null;
for (var i = 0; i < combaPoles.length; i++) {
if (Math.abs(combaPoles[i].x - x) < 100 && Math.abs(combaPoles[i].y - y) < 100) {
draggedPole = combaPoles[i];
break;
}
}
}
if (gameState === 'game21' && marianoPlayer && marianoGrounded) {
marianoJumpSpeed = -18;
marianoGrounded = false;
LK.getSound('jump').play();
}
if (gameState === 'game22') {
// Check color sequence
for (var i = 0; i < colorTargets.length; i++) {
if (colorTargets[i].intersects({
x: x,
y: y,
width: 10,
height: 10
})) {
if (i === currentTargetColor) {
currentTargetColor++;
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
if (currentTargetColor >= colorTargets.length) {
LK.showYouWin();
}
} else {
LK.showGameOver();
}
break;
}
}
}
if (gameState === 'game26') {
// Drop a block
var block = new Block();
block.x = 1024;
block.y = 400;
block.speedY = 5;
stackBlocks.push(block);
game.addChild(block);
gameObjects.push(block);
}
// Game 28: Bubble Pop controls
if (gameState === 'game28') {
// Check bubble taps
for (var i = bubbles.length - 1; i >= 0; i--) {
if (bubbles[i] && Math.abs(bubbles[i].x - x) < 60 && Math.abs(bubbles[i].y - y) < 60) {
bubbles[i].destroy();
bubbles.splice(i, 1);
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
break;
}
}
}
// Game 32: Gravity Fall controls
if (gameState === 'game32') {
gravityDirection = -gravityDirection;
}
// Game 33: Laser Beam controls
if (gameState === 'game33') {
// Fire laser beam
var beam = new Bullet();
beam.x = gameObjects[0].x; // laser source
beam.y = gameObjects[0].y;
beam.speedX = (x - beam.x) * 0.2;
beam.speedY = (y - beam.y) * 0.2;
laserBeams.push(beam);
game.addChild(beam);
gameObjects.push(beam);
LK.getSound('shoot').play();
}
// Game 35: Rhythm Tap controls
if (gameState === 'game35') {
// Check if tapping on rhythm beat
for (var i = rhythmBeats.length - 1; i >= 0; i--) {
if (rhythmBeats[i] && Math.abs(rhythmBeats[i].y - 1800) < 50) {
rhythmBeats[i].destroy();
rhythmBeats.splice(i, 1);
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
break;
}
}
}
// Game 43: Void Walker controls
if (gameState === 'game43' && voidPlayer) {
voidPlayer.speedY = -15;
LK.getSound('jump').play();
}
};
game.up = function (x, y, obj) {
if (gameState === 'game20') {
draggedPole = null;
}
};
game.update = function () {
if (gameState === 'menu') {
return;
}
gameTimer++;
// Update game objects
for (var i = gameObjects.length - 1; i >= 0; i--) {
var obj = gameObjects[i];
if (obj.shouldDestroy) {
obj.destroy();
gameObjects.splice(i, 1);
}
}
// Game specific updates
if (gameState === 'game2') {
// Ball collision with paddle
if (ball && paddle && ball.intersects(paddle) && ball.speedY > 0) {
ball.speedY = -ball.speedY;
LK.getSound('hit').play();
}
// Ball collision with blocks
for (var i = blocks.length - 1; i >= 0; i--) {
if (ball && ball.intersects(blocks[i])) {
ball.speedY = -ball.speedY;
blocks[i].destroy();
blocks.splice(i, 1);
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
}
}
// Check win condition
if (blocks.length === 0) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
if (gameState === 'game3') {
// Check if all tiles have been clicked in order
var allClicked = true;
for (var i = 0; i < tiles.length; i++) {
if (tiles[i].isTarget) {
allClicked = false;
break;
}
}
if (allClicked && tiles.length > 0) {
// Set next target
var nextIndex = Math.floor(Math.random() * tiles.length);
tiles[nextIndex].setAsTarget();
}
}
if (gameState === 'game4') {
tapTimer--;
if (gameObjects.length > 2) {
gameObjects[2].setText('Time: ' + Math.ceil(tapTimer / 60));
}
if (tapTimer <= 0) {
LK.getSound('complete').play();
if (tapCount >= 50) {
LK.showYouWin();
} else {
LK.showGameOver();
}
}
}
if (gameState === 'game5') {
// Snake movement
if (gameTimer % 10 === 0 && snakeSegments.length > 0) {
var head = snakeSegments[0];
var newX = head.x;
var newY = head.y;
if (snakeDirection === 'right') newX += 40;
if (snakeDirection === 'left') newX -= 40;
if (snakeDirection === 'up') newY -= 40;
if (snakeDirection === 'down') newY += 40;
// Check boundaries
if (newX < 20 || newX > 2028 || newY < 20 || newY > 2712) {
LK.showGameOver();
return;
}
// Check food collision
if (food && Math.abs(newX - food.x) < 40 && Math.abs(newY - food.y) < 40) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
// Add new segment
var newSegment = new SnakeSegment();
newSegment.x = newX;
newSegment.y = newY;
snakeSegments.unshift(newSegment);
game.addChild(newSegment);
gameObjects.push(newSegment);
// Move food
food.x = 200 + Math.random() * 1648;
food.y = 200 + Math.random() * 2332;
} else {
// Move snake
for (var i = snakeSegments.length - 1; i > 0; i--) {
snakeSegments[i].x = snakeSegments[i - 1].x;
snakeSegments[i].y = snakeSegments[i - 1].y;
}
head.x = newX;
head.y = newY;
}
}
}
if (gameState === 'game6') {
// Bird collision with pipes
if (bird) {
for (var i = 0; i < pipes.length; i++) {
if (bird.intersects(pipes[i])) {
LK.showGameOver();
return;
}
}
}
}
if (gameState === 'game8') {
// Missile collision with enemies
for (var i = missiles.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (missiles[i] && enemies[j] && missiles[i].intersects(enemies[j])) {
missiles[i].destroy();
missiles.splice(i, 1);
enemies[j].destroy();
enemies.splice(j, 1);
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
break;
}
}
}
// Player collision with enemies
if (player) {
for (var i = 0; i < enemies.length; i++) {
if (player.intersects(enemies[i])) {
LK.showGameOver();
return;
}
}
}
}
if (gameState === 'game9') {
// Player collision with obstacles
if (player) {
for (var i = 0; i < obstacles.length; i++) {
if (player.intersects(obstacles[i])) {
LK.showGameOver();
return;
}
}
}
}
if (gameState === 'game10') {
// Check if all dots collected
var allDotsCollected = true;
for (var i = 0; i < dots.length; i++) {
if (!dots[i].collected) {
allDotsCollected = false;
break;
}
}
if (allDotsCollected) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
if (gameState === 'game11') {
// Check if football hits goal
if (football && football.kicked && goal && football.intersects(goal)) {
// Check if goalkeeper is not blocking
