User prompt
now it shows 1 for all, I need to see how manieth platform that is and that's it
User prompt
It fails to show correct values after the platforms that are not initially visible on the screen, fix this bug
User prompt
nonw after 12 it got stuck in 2
User prompt
counter works properly until 11 after 11 it's always 11, fix this
User prompt
add counter on the platforms and show how many platforms are between it and platform0 + 1. So the first one after platform 0 should show 1 on it and they should increment
User prompt
ensure each theme has 50 platforms
User prompt
don't count them when they are removed count when player passes
User prompt
count platform 0 as well
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'if (player.x < BORDER_LEFT_X + PLAYER_W / 2) {' Line Number: 1168
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'smoothVx')' in or related to this line: 'if (typeof player.smoothVx === "undefined") {' Line Number: 1156
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'lastVy')' in or related to this line: 'if (typeof player.lastVy === "undefined") {' Line Number: 1147
User prompt
can't see the character selection screen
User prompt
add a character selection screen to the beginning and use the character that the player chooses in the game
User prompt
increase nunber of stars emitted
User prompt
always add 1 more to the score
User prompt
start countin platforms passed after platform0
User prompt
increase number of stars emitted from the player to 1000 and better enhance the animation
User prompt
put a sign on the last platform of each team and show platforms passed on this sign
User prompt
add platform0 and make sure that character starts the game after landing on this platform
User prompt
ensure that there are no collectibles in the first theme
User prompt
ensure that there are 40 platforms in each theme
User prompt
there is a bug about the initial theme it should have the exact same logic with all the other themes please fix it
User prompt
remove the first theme from the game
User prompt
the problem persists, change the logic of the first theme to exactly same with theme 2
User prompt
fix the bug in the first theme where multiple platforms appear side by side
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Cloud class: background only, moves with camera, not collidable
var Cloud = Container.expand(function () {
var self = Container.call(this);
// Pick a random cloud asset
var cloudAssets = ['cloudBlue', 'cloudBright', 'cloudFluffy', 'cloudGray', 'cloudSoft'];
var assetId = cloudAssets[Math.floor(Math.random() * cloudAssets.length)];
var assetInfo = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Scale clouds to a reasonable size for background
var targetHeight = 180 + Math.random() * 80; // 180-260px
var scale = targetHeight / assetInfo.height;
var cloudGfx = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale,
alpha: 0.45 + Math.random() * 0.15 // more transparent clouds
});
// Set initial position (x, y) and speed
self.x = Math.random() * 2048;
self.y = Math.random() * 2048;
self.speedY = 0; // Will be set by camera movement
// Give some clouds a gentle horizontal drift
self.driftX = (Math.random() < 0.5 ? -1 : 1) * (0.2 + Math.random() * 0.5);
// Clouds are always behind everything
self.setToBack = function () {
if (self.parent && self.parent.children.indexOf(self) > 0) {
self.parent.setChildIndex(self, 0);
}
};
// No collision, no input
self.update = function () {
// Track lastX for border collision detection
if (typeof self.lastX === "undefined") self.lastX = self.x;
// Horizontal drift
self.x += self.driftX;
// Prevent clouds from reaching within 1/30 of the screen X from any edge
var minCloudX = BORDER_LEFT_X;
var maxCloudX = BORDER_RIGHT_X;
// Bounce off left transparent border (minCloudX)
if (self.lastX > minCloudX && self.x <= minCloudX) {
self.x = minCloudX;
self.driftX = Math.abs(self.driftX); // move right
}
// If cloud is ever inside the left transparent border, force it back and reverse
if (self.x < minCloudX) {
self.x = minCloudX;
self.driftX = Math.abs(self.driftX); // move right
}
// Bounce off right transparent border (maxCloudX)
if (self.lastX < maxCloudX && self.x >= maxCloudX) {
self.x = maxCloudX;
self.driftX = -Math.abs(self.driftX); // move left
}
// If cloud is ever inside the right transparent border, force it back and reverse
if (self.x > maxCloudX) {
self.x = maxCloudX;
self.driftX = -Math.abs(self.driftX); // move left
}
// Remove wrap horizontally (clouds never go past borders)
// Update lastX for next frame
self.lastX = self.x;
// Vertical movement is handled by camera diff in game.update
};
return self;
});
// --- Coin class: collectible, always same visual size, shows value popup ---
var Coin = Container.expand(function () {
var self = Container.call(this);
// Coin type: 1, 2, or 3 (for +1, +3, +5)
self.coinType = 1;
self.value = 1;
self.assetId = 'chipCoin1';
// Set asset and value based on type
if (typeof arguments[0] === "number") {
if (arguments[0] === 1) {
self.coinType = 1;
self.value = 1;
self.assetId = 'chipCoin1';
} else if (arguments[0] === 2) {
self.coinType = 2;
self.value = 3;
self.assetId = 'chipCoin2';
} else if (arguments[0] === 3) {
self.coinType = 3;
self.value = 5;
self.assetId = 'chipCoin3';
}
}
// Always render coins at the same visual size (height 80px)
var targetHeight = 80;
var assetInfo = LK.getAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5
});
var scale = targetHeight / assetInfo.height;
var coinGfx = self.attachAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale
});
// For collision
self.radius = assetInfo.width * scale / 2;
// Show value popup when collected
self.showValuePopup = function () {
var txt = new Text2('+' + self.value, {
size: 60,
fill: self.value === 1 ? "#ffe066" : self.value === 3 ? "#a78bfa" : "#38bdf8",
font: "Impact"
});
txt.anchor.set(0.5, 0.5);
txt.x = self.x;
txt.y = self.y - 40;
game.addChild(txt);
// Ensure popup is above player
if (txt.parent && player && txt.parent.children.indexOf(txt) < txt.parent.children.indexOf(player)) {
txt.parent.setChildIndex(txt, txt.parent.children.length - 1);
}
tween(txt, {
y: txt.y - 80,
alpha: 0
}, {
duration: 700,
onFinish: function onFinish() {
txt.destroy();
}
});
};
return self;
});
// --- PlatformSign class: shows a sign with platforms passed on the last platform of each theme ---
var PlatformSign = Container.expand(function () {
var self = Container.call(this);
// Use a simple box as the sign background
var signW = 220,
signH = 110;
var signBg = self.attachAsset('chipPlatform0', {
anchorX: 0.5,
anchorY: 1,
scaleX: signW / 820,
scaleY: signH / 110,
color: 0x22223b
});
// Text label for platforms passed
var signTxt = new Text2('0', {
size: 60,
fill: "#fff",
font: "Impact"
});
signTxt.anchor.set(0.5, 0.5);
signTxt.x = 0;
signTxt.y = -signH / 2;
self.addChild(signTxt);
// Set the value to display
self.setPlatformsPassed = function (val) {
signTxt.setText(val + "");
};
return self;
});
// PokerChip class: simple collectible poker chip (not draggable, not rotatable)
var PokerChip = Container.expand(function () {
var self = Container.call(this);
// Asset id and color are passed in, default to 'chipCoin1'
self.assetId = self.assetId || 'chipCoin1';
var chipAssetInfo = LK.getAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Always render poker chips at a consistent visual size (height 80px)
var targetHeight = 80;
var scale = targetHeight / chipAssetInfo.height;
var chip = self.attachAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale
});
// For hit testing
self.radius = chipAssetInfo.width * scale / 2;
// Show value popup when collected (optional, can be customized)
self.value = 1;
self.showValuePopup = function () {
var txt = new Text2('+1', {
size: 60,
fill: 0xFFE066,
font: "Impact"
});
txt.anchor.set(0.5, 0.5);
txt.x = self.x;
txt.y = self.y - 40;
game.addChild(txt);
tween(txt, {
y: txt.y - 80,
alpha: 0
}, {
duration: 700,
onFinish: function onFinish() {
txt.destroy();
}
});
};
return self;
});
// --- Star class: collectible, animated, optimized for performance ---
var Star = Container.expand(function () {
var self = Container.call(this);
// Use the new collectibleStar asset
self.assetId = 'collectibleStar';
self.value = 10; // Stars are worth +10
var assetInfo = LK.getAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Always render stars at the same visual size (height 70px)
var targetHeight = 70;
var scale = targetHeight / assetInfo.height;
var starGfx = self.attachAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale,
alpha: 0.92
});
// For collision
self.radius = assetInfo.width * scale / 2;
// Animate star: slow rotation and pulsing
self.update = function () {
if (starGfx) {
starGfx.rotation += 0.09;
var pulse = 0.95 + 0.08 * Math.sin(Date.now() / 180 + self.x);
starGfx.scale.x = scale * pulse;
starGfx.scale.y = scale * pulse;
}
};
// Show value popup when collected
self.showValuePopup = function () {
var txt = new Text2('+10', {
size: 60,
fill: 0xFFF7B2,
font: "Impact"
});
txt.anchor.set(0.5, 0.5);
txt.x = self.x;
txt.y = self.y - 40;
game.addChild(txt);
if (txt.parent && player && txt.parent.children.indexOf(txt) < txt.parent.children.indexOf(player)) {
txt.parent.setChildIndex(txt, txt.parent.children.length - 1);
}
tween(txt, {
y: txt.y - 80,
alpha: 0
}, {
duration: 700,
onFinish: function onFinish() {
txt.destroy();
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x18181b
});
/****
* Game Code
****/
// Collectible star asset (yellow star shape)
// Cloud shape assets for customizable cloud looks
// --- Icy Tower Constants ---
// Additional chip assets for more levels
// was chipBlack
// was chipBrown
// was chipCyan
// was chipPink
// was chipPurple
// was chipYellow
// was chipGreen
// was chipOrange
// was chipWhite
// Grass
// Forest
// Mud
// Magic
// Candy
// Night
// Stone
// Ice
// Metal
// Neon
// Gold
// gold coin, value 1
// purple coin, value 3
// (Cloud update and spawn logic removed)
var highScore = storage.highScore || 0;
var GAME_W = 2048;
var GAME_H = 2732;
var PLATFORM_W = 400;
// Define new left/right border X values at the intersection of opaque and transparent background
var BORDER_LEFT_X = Math.floor(GAME_W / 30);
var BORDER_RIGHT_X = GAME_W - Math.floor(GAME_W / 30);
var PLATFORM_H = 110;
var PLATFORM_SPACING_MIN = 320;
var PLATFORM_SPACING_MAX = 440;
var PLAYER_W = 120;
var PLAYER_H = 120;
var GRAVITY = 2.2;
var JUMP_VELOCITY = -48;
var MOVE_SPEED = 22;
var PLATFORM_X_MARGIN = 120;
var CAMERA_OFFSET = 900; // How far from bottom the player is kept
// --- Cloud background state ---
var clouds = [];
var NUM_CLOUDS = 8; // Number of clouds to show in background
// --- State ---
var platforms = [];
var coins = []; // All active coins
var stars = []; // All active stars
var player = null;
var vy = 0;
var vx = 0;
var isJumping = false;
var isTouching = false;
var touchStartX = 0;
// Track all active touches (for multi-touch)
var activeTouches = [];
var cameraY = 0;
var maxHeight = 0;
var gameOver = false;
game.hasDoubleJumped = false;
// --- Assets ---
var playerAsset = LK.getAsset('chipCharacter', {
anchorX: 0.5,
anchorY: 1,
scaleX: PLAYER_W / 320,
scaleY: PLAYER_H / 320
});
// Level themes: background color and platform asset per level
// Platform color is always high-contrast with background for visibility
var LEVEL_THEMES = [{
// 1 Grass
bg: 0x18181b,
platformAsset: 'chipPlatform1',
platformColor: 0xfacc15
}, {
// 2 Forest
bg: 0x1e293b,
platformAsset: 'chipPlatform2',
platformColor: 0xf1f5f9
}, {
// 3 Mud
bg: 0x3b1e1e,
platformAsset: 'chipPlatform3',
platformColor: 0xffffff
}, {
// 4 Magic
bg: 0x2d1e3b,
platformAsset: 'chipPlatform4',
platformColor: 0xffe066
}, {
// 5 Candy
bg: 0x3b2d1e,
platformAsset: 'chipPlatform5',
platformColor: 0x22223b
}, {
// 6 Night
bg: 0x1e3b2d,
platformAsset: 'chipPlatform6',
platformColor: 0xf8fafc
}, {
// 7 Stone
bg: 0x3b1e2d,
platformAsset: 'chipPlatform7',
platformColor: 0x22223b
}, {
// 8 Ice
bg: 0x1e2d3b,
platformAsset: 'chipPlatform8',
platformColor: 0x22223b
}, {
// 9 Metal
bg: 0x2d3b1e,
platformAsset: 'chipPlatform9',
platformColor: 0xf8fafc
}, {
// 10 Neon
bg: 0x000000,
platformAsset: 'chipPlatform10',
platformColor: 0xfacc15
}, {
// 11 Special (chipPlatform11)
bg: 0x22223b,
platformAsset: 'chipPlatform11',
platformColor: 0xffffff
}];
// Helper to get current theme index based on platformsPassed/level
function getThemeIndex(score) {
// Every level lasts for 40 platforms
var idx = Math.floor(platformsPassed / 40);
if (idx < 0) idx = 0;
if (idx >= LEVEL_THEMES.length) idx = LEVEL_THEMES.length - 1;
return idx;
}
// Helper to get current theme object
function getCurrentTheme(score) {
return LEVEL_THEMES[getThemeIndex(score)];
}
// Used for initial platform asset (will be replaced in createPlatform)
var platformAsset = LK.getAsset('chipPlatform8', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: PLATFORM_W / 1100,
scaleY: PLATFORM_H / 700
});
// --- UI ---
// Platform pass counter
var platformsPassed = 0;
// Track total coins collected
var coinsCollected = 0;
// --- Score & Coins UI ---
// Create a container for the UI background and labels
var uiContainer = new Container();
// Add a black rectangle background behind the UI (covers full top width, rectangle shape)
var uiBgRect = LK.getAsset('uiTopBgRect', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
scaleX: GAME_W / 100,
scaleY: 1
});
uiContainer.addChild(uiBgRect);
var uiBgWidth = GAME_W;
var uiBgHeight = 110;
// "Coins: <number>" label (first, left)
var coinsLabelTxt = new Text2('Coins: 0', {
size: 70,
fill: 0xFFE066,
font: "Impact"
});
coinsLabelTxt.anchor.set(0, 0.5); // left aligned, vertically centered
coinsLabelTxt.x = 60;
coinsLabelTxt.y = uiBgHeight / 2;
// "Score:" label (right of coins, with extra spacing)
var scoreLabelTxt = new Text2('Score:', {
size: 70,
fill: "#fff",
font: "Impact"
});
scoreLabelTxt.anchor.set(0, 0.5); // left aligned, vertically centered
scoreLabelTxt.x = coinsLabelTxt.x + coinsLabelTxt.width + 80;
scoreLabelTxt.y = uiBgHeight / 2;
// Score value (right of label, with spacing)
var scoreTxt = new Text2('0', {
size: 80,
fill: "#fff",
font: "Impact"
});
scoreTxt.anchor.set(0, 0.5); // left aligned, vertically centered
scoreTxt.x = scoreLabelTxt.x + scoreLabelTxt.width + 30;
scoreTxt.y = uiBgHeight / 2;
// Add all to container in new order: coins, score label, score value
uiContainer.addChild(coinsLabelTxt);
uiContainer.addChild(scoreLabelTxt);
uiContainer.addChild(scoreTxt);
// Center the UI container at the top of the screen
uiContainer.x = 0;
uiContainer.y = 0;
// Add to GUI overlay (top center)
LK.gui.top.addChild(uiContainer);
// Proper high score text object for updating best score
var highScoreTxt = new Text2('', {
size: 60,
fill: "#fff",
font: "Impact"
});
highScoreTxt.anchor.set(1, 0.5); // right aligned, vertically centered
highScoreTxt.x = GAME_W - 60;
highScoreTxt.y = uiBgHeight / 2;
uiContainer.addChild(highScoreTxt);
// Listen for game over and update final score in the popup
LK.on('gameover', function () {
// Show the correct final score in the game over popup
if (typeof LK.setFinalScore === "function") {
LK.setFinalScore(platformsPassed);
}
});
// --- Helper: create a platform at (x, y) ---
function createPlatform(x, y, width) {
var plat = new Container();
// Make each new platform a bit harder as level increases
// Find the last platform's width if any, otherwise use PLATFORM_W
var lastPlat = platforms.length > 0 ? platforms[platforms.length - 1] : null;
var prevW = lastPlat && lastPlat.width ? lastPlat.width : PLATFORM_W;
var level = getThemeIndex(platformsPassed);
// Platform width shrinks with level, min 220, max 1100
// Make width decrease more gradually per level (every 20 platforms)
var baseW = 820 - level * 40;
if (baseW < 220) baseW = 220;
var w;
// Platform width logic (no checkpoint logic)
var platNum = platformsPassed + platforms.length;
var themeLength = 50;
var w;
if (typeof width === "number") {
w = width;
} else {
// Each new platform is 4% wider than the previous, but capped by baseW for the level
w = Math.min(prevW * 1.04, baseW);
}
// Determine theme based on platformsPassed for new platforms
var theme = getCurrentTheme(platformsPassed);
var assetId = theme.platformAsset;
var platformColor = theme.platformColor;
// Get original asset size for aspect ratio
var assetInfo = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
var origW = assetInfo.width;
var origH = assetInfo.height;
var scaleX = w / origW;
var scaleY = PLATFORM_H / origH;
// To preserve aspect ratio, use the smaller scale
var scale = Math.min(scaleX, scaleY);
var platGfx = plat.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale,
color: platformColor
});
plat.x = x;
plat.y = y;
plat.width = w;
plat.height = PLATFORM_H;
plat.PLATFORM_H = PLATFORM_H;
game.addChild(plat);
platforms.push(plat);
// --- Coin and Star placement logic ---
// Don't place coins or stars on the first platform (player start)
// Also, do not spawn collectibles in the first theme (first 40 platforms)
if (platforms.length > 1 && getThemeIndex(platformsPassed) > 0) {
// 50% chance to spawn a coin on this platform
if (Math.random() < 0.5) {
// Randomly pick coin type: 60% +1, 30% +3, 10% +5
var r = Math.random();
var coinType = 1;
if (r > 0.9) coinType = 3;else if (r > 0.6) coinType = 2;
// Place coin at center of platform, slightly above
var coin = new Coin(coinType);
coin.x = plat.x;
coin.y = plat.y - PLATFORM_H / 2 - 40;
game.addChild(coin);
coins.push(coin);
}
// 15% chance to spawn a star (but not if a coin is already placed)
if (Math.random() < 0.15 && coins.length > 0 && coins[coins.length - 1].x !== plat.x) {
var star = new Star();
star.x = plat.x + (Math.random() - 0.5) * (plat.width * 0.4); // randomize a bit
star.y = plat.y - PLATFORM_H / 2 - 100;
game.addChild(star);
stars.push(star);
}
}
// --- Add a sign to the last platform of each theme ---
var themeIdxForPlat = getThemeIndex(platformsPassed + platforms.length - 1);
var isLastOfTheme = (platformsPassed + platforms.length) % 40 === 0;
if (isLastOfTheme) {
var sign = new PlatformSign();
sign.x = plat.x;
sign.y = plat.y - PLATFORM_H / 2 - 10;
sign.setPlatformsPassed(platformsPassed + platforms.length);
game.addChild(sign);
plat._themeSign = sign;
}
return plat;
}
// --- Helper: find a safe X for a new platform, given previous platform ---
function getSafePlatformX(prevPlat, width) {
// Always keep new platform horizontally reachable from previous
var minX = Math.max(PLATFORM_X_MARGIN + width / 2, prevPlat ? prevPlat.x - 400 : PLATFORM_X_MARGIN + width / 2);
var maxX = Math.min(GAME_W - PLATFORM_X_MARGIN - width / 2, prevPlat ? prevPlat.x + 400 : GAME_W - PLATFORM_X_MARGIN - width / 2);
if (minX > maxX) minX = maxX = prevPlat ? prevPlat.x : GAME_W / 2;
return minX + Math.random() * (maxX - minX);
}
// --- Helper: reset game state ---
function resetGame() {
// Remove old coins
for (var i = coins.length - 1; i >= 0; --i) {
if (coins[i] && typeof coins[i].destroy === "function") {
coins[i].destroy();
}
}
coins = [];
// Remove old stars
for (var i = stars.length - 1; i >= 0; --i) {
if (stars[i] && typeof stars[i].destroy === "function") {
stars[i].destroy();
}
}
stars = [];
// Remove old platforms
for (var i = 0; i < platforms.length; ++i) {
platforms[i].destroy();
}
platforms = [];
// Remove player
if (player) player.destroy();
// Create player
player = new Container();
var pGfx = player.attachAsset('chipCharacter', {
anchorX: 0.5,
anchorY: 1,
scaleX: PLAYER_W / 320,
scaleY: PLAYER_H / 320
});
player.x = GAME_W / 2;
player.y = GAME_H - 400;
player.width = PLAYER_W;
player.height = PLAYER_H;
game.addChild(player);
vy = 0;
vx = 0;
isJumping = false;
isTouching = false;
cameraY = 0;
maxHeight = 0;
gameOver = false;
// Create initial platforms
var y = GAME_H - 120;
// --- Add platform0 as the very first platform ---
var platform0AssetId = 'chipPlatform0';
var platform0AssetInfo = LK.getAsset(platform0AssetId, {
anchorX: 0.5,
anchorY: 0.5
});
var platform0W = platform0AssetInfo.width;
var platform0H = platform0AssetInfo.height;
var platform0Scale = PLATFORM_H / platform0H;
var platform0 = new Container();
var platform0Gfx = platform0.attachAsset(platform0AssetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: platform0Scale,
scaleY: platform0Scale
});
platform0.x = GAME_W / 2;
platform0.y = y;
platform0.width = platform0W * platform0Scale;
platform0.height = PLATFORM_H;
platform0.PLATFORM_H = PLATFORM_H;
game.addChild(platform0);
platforms.push(platform0);
// Place player directly above platform0, so the game starts after landing on this platform
player.x = platform0.x;
player.y = platform0.y - PLATFORM_H / 2 - PLAYER_H / 2 + 10; // Center player above platform, slightly above
// Now create the rest of the platforms as before
var level = getThemeIndex(platformsPassed);
var EASY_PLATFORM_W = 820 - level * 40;
if (EASY_PLATFORM_W < 220) EASY_PLATFORM_W = 220;
// Keep vertical spacing constant for all levels
var EASY_PLATFORM_SPACING = 240;
var prevPlat = platform0;
y -= EASY_PLATFORM_SPACING;
for (var i = 1; i < 12; ++i) {
var px = getSafePlatformX(prevPlat, EASY_PLATFORM_W);
var plat = createPlatform(px, y, EASY_PLATFORM_W);
prevPlat = plat;
y -= EASY_PLATFORM_SPACING;
}
// Sort platforms by y
platforms.sort(function (a, b) {
return a.y - b.y;
});
// Score
platformsPassed = 0;
coinsCollected = 0;
highScoreTxt.setText('Best: ' + highScore);
// Reset theme and background
game.lastThemeIndex = -1;
// Use bgTheme asset classes for background
var themeIdx = getThemeIndex(platformsPassed);
// Map for each theme: [opaqueAsset, transparentAsset]
var bgThemeAssets = [['bgThemeGrassOpaque', 'bgThemeGrassTrans'],
// 0 Grass
['bgThemeForestOpaque', 'bgThemeForestTrans'],
// 1 Forest
['bgThemeMudOpaque', 'bgThemeMudTrans'],
// 2 Mud
['bgThemeMagicOpaque', 'bgThemeMagicTrans'],
// 3 Magic
['bgThemeCandyOpaque', 'bgThemeCandyTrans'],
// 4 Candy
['bgThemeNightOpaque', 'bgThemeNightTrans'],
// 5 Night
['bgThemeStoneOpaque', 'bgThemeStoneTrans'],
// 6 Stone
['bgThemeIceOpaque', 'bgThemeIceTrans'],
// 7 Ice
['bgThemeMetalOpaque', 'bgThemeMetalTrans'],
// 8 Metal
['bgThemeNeonOpaque', 'bgThemeNeonTrans'],
// 9 Neon
['bgThemeSpecialOpaque', 'bgThemeSpecialTrans'] // 10 Special
];
if (themeIdx < 0) themeIdx = 0;
if (themeIdx >= bgThemeAssets.length) themeIdx = bgThemeAssets.length - 1;
// Remove previous background asset if any
if (game._bgThemeAsset) {
if (typeof game._bgThemeAsset.destroy === "function") {
game._bgThemeAsset.destroy();
}
game._bgThemeAsset = null;
}
// Add new background asset as the first child (behind everything)
var bgOpaqueAssetId = bgThemeAssets[themeIdx][0];
var bgTransAssetId = bgThemeAssets[themeIdx][1];
// Create a container for the background with three segments: left, center, right
var bgThemeContainer = new Container();
var bgOpaqueAssetInfo = LK.getAsset(bgOpaqueAssetId, {
anchorX: 0,
anchorY: 0
});
var bgTransAssetInfo = LK.getAsset(bgTransAssetId, {
anchorX: 0,
anchorY: 0
});
var bgWidth = GAME_W;
var leftW = Math.floor(bgWidth / 30);
var rightW = Math.floor(bgWidth / 30);
var centerW = bgWidth - leftW - rightW;
// Left 1/30 (opaque)
var bgLeft = LK.getAsset(bgOpaqueAssetId, {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
scaleX: leftW / bgOpaqueAssetInfo.width,
scaleY: GAME_H / bgOpaqueAssetInfo.height,
alpha: 1
});
bgThemeContainer.addChild(bgLeft);
// Center (transparent)
var bgCenter = LK.getAsset(bgTransAssetId, {
anchorX: 0,
anchorY: 0,
x: leftW,
y: 0,
scaleX: centerW / bgTransAssetInfo.width,
scaleY: GAME_H / bgTransAssetInfo.height,
alpha: 0.3
});
bgThemeContainer.addChild(bgCenter);
// Right 1/30 (opaque)
var bgRight = LK.getAsset(bgOpaqueAssetId, {
anchorX: 0,
anchorY: 0,
x: leftW + centerW,
y: 0,
scaleX: rightW / bgOpaqueAssetInfo.width,
scaleY: GAME_H / bgOpaqueAssetInfo.height,
alpha: 1
});
bgThemeContainer.addChild(bgRight);
game.addChild(bgThemeContainer);
if (game.children && game.children.length > 1) {
game.setChildIndex(bgThemeContainer, 0);
}
game._bgThemeAsset = bgThemeContainer;
// Remove old clouds
for (var i = clouds.length - 1; i >= 0; --i) {
if (clouds[i] && typeof clouds[i].destroy === "function") {
clouds[i].destroy();
}
}
clouds = [];
// Add new clouds to background
for (var i = 0; i < NUM_CLOUDS; ++i) {
var cloud = new Cloud();
// Distribute vertically in the upper 2/3 of the screen
cloud.y = Math.random() * (GAME_H * 0.66);
cloud.x = Math.random() * GAME_W;
game.addChild(cloud);
cloud.setToBack && cloud.setToBack();
clouds.push(cloud);
}
// (Cloud background reset removed)
}
// --- Helper: check collision between player and platform ---
function playerOnPlatform() {
for (var i = 0; i < platforms.length; ++i) {
var plat = platforms[i];
// Only check if player is falling
if (vy >= 0) {
var px = player.x;
var py = player.y;
var platTop = plat.y - (plat.PLATFORM_H ? plat.PLATFORM_H : PLATFORM_H) / 2;
var platLeft = plat.x - plat.width / 2;
var platRight = plat.x + plat.width / 2;
// Use previous player y for more reliable collision
if (typeof player.lastY === "undefined") player.lastY = py - vy;
// Check if player's feet crossed the platform top this frame
if (player.lastY <= platTop && py >= platTop) {
// Require player to be horizontally within platform bounds (with a small margin)
if (px > platLeft + 10 && px < platRight - 10) {
player.lastY = py; // update for next frame
return plat;
}
}
}
}
if (typeof player !== "undefined") player.lastY = player.y;
return null;
}
// --- Touch controls: left/right jump ---
game.down = function (x, y, obj) {
if (gameOver) return;
// Add this touch to activeTouches
if (obj && obj.event && typeof obj.event.identifier !== "undefined") {
// Remove if already present (shouldn't happen, but for safety)
for (var i = 0; i < activeTouches.length; ++i) {
if (activeTouches[i].id === obj.event.identifier) {
activeTouches.splice(i, 1);
break;
}
}
activeTouches.push({
id: obj.event.identifier,
x: x,
y: y
});
} else {
// Fallback for mouse or single touch
activeTouches = [{
id: 0,
x: x,
y: y
}];
}
isTouching = true;
touchStartX = x;
// Always use the last finger down for direction, even after double jump
var lastTouch = activeTouches[activeTouches.length - 1];
if (lastTouch && lastTouch.x < GAME_W / 2) {
vx = -MOVE_SPEED;
} else {
vx = MOVE_SPEED;
}
// If player is on ground/platform, jump
if (!isJumping && !game.hasDoubleJumped) {
vy = JUMP_VELOCITY;
isJumping = true;
}
// No-op: direction change after double jump is handled in move handler
};
game.up = function (x, y, obj) {
// Remove this touch from activeTouches
if (obj && obj.event && typeof obj.event.identifier !== "undefined") {
for (var i = 0; i < activeTouches.length; ++i) {
if (activeTouches[i].id === obj.event.identifier) {
activeTouches.splice(i, 1);
break;
}
}
} else {
// Fallback for mouse or single touch
activeTouches = [];
}
if (activeTouches.length === 0) {
isTouching = false;
vx = 0;
} else {
// Use the new last finger for direction, even after double jump
var lastTouch = activeTouches[activeTouches.length - 1];
if (lastTouch && lastTouch.x < GAME_W / 2) {
vx = -MOVE_SPEED;
} else {
vx = MOVE_SPEED;
}
}
};
game.move = function (x, y, obj) {
// Update the position of the moving finger in activeTouches
if (obj && obj.event && typeof obj.event.identifier !== "undefined") {
for (var i = 0; i < activeTouches.length; ++i) {
if (activeTouches[i].id === obj.event.identifier) {
activeTouches[i].x = x;
activeTouches[i].y = y;
break;
}
}
} else if (activeTouches.length > 0) {
// Fallback for mouse or single touch
activeTouches[activeTouches.length - 1].x = x;
activeTouches[activeTouches.length - 1].y = y;
}
// Always use the last finger for direction, even after double jump or wall hit
if (activeTouches.length > 0 && !gameOver) {
var lastTouch = activeTouches[activeTouches.length - 1];
if (lastTouch && lastTouch.x < GAME_W / 2) {
vx = -MOVE_SPEED;
} else {
vx = MOVE_SPEED;
}
} else if (!isTouching) {
vx = 0;
}
// No else: vx is always set while touching, even after double jump
};
// --- Main update loop ---
game.update = function () {
if (gameOver) return;
// Physics
if (typeof player.lastVy === "undefined") player.lastVy = vy;
if (typeof player.lastVx === "undefined") player.lastVx = vx;
// Smooth velocity interpolation for mobile performance
// Use a simple inertia/lerp for vx to avoid abrupt changes
var targetVx = vx;
if (typeof player.smoothVx === "undefined") player.smoothVx = vx;
// Increase lerp factor for even smoother and more responsive movement
player.smoothVx += (targetVx - player.smoothVx) * 0.32; // 0.32 is more responsive and smooth
vy += GRAVITY;
player.x += player.smoothVx;
player.y += vy;
player.lastVx = player.smoothVx;
// Clamp player to new left/right border and tumble on border hit
if (player && typeof player.x === "number" && player.x < BORDER_LEFT_X + PLAYER_W / 2) {
player.x = BORDER_LEFT_X + PLAYER_W / 2;
// Tumble: rotate player quickly
if (player && player.children && player.children.length > 0) {
var pGfx = player.children[0];
tween(pGfx, {
rotation: pGfx.rotation - Math.PI * 2
}, {
duration: 400,
onFinish: function onFinish() {
pGfx.rotation = 0;
}
});
}
// Play shout sound when hitting left border, with cooldown
if (typeof game.lastShoutTime === "undefined") game.lastShoutTime = 0;
var nowWall = Date.now();
if (nowWall - game.lastShoutTime > 500) {
game.lastShoutTime = nowWall;
}
// Double jump when hitting the border, but only if not already double jumped without release
if (!game.hasDoubleJumped) {
vy = JUMP_VELOCITY * 2;
isJumping = true;
game.hasDoubleJumped = true;
// Emit 18-24 animated stars from player after double jump, with color cycling and rainbow effect
var numEmitStars = 18 + Math.floor(Math.random() * 7); // 18-24
// Rainbow arc effect: create a rainbow container behind the player
var rainbowArc = new Container();
rainbowArc.x = player.x;
rainbowArc.y = player.y - PLAYER_H / 2;
rainbowArc._life = 0;
rainbowArc._maxLife = 36;
rainbowArc._rainbowSegments = [];
var rainbowColors = [0xff3b30, 0xff9500, 0xffcc00, 0x4cd964, 0x5ac8fa, 0x007aff, 0x5856d6];
var rainbowRadius = 110;
var rainbowWidth = 22;
for (var seg = 0; seg < rainbowColors.length; ++seg) {
var segAsset = LK.getAsset('collectibleStar', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: rainbowWidth / 90 * (1.1 + seg * 0.08),
scaleY: rainbowWidth / 90 * (1.1 + seg * 0.08),
tint: rainbowColors[seg],
alpha: 0.38
});
// Position in an arc behind the player
var arcAngle = Math.PI * (0.5 + 0.7 * (seg / (rainbowColors.length - 1)));
segAsset.x = Math.cos(arcAngle) * rainbowRadius;
segAsset.y = Math.sin(arcAngle) * rainbowRadius * 0.7;
rainbowArc.addChild(segAsset);
rainbowArc._rainbowSegments.push(segAsset);
}
game.addChild(rainbowArc);
// Animate rainbow arc fade and scale
rainbowArc.update = function () {
rainbowArc._life++;
var t = rainbowArc._life / rainbowArc._maxLife;
rainbowArc.alpha = 0.7 * (1 - t);
rainbowArc.scale.x = 1 + 0.25 * t;
rainbowArc.scale.y = 1 + 0.25 * t;
rainbowArc.x = player.x;
rainbowArc.y = player.y - PLAYER_H / 2;
if (rainbowArc._life > rainbowArc._maxLife) {
if (typeof rainbowArc.destroy === "function") rainbowArc.destroy();
}
};
stars.push(rainbowArc);
for (var emitIdx = 0; emitIdx < numEmitStars; ++emitIdx) {
var emitStar = new Star();
emitStar._emittedAnimation = true; // Mark as animation-only, not collectible
emitStar.x = player.x;
emitStar.y = player.y - PLAYER_H / 2;
// Give each star a random direction and speed
var angle = Math.PI * 2 * (emitIdx / numEmitStars) + (Math.random() - 0.5) * 0.5;
var speed = 18 + Math.random() * 8;
emitStar._vx = Math.cos(angle) * speed;
emitStar._vy = Math.sin(angle) * speed - 6;
emitStar._life = 0;
emitStar._maxLife = 32 + Math.random() * 10;
// Color cycling: pick a random start color and cycle through a palette
var colorCycle = [0xfff7b2, 0xffe066, 0xffb347, 0xff3b30, 0x4cd964, 0x5ac8fa, 0x007aff, 0x5856d6, 0xffcc00];
var colorIdx = Math.floor(Math.random() * colorCycle.length);
// Override update for animation
emitStar.update = function (star, colorIdx) {
return function () {
star.x += star._vx;
star.y += star._vy;
star._vy += 1.1; // gravity
star._vx *= 0.96; // friction
star._life++;
// Color cycling: change color every 6 frames
if (star.children && star.children[0]) {
var cycleStep = Math.floor(star._life / 6);
var nextColor = colorCycle[(colorIdx + cycleStep) % colorCycle.length];
star.children[0].tint = nextColor;
// Fade out
star.children[0].alpha = Math.max(0, 0.92 * (1 - star._life / star._maxLife));
}
if (star._life > star._maxLife) {
if (typeof star.destroy === "function") star.destroy();
var idx = stars.indexOf(star);
if (idx !== -1) stars.splice(idx, 1);
}
};
}(emitStar, colorIdx);
game.addChild(emitStar);
stars.push(emitStar);
}
// Play shout sound only if double jump is successful
LK.getSound('shout').play();
}
}
if (player.x > BORDER_RIGHT_X - PLAYER_W / 2) {
player.x = BORDER_RIGHT_X - PLAYER_W / 2;
// Tumble: rotate player quickly
if (player && player.children && player.children.length > 0) {
var pGfx = player.children[0];
tween(pGfx, {
rotation: pGfx.rotation + Math.PI * 2
}, {
duration: 400,
onFinish: function onFinish() {
pGfx.rotation = 0;
}
});
}
// Play shout sound when hitting right border, with cooldown
if (typeof game.lastShoutTime === "undefined") game.lastShoutTime = 0;
var nowWall = Date.now();
if (nowWall - game.lastShoutTime > 500) {
game.lastShoutTime = nowWall;
}
// Double jump when hitting the border, but only if not already double jumped without release
if (!game.hasDoubleJumped) {
vy = JUMP_VELOCITY * 2;
isJumping = true;
game.hasDoubleJumped = true;
// Emit 18-24 animated stars from player after double jump, with color cycling and rainbow effect
var numEmitStars = 18 + Math.floor(Math.random() * 7); // 18-24
// Rainbow arc effect: create a rainbow container behind the player
var rainbowArc = new Container();
rainbowArc.x = player.x;
rainbowArc.y = player.y - PLAYER_H / 2;
rainbowArc._life = 0;
rainbowArc._maxLife = 36;
rainbowArc._rainbowSegments = [];
var rainbowColors = [0xff3b30, 0xff9500, 0xffcc00, 0x4cd964, 0x5ac8fa, 0x007aff, 0x5856d6];
var rainbowRadius = 110;
var rainbowWidth = 22;
for (var seg = 0; seg < rainbowColors.length; ++seg) {
var segAsset = LK.getAsset('collectibleStar', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: rainbowWidth / 90 * (1.1 + seg * 0.08),
scaleY: rainbowWidth / 90 * (1.1 + seg * 0.08),
tint: rainbowColors[seg],
alpha: 0.38
});
// Position in an arc behind the player
var arcAngle = Math.PI * (0.5 + 0.7 * (seg / (rainbowColors.length - 1)));
segAsset.x = Math.cos(arcAngle) * rainbowRadius;
segAsset.y = Math.sin(arcAngle) * rainbowRadius * 0.7;
rainbowArc.addChild(segAsset);
rainbowArc._rainbowSegments.push(segAsset);
}
game.addChild(rainbowArc);
// Animate rainbow arc fade and scale
rainbowArc.update = function () {
rainbowArc._life++;
var t = rainbowArc._life / rainbowArc._maxLife;
rainbowArc.alpha = 0.7 * (1 - t);
rainbowArc.scale.x = 1 + 0.25 * t;
rainbowArc.scale.y = 1 + 0.25 * t;
rainbowArc.x = player.x;
rainbowArc.y = player.y - PLAYER_H / 2;
if (rainbowArc._life > rainbowArc._maxLife) {
if (typeof rainbowArc.destroy === "function") rainbowArc.destroy();
}
};
stars.push(rainbowArc);
for (var emitIdx = 0; emitIdx < numEmitStars; ++emitIdx) {
var emitStar = new Star();
emitStar._emittedAnimation = true; // Mark as animation-only, not collectible
emitStar.x = player.x;
emitStar.y = player.y - PLAYER_H / 2;
// Give each star a random direction and speed
var angle = Math.PI * 2 * (emitIdx / numEmitStars) + (Math.random() - 0.5) * 0.5;
var speed = 18 + Math.random() * 8;
emitStar._vx = Math.cos(angle) * speed;
emitStar._vy = Math.sin(angle) * speed - 6;
emitStar._life = 0;
emitStar._maxLife = 32 + Math.random() * 10;
// Color cycling: pick a random start color and cycle through a palette
var colorCycle = [0xfff7b2, 0xffe066, 0xffb347, 0xff3b30, 0x4cd964, 0x5ac8fa, 0x007aff, 0x5856d6, 0xffcc00];
var colorIdx = Math.floor(Math.random() * colorCycle.length);
// Override update for animation
emitStar.update = function (star, colorIdx) {
return function () {
star.x += star._vx;
star.y += star._vy;
star._vy += 1.1; // gravity
star._vx *= 0.96; // friction
star._life++;
// Color cycling: change color every 6 frames
if (star.children && star.children[0]) {
var cycleStep = Math.floor(star._life / 6);
var nextColor = colorCycle[(colorIdx + cycleStep) % colorCycle.length];
star.children[0].tint = nextColor;
// Fade out
star.children[0].alpha = Math.max(0, 0.92 * (1 - star._life / star._maxLife));
}
if (star._life > star._maxLife) {
if (typeof star.destroy === "function") star.destroy();
var idx = stars.indexOf(star);
if (idx !== -1) stars.splice(idx, 1);
}
};
}(emitStar, colorIdx);
game.addChild(emitStar);
stars.push(emitStar);
}
// Play shout sound only if double jump is successful
LK.getSound('shout').play();
}
}
// Platform collision
var plat = playerOnPlatform();
// (Removed logic that made checkpoint platforms appear after passing. Now, checkpoint platforms always come down from the top like other platforms.)
// --- Increment platformsPassed when player passes a platform (crosses its top Y going down) ---
if (typeof player.lastPlatformY === "undefined") player.lastPlatformY = null;
if (plat && vy > 0) {
// Only increment if this is a new platform (not the same as last landed)
if (!plat._countedPassed) {
platformsPassed++;
plat._countedPassed = true;
}
player.y = plat.y - PLATFORM_H / 2;
vy = JUMP_VELOCITY;
isJumping = false;
game.hasDoubleJumped = false; // Reset double jump lock only when landing
// Always play jump animation here for consistency
if (player && player.children && player.children.length > 0) {
var pGfx = player.children[0];
// Squash down, stretch wide, add a little rotation (no color change)
tween(pGfx, {
scaleY: 0.7,
scaleX: 1.25,
rotation: 0.18
}, {
duration: 90,
onFinish: function onFinish() {
// Stretch up, squash in, overshoot a bit for bounce
tween(pGfx, {
scaleY: 1.18 * PLAYER_H / 320,
scaleX: 0.88 * PLAYER_W / 320,
rotation: -0.08
}, {
duration: 90,
onFinish: function onFinish() {
// Return to normal
tween(pGfx, {
scaleY: PLAYER_H / 320,
scaleX: PLAYER_W / 320,
rotation: 0
}, {
duration: 90
});
}
});
}
});
}
} else {
isJumping = true;
// No shout or fall sound here
}
// --- Coin collection ---
// Use last position to detect passing through coins, not just landing on top
if (typeof player.lastX === "undefined") player.lastX = player.x;
if (typeof player.lastY === "undefined") player.lastY = player.y;
for (var j = coins.length - 1; j >= 0; --j) {
var coin = coins[j];
// Simple circle collision, check both current and previous position for pass-through
var dx = player.x - coin.x;
var dy = player.y - PLAYER_H / 2 - coin.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var lastDx = player.lastX - coin.x;
var lastDy = player.lastY - PLAYER_H / 2 - coin.y;
var lastDist = Math.sqrt(lastDx * lastDx + lastDy * lastDy);
var collectRadius = (PLAYER_W / 2 + coin.radius) * 0.7;
// If player is within collect radius now or passed through it this frame
if (dist < collectRadius || lastDist > collectRadius && dist < collectRadius || lastDist < collectRadius && dist < collectRadius) {
// Collect coin
coin.showValuePopup();
// Add to score (platformsPassed is main score, but we can show a popup)
platformsPassed += coin.value;
// Add to coins collected
coinsCollected += coin.value;
coins.splice(j, 1);
coin.destroy();
}
}
// --- Star collection ---
// Use last position to detect passing through stars, not just landing on top
for (var j = stars.length - 1; j >= 0; --j) {
var star = stars[j];
var dx = player.x - star.x;
var dy = player.y - PLAYER_H / 2 - star.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var lastDx = player.lastX - star.x;
var lastDy = player.lastY - PLAYER_H / 2 - star.y;
var lastDist = Math.sqrt(lastDx * lastDx + lastDy * lastDy);
var collectRadius = (PLAYER_W / 2 + star.radius) * 0.7;
// Only collect stars that are not "emitted" animation stars (i.e., only collectible platform stars)
// We'll mark emitted stars with a flag: star._emittedAnimation === true
if ((dist < collectRadius || lastDist > collectRadius && dist < collectRadius || lastDist < collectRadius && dist < collectRadius) && !star._emittedAnimation) {
// Collect star
star.showValuePopup();
// Add to score (stars give +10)
platformsPassed += star.value;
coinsCollected += star.value;
stars.splice(j, 1);
star.destroy();
}
}
// Update lastX/lastY for next frame
player.lastX = player.x;
player.lastY = player.y;
// Camera follows player upward
if (player.y < GAME_H - CAMERA_OFFSET) {
var diff = GAME_H - CAMERA_OFFSET - player.y;
cameraY += diff;
// