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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: 48, 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: 72, 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: 64, 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: 48, 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: 56, 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: 56, 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: 80, 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: 80, 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: 64, 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: 80, 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: 64, 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
@@ -13,9 +13,9 @@
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
- size: 20,
+ size: 48,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
@@ -638,9 +638,9 @@
* Game Code
****/
// Score display
var scoreText = new Text2('0', {
- size: 30,
+ size: 72,
fill: 0x333333
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
@@ -723,9 +723,9 @@
var mazePlayer;
var mazeExit;
// Menu title
var menuTitle = new Text2('Ultimate Games Collection - 45 Games!', {
- size: 30,
+ size: 64,
fill: 0x333333
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 1024;
@@ -1091,27 +1091,27 @@
tapCount = 0;
tapTimer = 600;
// Create tap instruction
var tapInstruction = new Text2('Tap anywhere as fast as you can!', {
- size: 20,
+ size: 48,
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: 25,
+ size: 56,
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: 25,
+ size: 56,
fill: 0x333333
});
timerText.anchor.set(0.5, 0.5);
timerText.x = 1024;
@@ -1601,9 +1601,9 @@
game.addChild(light);
gameObjects.push(light);
// Create finish line
finishLine = new Text2('FINISH LINE', {
- size: 40,
+ size: 80,
fill: 0xffd700
});
finishLine.anchor.set(0.5, 0.5);
finishLine.x = 1024;
@@ -1651,9 +1651,9 @@
game.addChild(rope);
gameObjects.push(rope);
// Create jump count display
var jumpCountText = new Text2('Jumps: 0', {
- size: 50,
+ size: 80,
fill: 0x333333
});
jumpCountText.anchor.set(0.5, 0.5);
jumpCountText.x = 1024;
@@ -1661,9 +1661,9 @@
game.addChild(jumpCountText);
gameObjects.push(jumpCountText);
// Create instruction text
var instructionText = new Text2('Jump 10 times to win!', {
- size: 40,
+ size: 64,
fill: 0x333333
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
@@ -1706,9 +1706,9 @@
}
}, 2000);
// Create kill count display
combaKillCountText = new Text2('Kills: 0', {
- size: 50,
+ size: 80,
fill: 0x333333
});
combaKillCountText.anchor.set(0.5, 0.5);
combaKillCountText.x = 1024;
@@ -1716,9 +1716,9 @@
game.addChild(combaKillCountText);
gameObjects.push(combaKillCountText);
// Create instruction text
var combaInstructionText = new Text2('Move poles to kill enemies! Drag to move poles', {
- size: 40,
+ size: 64,
fill: 0x333333
});
combaInstructionText.anchor.set(0.5, 0.5);
combaInstructionText.x = 1024;
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