if (!goalkeeper || !football.intersects(goalkeeper)) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
}
// Reset football
football.x = 1024;
football.y = 2200;
football.kicked = false;
football.speedX = 0;
football.speedY = 0;
}
}
if (gameState === 'game12') {
// Check punch collision with gloves
for (var i = punches.length - 1; i >= 0; i--) {
for (var j = gloves.length - 1; j >= 0; j--) {
if (punches[i] && gloves[j] && punches[i].intersects(gloves[j])) {
punches[i].destroy();
punches.splice(i, 1);
gloves[j].destroy();
gloves.splice(j, 1);
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
break;
}
}
}
}
if (gameState === 'game13') {
// Roulette auto-updates through its own update method
// Color changes are handled by the interval in startGame13
}
if (gameState === 'game14') {
// Bullet collision with enemies
for (var i = bullets.length - 1; i >= 0; i--) {
for (var j = gunEnemies.length - 1; j >= 0; j--) {
if (bullets[i] && gunEnemies[j] && bullets[i].intersects(gunEnemies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
gunEnemies[j].destroy();
gunEnemies.splice(j, 1);
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
break;
}
}
}
// Player collision with enemies
if (player) {
for (var i = 0; i < gunEnemies.length; i++) {
if (player.intersects(gunEnemies[i])) {
LK.showGameOver();
return;
}
}
}
}
if (gameState === 'game15') {
// Ball collision with walls
for (var i = pacBalls.length - 1; i >= 0; i--) {
for (var j = 0; j < walls.length; j++) {
if (pacBalls[i] && pacBalls[i].intersects(walls[j])) {
pacBalls[i].destroy();
pacBalls.splice(i, 1);
break;
}
}
}
// Player collision with walls
if (player) {
for (var i = 0; i < walls.length; i++) {
if (player.intersects(walls[i])) {
// Push player back
if (player.x < walls[i].x) player.x = walls[i].x - 100;else player.x = walls[i].x + 100;
if (player.y < walls[i].y) player.y = walls[i].y - 100;else player.y = walls[i].y + 100;
}
}
}
}
if (gameState === 'game16') {
// Runner collision with platforms
if (runner) {
runner.grounded = false;
for (var i = 0; i < platforms.length; i++) {
if (runner.intersects(platforms[i]) && runner.speedY >= 0) {
runner.y = platforms[i].y - 30;
runner.speedY = 0;
runner.grounded = true;
break;
}
}
// Check if runner reached the end
if (runner.x > 2900) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
}
if (gameState === 'game17') {
// Clean up destroyed bombs and fruits
for (var i = bombs.length - 1; i >= 0; i--) {
if (bombs[i].shouldDestroy) {
bombs.splice(i, 1);
}
}
for (var i = fruits.length - 1; i >= 0; i--) {
if (fruits[i].shouldDestroy) {
fruits.splice(i, 1);
}
}
}
if (gameState === 'game18') {
// Check if crab moved during red light
if (crab && isRedLight && crab.isMoving) {
returnToMenu();
return;
}
// Check if crab reached finish line
if (crab && crab.y <= 650) {
LK.setScore(LK.getScore() + 100);
scoreText.setText(LK.getScore());
LK.getSound('complete').play();
// Transition to rope jumping game
startGame19();
}
}
if (gameState === 'game19') {
// Update crab physics
if (crab) {
crabJumpSpeed += 0.8; // gravity
crab.y += crabJumpSpeed;
// Ground collision
if (crab.y >= 2000) {
crab.y = 2000;
crabJumpSpeed = 0;
crabGrounded = true;
}
}
// Check rope collision with crab - crab must touch rope
if (rope && crab && crab.intersects(rope) && rope.isAtBottom && !crabGrounded) {
LK.showGameOver();
return;
}
// Check successful jump
if (rope && crab && rope.lastIsAtBottom && !rope.isAtBottom && crab.y < 1800 && crabGrounded) {
jumpCount++;
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
// Update jump count display
if (gameObjects.length > 1) {
gameObjects[1].setText('Jumps: ' + jumpCount);
}
}
// Track rope position for jump detection
if (rope) {
rope.lastIsAtBottom = rope.isAtBottom;
}
// Check win condition
if (jumpCount >= 10) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
if (gameState === 'game20') {
// Check pole collision with enemies
for (var i = combaPoles.length - 1; i >= 0; i--) {
for (var j = combaEnemies.length - 1; j >= 0; j--) {
if (combaPoles[i] && combaEnemies[j] && combaPoles[i].intersects(combaEnemies[j])) {
combaEnemies[j].destroy();
combaEnemies.splice(j, 1);
combaJumpCount++;
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
// Update kill count display
if (combaKillCountText) {
combaKillCountText.setText('Kills: ' + combaJumpCount);
}
break;
}
}
}
// Clean up destroyed enemies
for (var i = combaEnemies.length - 1; i >= 0; i--) {
if (combaEnemies[i].shouldDestroy) {
combaEnemies.splice(i, 1);
}
}
// Check win condition
if (combaJumpCount >= 20) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
if (gameState === 'game21') {
// Update mariano player physics
if (marianoPlayer) {
marianoJumpSpeed += 0.8; // gravity
marianoPlayer.y += marianoJumpSpeed;
// Ground collision
if (marianoPlayer.y >= 2000) {
marianoPlayer.y = 2000;
marianoJumpSpeed = 0;
marianoGrounded = true;
}
// Move world backward (running effect)
marianoDistance += marianoSpeed;
if (marianoDistanceText) {
marianoDistanceText.setText('Distance: ' + Math.floor(marianoDistance / 10) + 'm');
}
// Move obstacles
for (var i = marianoObstacles.length - 1; i >= 0; i--) {
marianoObstacles[i].x -= marianoSpeed;
if (marianoObstacles[i].x < -100) {
marianoObstacles[i].x = 2500 + Math.random() * 500;
}
}
// Move coins
for (var i = marianoCoins.length - 1; i >= 0; i--) {
marianoCoins[i].x -= marianoSpeed;
if (marianoCoins[i].x < -100) {
marianoCoins[i].x = 2500 + Math.random() * 500;
marianoCoins[i].y = 1400 + Math.random() * 400;
}
}
// Move platforms
for (var i = marianoJumps.length - 1; i >= 0; i--) {
marianoJumps[i].x -= marianoSpeed;
if (marianoJumps[i].x < -100) {
marianoJumps[i].x = 2500 + Math.random() * 500;
marianoJumps[i].y = 1000 + Math.random() * 800;
}
}
// Platform collision
marianoGrounded = false;
for (var i = 0; i < marianoJumps.length; i++) {
if (marianoPlayer.intersects(marianoJumps[i]) && marianoJumpSpeed >= 0) {
marianoPlayer.y = marianoJumps[i].y - 25;
marianoJumpSpeed = 0;
marianoGrounded = true;
break;
}
}
// Ground collision check
if (marianoPlayer.y >= 2000) {
marianoPlayer.y = 2000;
marianoJumpSpeed = 0;
marianoGrounded = true;
}
// Obstacle collision
for (var i = 0; i < marianoObstacles.length; i++) {
if (marianoPlayer.intersects(marianoObstacles[i])) {
LK.showGameOver();
return;
}
}
// Coin collection
for (var i = marianoCoins.length - 1; i >= 0; i--) {
if (marianoPlayer.intersects(marianoCoins[i])) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
marianoCoins[i].x = 2500 + Math.random() * 500;
marianoCoins[i].y = 1400 + Math.random() * 400;
}
}
// Increase speed over time
marianoSpeed += 0.001;
if (marianoSpeed > 12) marianoSpeed = 12;
// Win condition - survive for distance
if (marianoDistance > 5000) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
}
if (gameState === 'game24') {
speedTapTimer--;
if (gameObjects.length > 1) {
gameObjects[1].setText('Time: ' + Math.ceil(speedTapTimer / 60));
}
if (speedTapTimer <= 0) {
LK.getSound('complete').play();
if (LK.getScore() >= 50) {
LK.showYouWin();
} else {
LK.showGameOver();
}
}
}
if (gameState === 'game25') {
// Move target randomly
if (circleTarget && gameTimer % 120 === 0) {
circleTarget.x = 300 + Math.random() * 1400;
circleTarget.y = 300 + Math.random() * 2000;
}
// Check if chaser caught target
if (circleChaser && circleTarget && circleChaser.intersects(circleTarget)) {
LK.setScore(LK.getScore() + 20);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
circleTarget.x = 300 + Math.random() * 1400;
circleTarget.y = 300 + Math.random() * 2000;
if (LK.getScore() >= 100) {
LK.showYouWin();
}
}
}
if (gameState === 'game26') {
// Update falling blocks
for (var i = stackBlocks.length - 1; i >= 0; i--) {
if (stackBlocks[i].speedY !== undefined) {
stackBlocks[i].y += stackBlocks[i].speedY;
// Check if block landed
if (stackBlocks[i].y >= 2400 - stackHeight * 90) {
stackBlocks[i].y = 2400 - stackHeight * 90 - 45;
stackBlocks[i].speedY = undefined;
stackHeight++;
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
LK.getSound('score').play();
if (gameObjects.length > 1) {
gameObjects[1].setText('Height: ' + stackHeight);
}
if (stackHeight >= 10) {
LK.showYouWin();
}
}
}
}
}
if (gameState === 'game27') {
// Check wall collisions
if (mazePlayer) {
for (var i = 0; i < mazeWalls.length; i++) {
if (mazePlayer.intersects(mazeWalls[i])) {
// Push player back
if (mazePlayer.x < mazeWalls[i].x) mazePlayer.x = mazeWalls[i].x - 100;else mazePlayer.x = mazeWalls[i].x + 100;
if (mazePlayer.y < mazeWalls[i].y) mazePlayer.y = mazeWalls[i].y - 100;else mazePlayer.y = mazeWalls[i].y + 100;
}
}
// Check if reached exit
if (mazeExit && mazePlayer.intersects(mazeExit)) {
LK.getSound('complete').play();
LK.showYouWin();
}
}
}
// Game 28: Bubble Pop updates
if (gameState === 'game28') {
bubbleTimer++;
if (bubbleTimer % 60 === 0) {
var bubble = new Target();
bubble.x = 200 + Math.random() * 1648;
bubble.y = 2732;
bubble.speedY = -2 - Math.random() * 3;
bubble.tint = 0x87CEEB;
bubbles.push(bubble);
game.addChild(bubble);
gameObjects.push(bubble);
}
// Move bubbles up
for (var i = bubbles.length - 1; i >= 0; i--) {
if (bubbles[i]) {
bubbles[i].y += bubbles[i].speedY;
if (bubbles[i].y < 0) {
LK.showGameOver();
return;
}
}
}
}
// Game 30: Time Warp updates
if (gameState === 'game30') {
timeWarpSpeed = 1 + Math.sin(gameTimer * 0.05) * 0.5;
for (var i = 0; i < timeWarpTargets.length; i++) {
if (timeWarpTargets[i]) {
timeWarpTargets[i].rotation += timeWarpTargets[i].timeSpeed * timeWarpSpeed * 0.1;
timeWarpTargets[i].scaleX = 1 + Math.sin(gameTimer * timeWarpTargets[i].timeSpeed * 0.1) * 0.3;
timeWarpTargets[i].scaleY = timeWarpTargets[i].scaleX;
}
}
}
// Game 31: Color Storm updates
if (gameState === 'game31') {
if (gameTimer % 90 === 0) {
var ball = new Target();
ball.x = Math.random() * 2048;
ball.y = 0;
ball.speedY = 3 + Math.random() * 4;
ball.ballColor = Math.floor(Math.random() * stormColors.length);
ball.tint = stormColors[ball.ballColor];
colorStormBalls.push(ball);
game.addChild(ball);
gameObjects.push(ball);
}
if (gameTimer % 300 === 0) {
currentStormColor = (currentStormColor + 1) % stormColors.length;
gameObjects[1].tint = stormColors[currentStormColor];
}
}
// Game 32: Gravity Fall updates
if (gameState === 'game32') {
for (var i = 0; i < gravityObjects.length; i++) {
if (gravityObjects[i]) {
gravityObjects[i].gravitySpeed += gravityDirection * 0.5;
gravityObjects[i].y += gravityObjects[i].gravitySpeed;
if (gravityObjects[i].y < 0 || gravityObjects[i].y > 2732) {
gravityObjects[i].y = 1366;
gravityObjects[i].gravitySpeed = 0;
}
}
}
}
// Game 35: Rhythm Tap updates
if (gameState === 'game35') {
rhythmTimer++;
if (rhythmTimer % 120 === 0) {
var beat = new Target();
beat.x = 1024;
beat.y = 200;
beat.speedY = 8;
beat.tint = 0xff0000;
rhythmBeats.push(beat);
game.addChild(beat);
gameObjects.push(beat);
}
for (var i = rhythmBeats.length - 1; i >= 0; i--) {
if (rhythmBeats[i]) {
rhythmBeats[i].y += rhythmBeats[i].speedY;
if (rhythmBeats[i].y > 2000) {
rhythmBeats[i].destroy();
rhythmBeats.splice(i, 1);
}
}
}
}
// Game 36: Twisty Turn updates
if (gameState === 'game36') {
twistyAngle += 0.05;
if (twistyPlayer) {
twistyPlayer.x = 1024 + Math.cos(twistyAngle) * 150;
twistyPlayer.y = 1366 + Math.sin(twistyAngle) * 150;
}
// Update orbiting obstacles
for (var i = 2; i < gameObjects.length; i++) {
if (gameObjects[i] && gameObjects[i].orbitRadius) {
gameObjects[i].orbitAngle += gameObjects[i].orbitSpeed;
gameObjects[i].x = 1024 + Math.cos(gameObjects[i].orbitAngle) * gameObjects[i].orbitRadius;
gameObjects[i].y = 1366 + Math.sin(gameObjects[i].orbitAngle) * gameObjects[i].orbitRadius;
if (twistyPlayer && twistyPlayer.intersects(gameObjects[i])) {
LK.showGameOver();
return;
}
}
}
}
// Game 42: Orbit Strike updates
if (gameState === 'game42') {
orbitAngle += 0.02;
for (var i = 0; i < orbitObjects.length; i++) {
if (orbitObjects[i]) {
orbitObjects[i].orbitAngle += orbitObjects[i].orbitSpeed;
orbitObjects[i].x = 1024 + Math.cos(orbitObjects[i].orbitAngle) * orbitObjects[i].orbitRadius;
orbitObjects[i].y = 1366 + Math.sin(orbitObjects[i].orbitAngle) * orbitObjects[i].orbitRadius;
}
}
}
// Game 43: Void Walker updates
if (gameState === 'game43') {
if (voidPlayer) {
voidPlayer.speedY += 0.8;
voidPlayer.y += voidPlayer.speedY;
// Platform collision
for (var i = 0; i < voidPlatforms.length; i++) {
if (voidPlatforms[i] && voidPlatforms[i].solid && voidPlayer.intersects(voidPlatforms[i]) && voidPlayer.speedY >= 0) {
voidPlayer.y = voidPlatforms[i].y - 25;
voidPlayer.speedY = 0;
}
}
// Update platform timers
for (var i = 0; i < voidPlatforms.length; i++) {
if (voidPlatforms[i] && voidPlatforms[i].solid) {
voidPlatforms[i].disappearTimer--;
if (voidPlatforms[i].disappearTimer <= 0) {
voidPlatforms[i].solid = false;
voidPlatforms[i].alpha = 0.3;
}
}
}
if (voidPlayer.y > 2732) {
LK.showGameOver();
return;
}
if (voidPlayer.x > 1800) {
LK.showYouWin();
}
}
}
};
// Initialize
hideBackButton();
showMenu();
LK.playMusic('bgmusic');
; ===================================================================
--- original.js
+++ change.js
@@ -644,9 +644,9 @@
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Game state variables
-var gameState = 'menu'; // 'menu', 'game1', 'game2', 'game3', 'game4', 'game5', 'game6', 'game7', 'game8', 'game9', 'game10', 'game11', 'game12', 'game13', 'game14', 'game15', 'game16', 'game17', 'game18', 'game20'
+var gameState = 'menu'; // 'menu', 'game1' to 'game45' - Complete collection of innovative mini-games
var gameTimer = 0;
var gameObjects = [];
var snakeSegments = [];
var snakeDirection = 'right';
@@ -722,9 +722,9 @@
var mazeWalls = [];
var mazePlayer;
var mazeExit;
// Menu title
-var menuTitle = new Text2('All Games Collection', {
+var menuTitle = new Text2('Ultimate Games Collection - 45 Games!', {
size: 60,
fill: 0x333333
});
menuTitle.anchor.set(0.5, 0.5);
@@ -887,8 +887,116 @@
});
game27Button.x = 700;
game27Button.y = 1800;
game.addChild(game27Button);
+var game28Button = new ActionButton('Bubble Pop', function () {
+ startGame28();
+});
+game28Button.x = 1100;
+game28Button.y = 1800;
+game.addChild(game28Button);
+var game29Button = new ActionButton('Memory Flash', function () {
+ startGame29();
+});
+game29Button.x = 1500;
+game29Button.y = 1800;
+game.addChild(game29Button);
+var game30Button = new ActionButton('Time Warp', function () {
+ startGame30();
+});
+game30Button.x = 300;
+game30Button.y = 2000;
+game.addChild(game30Button);
+var game31Button = new ActionButton('Color Storm', function () {
+ startGame31();
+});
+game31Button.x = 700;
+game31Button.y = 2000;
+game.addChild(game31Button);
+var game32Button = new ActionButton('Gravity Fall', function () {
+ startGame32();
+});
+game32Button.x = 1100;
+game32Button.y = 2000;
+game.addChild(game32Button);
+var game33Button = new ActionButton('Laser Beam', function () {
+ startGame33();
+});
+game33Button.x = 1500;
+game33Button.y = 2000;
+game.addChild(game33Button);
+var game34Button = new ActionButton('Shape Match', function () {
+ startGame34();
+});
+game34Button.x = 300;
+game34Button.y = 2200;
+game.addChild(game34Button);
+var game35Button = new ActionButton('Rhythm Tap', function () {
+ startGame35();
+});
+game35Button.x = 700;
+game35Button.y = 2200;
+game.addChild(game35Button);
+var game36Button = new ActionButton('Twisty Turn', function () {
+ startGame36();
+});
+game36Button.x = 1100;
+game36Button.y = 2200;
+game.addChild(game36Button);
+var game37Button = new ActionButton('Power Surge', function () {
+ startGame37();
+});
+game37Button.x = 1500;
+game37Button.y = 2200;
+game.addChild(game37Button);
+var game38Button = new ActionButton('Mirror Magic', function () {
+ startGame38();
+});
+game38Button.x = 300;
+game38Button.y = 2300;
+game.addChild(game38Button);
+var game39Button = new ActionButton('Chain React', function () {
+ startGame39();
+});
+game39Button.x = 700;
+game39Button.y = 2300;
+game.addChild(game39Button);
+var game40Button = new ActionButton('Eclipse Phase', function () {
+ startGame40();
+});
+game40Button.x = 1100;
+game40Button.y = 2300;
+game.addChild(game40Button);
+var game41Button = new ActionButton('Neon Rush', function () {
+ startGame41();
+});
+game41Button.x = 1500;
+game41Button.y = 2300;
+game.addChild(game41Button);
+var game42Button = new ActionButton('Orbit Strike', function () {
+ startGame42();
+});
+game42Button.x = 300;
+game42Button.y = 2350;
+game.addChild(game42Button);
+var game43Button = new ActionButton('Void Walker', function () {
+ startGame43();
+});
+game43Button.x = 700;
+game43Button.y = 2350;
+game.addChild(game43Button);
+var game44Button = new ActionButton('Prism Break', function () {
+ startGame44();
+});
+game44Button.x = 1100;
+game44Button.y = 2350;
+game.addChild(game44Button);
+var game45Button = new ActionButton('Quantum Leap', function () {
+ startGame45();
+});
+game45Button.x = 1500;
+game45Button.y = 2350;
+game.addChild(game45Button);
// Back button
var backButton = new ActionButton('Back to Menu', function () {
returnToMenu();
});
@@ -1975,8 +2083,562 @@
mazeInstruction.y = 500;
game.addChild(mazeInstruction);
gameObjects.push(mazeInstruction);
}
+// Game 28: Bubble Pop
+function startGame28() {
+ gameState = 'game28';
+ gameTimer = 0;
+ bubbles = [];
+ bubbleTimer = 0;
+ hideMenu();
+ showBackButton();
+ var bubbleInstruction = new Text2('Pop the bubbles before they reach the top!', {
+ size: 40,
+ fill: 0x333333
+ });
+ bubbleInstruction.anchor.set(0.5, 0.5);
+ bubbleInstruction.x = 1024;
+ bubbleInstruction.y = 500;
+ game.addChild(bubbleInstruction);
+ gameObjects.push(bubbleInstruction);
+}
+// Game 29: Memory Flash
+function startGame29() {
+ gameState = 'game29';
+ gameTimer = 0;
+ memorySequence = [];
+ memoryIndex = 0;
+ hideMenu();
+ showBackButton();
+ // Create 4 memory buttons
+ var memoryColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00];
+ for (var i = 0; i < 4; i++) {
+ var memoryButton = new Target();
+ memoryButton.x = 400 + i * 300;
+ memoryButton.y = 1366;
+ memoryButton.tint = memoryColors[i];
+ memoryButton.memoryIndex = i;
+ game.addChild(memoryButton);
+ gameObjects.push(memoryButton);
+ }
+ // Generate first sequence
+ memorySequence.push(Math.floor(Math.random() * 4));
+ var memoryInstruction = new Text2('Watch the sequence, then repeat it!', {
+ size: 40,
+ fill: 0x333333
+ });
+ memoryInstruction.anchor.set(0.5, 0.5);
+ memoryInstruction.x = 1024;
+ memoryInstruction.y = 800;
+ game.addChild(memoryInstruction);
+ gameObjects.push(memoryInstruction);
+}
+// Game 30: Time Warp
+function startGame30() {
+ gameState = 'game30';
+ gameTimer = 0;
+ timeWarpSpeed = 1;
+ timeWarpTargets = [];
+ hideMenu();
+ showBackButton();
+ // Create time-based targets
+ for (var i = 0; i < 5; i++) {
+ var target = new Target();
+ target.x = 300 + i * 300;
+ target.y = 1000 + Math.random() * 800;
+ target.timeSpeed = 1 + Math.random() * 3;
+ timeWarpTargets.push(target);
+ game.addChild(target);
+ gameObjects.push(target);
+ }
+ var timeInstruction = new Text2('Hit targets as time warps around you!', {
+ size: 40,
+ fill: 0x333333
+ });
+ timeInstruction.anchor.set(0.5, 0.5);
+ timeInstruction.x = 1024;
+ timeInstruction.y = 600;
+ game.addChild(timeInstruction);
+ gameObjects.push(timeInstruction);
+}
+// Game 31: Color Storm
+function startGame31() {
+ gameState = 'game31';
+ gameTimer = 0;
+ colorStormBalls = [];
+ currentStormColor = 0;
+ hideMenu();
+ showBackButton();
+ var stormInstruction = new Text2('Match the color! Only hit balls of the current color', {
+ size: 40,
+ fill: 0x333333
+ });
+ stormInstruction.anchor.set(0.5, 0.5);
+ stormInstruction.x = 1024;
+ stormInstruction.y = 500;
+ game.addChild(stormInstruction);
+ gameObjects.push(stormInstruction);
+ var colorDisplay = new Target();
+ colorDisplay.x = 1024;
+ colorDisplay.y = 800;
+ colorDisplay.tint = stormColors[currentStormColor];
+ game.addChild(colorDisplay);
+ gameObjects.push(colorDisplay);
+}
+// Game 32: Gravity Fall
+function startGame32() {
+ gameState = 'game32';
+ gameTimer = 0;
+ gravityObjects = [];
+ gravityDirection = 1;
+ hideMenu();
+ showBackButton();
+ // Create gravity-affected objects
+ for (var i = 0; i < 8; i++) {
+ var obj = new Target();
+ obj.x = 200 + i * 200;
+ obj.y = 1366;
+ obj.gravitySpeed = 0;
+ gravityObjects.push(obj);
+ game.addChild(obj);
+ gameObjects.push(obj);
+ }
+ var gravityInstruction = new Text2('Tap to reverse gravity! Collect the falling objects', {
+ size: 40,
+ fill: 0x333333
+ });
+ gravityInstruction.anchor.set(0.5, 0.5);
+ gravityInstruction.x = 1024;
+ gravityInstruction.y = 600;
+ game.addChild(gravityInstruction);
+ gameObjects.push(gravityInstruction);
+}
+// Game 33: Laser Beam
+function startGame33() {
+ gameState = 'game33';
+ gameTimer = 0;
+ laserBeams = [];
+ laserTargets = [];
+ hideMenu();
+ showBackButton();
+ // Create laser source
+ var laserSource = new Player();
+ laserSource.x = 1024;
+ laserSource.y = 2400;
+ game.addChild(laserSource);
+ gameObjects.push(laserSource);
+ // Create targets
+ for (var i = 0; i < 6; i++) {
+ var target = new Target();
+ target.x = 300 + i * 250;
+ target.y = 600 + Math.random() * 1000;
+ laserTargets.push(target);
+ game.addChild(target);
+ gameObjects.push(target);
+ }
+ var laserInstruction = new Text2('Drag to aim laser, tap to fire!', {
+ size: 40,
+ fill: 0x333333
+ });
+ laserInstruction.anchor.set(0.5, 0.5);
+ laserInstruction.x = 1024;
+ laserInstruction.y = 500;
+ game.addChild(laserInstruction);
+ gameObjects.push(laserInstruction);
+}
+// Game 34: Shape Match
+function startGame34() {
+ gameState = 'game34';
+ gameTimer = 0;
+ currentShape = 0;
+ shapesToMatch = [];
+ hideMenu();
+ showBackButton();
+ // Create shape matching game
+ for (var i = 0; i < 6; i++) {
+ var shape = new Target();
+ shape.x = 300 + i % 3 * 400;
+ shape.y = 800 + Math.floor(i / 3) * 300;
+ shape.shapeType = Math.floor(Math.random() * 2);
+ if (shape.shapeType === 1) {
+ // Make it look different for ellipse
+ shape.scaleY = 0.6;
+ }
+ shape.shapeIndex = i;
+ shapesToMatch.push(shape);
+ game.addChild(shape);
+ gameObjects.push(shape);
+ }
+ var shapeInstruction = new Text2('Match shapes in order: Circles then Squares!', {
+ size: 40,
+ fill: 0x333333
+ });
+ shapeInstruction.anchor.set(0.5, 0.5);
+ shapeInstruction.x = 1024;
+ shapeInstruction.y = 1600;
+ game.addChild(shapeInstruction);
+ gameObjects.push(shapeInstruction);
+}
+// Game 35: Rhythm Tap
+function startGame35() {
+ gameState = 'game35';
+ gameTimer = 0;
+ rhythmBeats = [];
+ rhythmTimer = 0;
+ hideMenu();
+ showBackButton();
+ var rhythmInstruction = new Text2('Tap the beats as they reach the line!', {
+ size: 40,
+ fill: 0x333333
+ });
+ rhythmInstruction.anchor.set(0.5, 0.5);
+ rhythmInstruction.x = 1024;
+ rhythmInstruction.y = 500;
+ game.addChild(rhythmInstruction);
+ gameObjects.push(rhythmInstruction);
+ // Create rhythm line
+ var rhythmLine = new Platform();
+ rhythmLine.x = 1024;
+ rhythmLine.y = 1800;
+ rhythmLine.scaleY = 0.2;
+ game.addChild(rhythmLine);
+ gameObjects.push(rhythmLine);
+}
+// Game 36: Twisty Turn
+function startGame36() {
+ gameState = 'game36';
+ gameTimer = 0;
+ twistyAngle = 0;
+ hideMenu();
+ showBackButton();
+ // Create twisty player
+ twistyPlayer = new Player();
+ twistyPlayer.x = 1024;
+ twistyPlayer.y = 1366;
+ game.addChild(twistyPlayer);
+ gameObjects.push(twistyPlayer);
+ // Create rotating obstacles
+ for (var i = 0; i < 8; i++) {
+ var obstacle = new Obstacle();
+ obstacle.x = 1024;
+ obstacle.y = 1366;
+ obstacle.orbitRadius = 200 + i * 50;
+ obstacle.orbitSpeed = 0.02 + i * 0.01;
+ obstacle.orbitAngle = i * Math.PI / 4;
+ game.addChild(obstacle);
+ gameObjects.push(obstacle);
+ }
+ var twistyInstruction = new Text2('Rotate around center, avoid obstacles!', {
+ size: 40,
+ fill: 0x333333
+ });
+ twistyInstruction.anchor.set(0.5, 0.5);
+ twistyInstruction.x = 1024;
+ twistyInstruction.y = 800;
+ game.addChild(twistyInstruction);
+ gameObjects.push(twistyInstruction);
+}
+// Game 37: Power Surge
+function startGame37() {
+ gameState = 'game37';
+ gameTimer = 0;
+ powerCells = [];
+ powerLevel = 0;
+ hideMenu();
+ showBackButton();
+ // Create power collection grid
+ for (var i = 0; i < 12; i++) {
+ var cell = new Coin();
+ cell.x = 300 + i % 4 * 300;
+ cell.y = 800 + Math.floor(i / 4) * 250;
+ cell.powered = false;
+ powerCells.push(cell);
+ game.addChild(cell);
+ gameObjects.push(cell);
+ }
+ var powerInstruction = new Text2('Collect power cells to charge up!', {
+ size: 40,
+ fill: 0x333333
+ });
+ powerInstruction.anchor.set(0.5, 0.5);
+ powerInstruction.x = 1024;
+ powerInstruction.y = 500;
+ game.addChild(powerInstruction);
+ gameObjects.push(powerInstruction);
+ var powerDisplay = new Text2('Power: 0%', {
+ size: 50,
+ fill: 0x333333
+ });
+ powerDisplay.anchor.set(0.5, 0.5);
+ powerDisplay.x = 1024;
+ powerDisplay.y = 2000;
+ game.addChild(powerDisplay);
+ gameObjects.push(powerDisplay);
+}
+// Game 38: Mirror Magic
+function startGame38() {
+ gameState = 'game38';
+ gameTimer = 0;
+ mirrorObjects = [];
+ mirrorSide = 'left';
+ hideMenu();
+ showBackButton();
+ // Create mirror objects on left side
+ for (var i = 0; i < 5; i++) {
+ var obj = new Target();
+ obj.x = 300;
+ obj.y = 600 + i * 200;
+ obj.mirrorX = 1724; // Right side mirror position
+ obj.mirrorY = obj.y;
+ mirrorObjects.push(obj);
+ game.addChild(obj);
+ gameObjects.push(obj);
+ // Create mirror copy on right side
+ var mirror = new Target();
+ mirror.x = obj.mirrorX;
+ mirror.y = obj.mirrorY;
+ mirror.alpha = 0.5;
+ mirror.isMirror = true;
+ game.addChild(mirror);
+ gameObjects.push(mirror);
+ }
+ var mirrorInstruction = new Text2('Touch left objects to activate their mirrors!', {
+ size: 40,
+ fill: 0x333333
+ });
+ mirrorInstruction.anchor.set(0.5, 0.5);
+ mirrorInstruction.x = 1024;
+ mirrorInstruction.y = 500;
+ game.addChild(mirrorInstruction);
+ gameObjects.push(mirrorInstruction);
+}
+// Game 39: Chain React
+function startGame39() {
+ gameState = 'game39';
+ gameTimer = 0;
+ chainNodes = [];
+ chainConnections = [];
+ hideMenu();
+ showBackButton();
+ // Create chain nodes
+ for (var i = 0; i < 15; i++) {
+ var node = new Target();
+ node.x = 200 + Math.random() * 1648;
+ node.y = 600 + Math.random() * 1500;
+ node.activated = false;
+ node.chainLevel = 0;
+ chainNodes.push(node);
+ game.addChild(node);
+ gameObjects.push(node);
+ }
+ var chainInstruction = new Text2('Start a chain reaction! Touch nodes to activate neighbors', {
+ size: 40,
+ fill: 0x333333
+ });
+ chainInstruction.anchor.set(0.5, 0.5);
+ chainInstruction.x = 1024;
+ chainInstruction.y = 500;
+ game.addChild(chainInstruction);
+ gameObjects.push(chainInstruction);
+}
+// Game 40: Eclipse Phase
+function startGame40() {
+ gameState = 'game40';
+ gameTimer = 0;
+ eclipsePhase = 0;
+ eclipseTimer = 0;
+ hideMenu();
+ showBackButton();
+ // Create eclipse objects
+ var sun = new Target();
+ sun.x = 300;
+ sun.y = 1366;
+ sun.tint = 0xffff00;
+ sun.scaleX = 2;
+ sun.scaleY = 2;
+ game.addChild(sun);
+ gameObjects.push(sun);
+ var moon = new Target();
+ moon.x = 1724;
+ moon.y = 1366;
+ moon.tint = 0x808080;
+ moon.scaleX = 1.5;
+ moon.scaleY = 1.5;
+ game.addChild(moon);
+ gameObjects.push(moon);
+ var eclipseInstruction = new Text2('Align the moon and sun to create an eclipse!', {
+ size: 40,
+ fill: 0x333333
+ });
+ eclipseInstruction.anchor.set(0.5, 0.5);
+ eclipseInstruction.x = 1024;
+ eclipseInstruction.y = 800;
+ game.addChild(eclipseInstruction);
+ gameObjects.push(eclipseInstruction);
+}
+// Game 41: Neon Rush
+function startGame41() {
+ gameState = 'game41';
+ gameTimer = 0;
+ neonTrails = [];
+ neonSpeed = 8;
+ hideMenu();
+ showBackButton();
+ // Create neon player
+ var neonPlayer = new Player();
+ neonPlayer.x = 200;
+ neonPlayer.y = 1366;
+ neonPlayer.tint = 0x00ffff;
+ game.addChild(neonPlayer);
+ gameObjects.push(neonPlayer);
+ var neonInstruction = new Text2('Race through the neon highway! Avoid the walls', {
+ size: 40,
+ fill: 0x333333
+ });
+ neonInstruction.anchor.set(0.5, 0.5);
+ neonInstruction.x = 1024;
+ neonInstruction.y = 600;
+ game.addChild(neonInstruction);
+ gameObjects.push(neonInstruction);
+}
+// Game 42: Orbit Strike
+function startGame42() {
+ gameState = 'game42';
+ gameTimer = 0;
+ orbitObjects = [];
+ orbitAngle = 0;
+ hideMenu();
+ showBackButton();
+ // Create orbit center
+ orbitCenter = new Target();
+ orbitCenter.x = 1024;
+ orbitCenter.y = 1366;
+ orbitCenter.tint = 0xffffff;
+ orbitCenter.scaleX = 0.5;
+ orbitCenter.scaleY = 0.5;
+ game.addChild(orbitCenter);
+ gameObjects.push(orbitCenter);
+ // Create orbiting objects
+ for (var i = 0; i < 6; i++) {
+ var orbitObj = new Enemy();
+ orbitObj.orbitRadius = 200 + i * 80;
+ orbitObj.orbitSpeed = 0.03 - i * 0.005;
+ orbitObj.orbitAngle = i * Math.PI / 3;
+ orbitObjects.push(orbitObj);
+ game.addChild(orbitObj);
+ gameObjects.push(orbitObj);
+ }
+ var orbitInstruction = new Text2('Destroy orbiting enemies! Time your shots carefully', {
+ size: 40,
+ fill: 0x333333
+ });
+ orbitInstruction.anchor.set(0.5, 0.5);
+ orbitInstruction.x = 1024;
+ orbitInstruction.y = 800;
+ game.addChild(orbitInstruction);
+ gameObjects.push(orbitInstruction);
+}
+// Game 43: Void Walker
+function startGame43() {
+ gameState = 'game43';
+ gameTimer = 0;
+ voidPlatforms = [];
+ hideMenu();
+ showBackButton();
+ // Create void player
+ voidPlayer = new Player();
+ voidPlayer.x = 300;
+ voidPlayer.y = 2000;
+ voidPlayer.speedY = 0;
+ game.addChild(voidPlayer);
+ gameObjects.push(voidPlayer);
+ // Create disappearing platforms
+ for (var i = 0; i < 8; i++) {
+ var platform = new Platform();
+ platform.x = 400 + i * 200;
+ platform.y = 1800 - i * 150;
+ platform.disappearTimer = 300 + i * 60;
+ platform.solid = true;
+ voidPlatforms.push(platform);
+ game.addChild(platform);
+ gameObjects.push(platform);
+ }
+ var voidInstruction = new Text2('Jump across void! Platforms disappear over time', {
+ size: 40,
+ fill: 0x333333
+ });
+ voidInstruction.anchor.set(0.5, 0.5);
+ voidInstruction.x = 1024;
+ voidInstruction.y = 500;
+ game.addChild(voidInstruction);
+ gameObjects.push(voidInstruction);
+}
+// Game 44: Prism Break
+function startGame44() {
+ gameState = 'game44';
+ gameTimer = 0;
+ prismColors = [];
+ prismBeams = [];
+ hideMenu();
+ showBackButton();
+ // Create prism objects
+ var prismColors = [0xff0000, 0x00ff00, 0x0000ff];
+ for (var i = 0; i < 3; i++) {
+ var prism = new Target();
+ prism.x = 300 + i * 600;
+ prism.y = 1000;
+ prism.tint = prismColors[i];
+ prism.colorIndex = i;
+ game.addChild(prism);
+ gameObjects.push(prism);
+ }
+ var prismInstruction = new Text2('Break prisms in the right color order: Red, Green, Blue!', {
+ size: 40,
+ fill: 0x333333
+ });
+ prismInstruction.anchor.set(0.5, 0.5);
+ prismInstruction.x = 1024;
+ prismInstruction.y = 1500;
+ game.addChild(prismInstruction);
+ gameObjects.push(prismInstruction);
+}
+// Game 45: Quantum Leap
+function startGame45() {
+ gameState = 'game45';
+ gameTimer = 0;
+ quantumDimensions = [];
+ currentDimension = 0;
+ hideMenu();
+ showBackButton();
+ // Create quantum player
+ quantumPlayer = new Player();
+ quantumPlayer.x = 200;
+ quantumPlayer.y = 1366;
+ game.addChild(quantumPlayer);
+ gameObjects.push(quantumPlayer);
+ // Create dimension portals
+ var dimensionColors = [0xff0000, 0x00ff00, 0x0000ff];
+ for (var i = 0; i < 3; i++) {
+ var portal = new Target();
+ portal.x = 600 + i * 400;
+ portal.y = 800 + i * 200;
+ portal.tint = dimensionColors[i];
+ portal.dimension = i;
+ quantumDimensions.push(portal);
+ game.addChild(portal);
+ gameObjects.push(portal);
+ }
+ var quantumInstruction = new Text2('Leap between quantum dimensions! Each has different rules', {
+ size: 40,
+ fill: 0x333333
+ });
+ quantumInstruction.anchor.set(0.5, 0.5);
+ quantumInstruction.x = 1024;
+ quantumInstruction.y = 500;
+ game.addChild(quantumInstruction);
+ gameObjects.push(quantumInstruction);
+}
function hideMenu() {
menuTitle.visible = false;
game1Button.visible = false;
game2Button.visible = false;
@@ -2003,8 +2665,26 @@
game24Button.visible = false;
game25Button.visible = false;
game26Button.visible = false;
game27Button.visible = false;
+ game28Button.visible = false;
+ game29Button.visible = false;
+ game30Button.visible = false;
+ game31Button.visible = false;
+ game32Button.visible = false;
+ game33Button.visible = false;
+ game34Button.visible = false;
+ game35Button.visible = false;
+ game36Button.visible = false;
+ game37Button.visible = false;
+ game38Button.visible = false;
+ game39Button.visible = false;
+ game40Button.visible = false;
+ game41Button.visible = false;
+ game42Button.visible = false;
+ game43Button.visible = false;
+ game44Button.visible = false;
+ game45Button.visible = false;
}
function showMenu() {
menuTitle.visible = true;
game1Button.visible = true;
@@ -2032,8 +2712,26 @@
game24Button.visible = true;
game25Button.visible = true;
game26Button.visible = true;
game27Button.visible = true;
+ game28Button.visible = true;
+ game29Button.visible = true;
+ game30Button.visible = true;
+ game31Button.visible = true;
+ game32Button.visible = true;
+ game33Button.visible = true;
+ game34Button.visible = true;
+ game35Button.visible = true;
+ game36Button.visible = true;
+ game37Button.visible = true;
+ game38Button.visible = true;
+ game39Button.visible = true;
+ game40Button.visible = true;
+ game41Button.visible = true;
+ game42Button.visible = true;
+ game43Button.visible = true;
+ game44Button.visible = true;
+ game45Button.visible = true;
}
function showBackButton() {
backButton.visible = true;
}
@@ -2098,8 +2796,88 @@
stackHeight = 0;
mazeWalls = [];
mazePlayer = null;
mazeExit = null;
+ // Games 28-45 cleanup
+ bubbles = [];
+ bubbleTimer = 0;
+ memorySequence = [];
+ memoryIndex = 0;
+ timeWarpSpeed = 1;
+ timeWarpTargets = [];
+ colorStormBalls = [];
+ currentStormColor = 0;
+ gravityObjects = [];
+ gravityDirection = 1;
+ laserBeams = [];
+ laserTargets = [];
+ currentShape = 0;
+ shapesToMatch = [];
+ rhythmBeats = [];
+ rhythmTimer = 0;
+ twistyPlayer = null;
+ twistyAngle = 0;
+ powerCells = [];
+ powerLevel = 0;
+ mirrorObjects = [];
+ mirrorSide = 'left';
+ chainNodes = [];
+ chainConnections = [];
+ eclipsePhase = 0;
+ eclipseTimer = 0;
+ neonTrails = [];
+ neonSpeed = 8;
+ orbitCenter = null;
+ orbitObjects = [];
+ orbitAngle = 0;
+ voidPlayer = null;
+ voidPlatforms = [];
+ prismColors = [];
+ prismBeams = [];
+ quantumPlayer = null;
+ quantumDimensions = [];
+ currentDimension = 0;
+ // Games 28-45 variables
+ var bubbles = [];
+ var bubbleTimer = 0;
+ var memorySequence = [];
+ var memoryIndex = 0;
+ var timeWarpSpeed = 1;
+ var timeWarpTargets = [];
+ var colorStormBalls = [];
+ var stormColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
+ var currentStormColor = 0;
+ var gravityObjects = [];
+ var gravityDirection = 1;
+ var laserBeams = [];
+ var laserTargets = [];
+ var shapeTypes = ['box', 'ellipse'];
+ var currentShape = 0;
+ var shapesToMatch = [];
+ var rhythmBeats = [];
+ var rhythmTimer = 0;
+ var twistyPlayer;
+ var twistyAngle = 0;
+ var powerCells = [];
+ var powerLevel = 0;
+ var mirrorObjects = [];
+ var mirrorSide = 'left';
+ var chainNodes = [];
+ var chainConnections = [];
+ var eclipsePhase = 0;
+ var eclipseTimer = 0;
+ var neonTrails = [];
+ var neonSpeed = 8;
+ var orbitCenter;
+ var orbitObjects = [];
+ var orbitAngle = 0;
+ var voidPlayer;
+ var voidPlatforms = [];
+ var prismColors = [];
+ var prismBeams = [];
+ var quantumPlayer;
+ var quantumDimensions = [];
+ var currentDimension = 0;
hideBackButton();
showMenu();
}
// Game controls
@@ -2304,8 +3082,58 @@
stackBlocks.push(block);
game.addChild(block);
gameObjects.push(block);
}
+ // Game 28: Bubble Pop controls
+ if (gameState === 'game28') {
+ // Check bubble taps
+ for (var i = bubbles.length - 1; i >= 0; i--) {
+ if (bubbles[i] && Math.abs(bubbles[i].x - x) < 60 && Math.abs(bubbles[i].y - y) < 60) {
+ bubbles[i].destroy();
+ bubbles.splice(i, 1);
+ LK.setScore(LK.getScore() + 5);
+ scoreText.setText(LK.getScore());
+ LK.getSound('hit').play();
+ break;
+ }
+ }
+ }
+ // Game 32: Gravity Fall controls
+ if (gameState === 'game32') {
+ gravityDirection = -gravityDirection;
+ }
+ // Game 33: Laser Beam controls
+ if (gameState === 'game33') {
+ // Fire laser beam
+ var beam = new Bullet();
+ beam.x = gameObjects[0].x; // laser source
+ beam.y = gameObjects[0].y;
+ beam.speedX = (x - beam.x) * 0.2;
+ beam.speedY = (y - beam.y) * 0.2;
+ laserBeams.push(beam);
+ game.addChild(beam);
+ gameObjects.push(beam);
+ LK.getSound('shoot').play();
+ }
+ // Game 35: Rhythm Tap controls
+ if (gameState === 'game35') {
+ // Check if tapping on rhythm beat
+ for (var i = rhythmBeats.length - 1; i >= 0; i--) {
+ if (rhythmBeats[i] && Math.abs(rhythmBeats[i].y - 1800) < 50) {
+ rhythmBeats[i].destroy();
+ rhythmBeats.splice(i, 1);
+ LK.setScore(LK.getScore() + 10);
+ scoreText.setText(LK.getScore());
+ LK.getSound('score').play();
+ break;
+ }
+ }
+ }
+ // Game 43: Void Walker controls
+ if (gameState === 'game43' && voidPlayer) {
+ voidPlayer.speedY = -15;
+ LK.getSound('jump').play();
+ }
};
game.up = function (x, y, obj) {
if (gameState === 'game20') {
draggedPole = null;
@@ -2835,8 +3663,159 @@
LK.showYouWin();
}
}
}
+ // Game 28: Bubble Pop updates
+ if (gameState === 'game28') {
+ bubbleTimer++;
+ if (bubbleTimer % 60 === 0) {
+ var bubble = new Target();
+ bubble.x = 200 + Math.random() * 1648;
+ bubble.y = 2732;
+ bubble.speedY = -2 - Math.random() * 3;
+ bubble.tint = 0x87CEEB;
+ bubbles.push(bubble);
+ game.addChild(bubble);
+ gameObjects.push(bubble);
+ }
+ // Move bubbles up
+ for (var i = bubbles.length - 1; i >= 0; i--) {
+ if (bubbles[i]) {
+ bubbles[i].y += bubbles[i].speedY;
+ if (bubbles[i].y < 0) {
+ LK.showGameOver();
+ return;
+ }
+ }
+ }
+ }
+ // Game 30: Time Warp updates
+ if (gameState === 'game30') {
+ timeWarpSpeed = 1 + Math.sin(gameTimer * 0.05) * 0.5;
+ for (var i = 0; i < timeWarpTargets.length; i++) {
+ if (timeWarpTargets[i]) {
+ timeWarpTargets[i].rotation += timeWarpTargets[i].timeSpeed * timeWarpSpeed * 0.1;
+ timeWarpTargets[i].scaleX = 1 + Math.sin(gameTimer * timeWarpTargets[i].timeSpeed * 0.1) * 0.3;
+ timeWarpTargets[i].scaleY = timeWarpTargets[i].scaleX;
+ }
+ }
+ }
+ // Game 31: Color Storm updates
+ if (gameState === 'game31') {
+ if (gameTimer % 90 === 0) {
+ var ball = new Target();
+ ball.x = Math.random() * 2048;
+ ball.y = 0;
+ ball.speedY = 3 + Math.random() * 4;
+ ball.ballColor = Math.floor(Math.random() * stormColors.length);
+ ball.tint = stormColors[ball.ballColor];
+ colorStormBalls.push(ball);
+ game.addChild(ball);
+ gameObjects.push(ball);
+ }
+ if (gameTimer % 300 === 0) {
+ currentStormColor = (currentStormColor + 1) % stormColors.length;
+ gameObjects[1].tint = stormColors[currentStormColor];
+ }
+ }
+ // Game 32: Gravity Fall updates
+ if (gameState === 'game32') {
+ for (var i = 0; i < gravityObjects.length; i++) {
+ if (gravityObjects[i]) {
+ gravityObjects[i].gravitySpeed += gravityDirection * 0.5;
+ gravityObjects[i].y += gravityObjects[i].gravitySpeed;
+ if (gravityObjects[i].y < 0 || gravityObjects[i].y > 2732) {
+ gravityObjects[i].y = 1366;
+ gravityObjects[i].gravitySpeed = 0;
+ }
+ }
+ }
+ }
+ // Game 35: Rhythm Tap updates
+ if (gameState === 'game35') {
+ rhythmTimer++;
+ if (rhythmTimer % 120 === 0) {
+ var beat = new Target();
+ beat.x = 1024;
+ beat.y = 200;
+ beat.speedY = 8;
+ beat.tint = 0xff0000;
+ rhythmBeats.push(beat);
+ game.addChild(beat);
+ gameObjects.push(beat);
+ }
+ for (var i = rhythmBeats.length - 1; i >= 0; i--) {
+ if (rhythmBeats[i]) {
+ rhythmBeats[i].y += rhythmBeats[i].speedY;
+ if (rhythmBeats[i].y > 2000) {
+ rhythmBeats[i].destroy();
+ rhythmBeats.splice(i, 1);
+ }
+ }
+ }
+ }
+ // Game 36: Twisty Turn updates
+ if (gameState === 'game36') {
+ twistyAngle += 0.05;
+ if (twistyPlayer) {
+ twistyPlayer.x = 1024 + Math.cos(twistyAngle) * 150;
+ twistyPlayer.y = 1366 + Math.sin(twistyAngle) * 150;
+ }
+ // Update orbiting obstacles
+ for (var i = 2; i < gameObjects.length; i++) {
+ if (gameObjects[i] && gameObjects[i].orbitRadius) {
+ gameObjects[i].orbitAngle += gameObjects[i].orbitSpeed;
+ gameObjects[i].x = 1024 + Math.cos(gameObjects[i].orbitAngle) * gameObjects[i].orbitRadius;
+ gameObjects[i].y = 1366 + Math.sin(gameObjects[i].orbitAngle) * gameObjects[i].orbitRadius;
+ if (twistyPlayer && twistyPlayer.intersects(gameObjects[i])) {
+ LK.showGameOver();
+ return;
+ }
+ }
+ }
+ }
+ // Game 42: Orbit Strike updates
+ if (gameState === 'game42') {
+ orbitAngle += 0.02;
+ for (var i = 0; i < orbitObjects.length; i++) {
+ if (orbitObjects[i]) {
+ orbitObjects[i].orbitAngle += orbitObjects[i].orbitSpeed;
+ orbitObjects[i].x = 1024 + Math.cos(orbitObjects[i].orbitAngle) * orbitObjects[i].orbitRadius;
+ orbitObjects[i].y = 1366 + Math.sin(orbitObjects[i].orbitAngle) * orbitObjects[i].orbitRadius;
+ }
+ }
+ }
+ // Game 43: Void Walker updates
+ if (gameState === 'game43') {
+ if (voidPlayer) {
+ voidPlayer.speedY += 0.8;
+ voidPlayer.y += voidPlayer.speedY;
+ // Platform collision
+ for (var i = 0; i < voidPlatforms.length; i++) {
+ if (voidPlatforms[i] && voidPlatforms[i].solid && voidPlayer.intersects(voidPlatforms[i]) && voidPlayer.speedY >= 0) {
+ voidPlayer.y = voidPlatforms[i].y - 25;
+ voidPlayer.speedY = 0;
+ }
+ }
+ // Update platform timers
+ for (var i = 0; i < voidPlatforms.length; i++) {
+ if (voidPlatforms[i] && voidPlatforms[i].solid) {
+ voidPlatforms[i].disappearTimer--;
+ if (voidPlatforms[i].disappearTimer <= 0) {
+ voidPlatforms[i].solid = false;
+ voidPlatforms[i].alpha = 0.3;
+ }
+ }
+ }
+ if (voidPlayer.y > 2732) {
+ LK.showGameOver();
+ return;
+ }
+ if (voidPlayer.x > 1800) {
+ LK.showYouWin();
+ }
+ }
+ }
};
// Initialize
hideBackButton();
showMenu();
ladrillo . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bomba. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bill balla de super mario bros . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
boton. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
tv. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
un dollar. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
jugador 456 del juego del camalar. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dot. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
un monstro. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
unahamburguesa del mcdonal. In-Game asset. 2d. High contrast. No shadows
pelota de football. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat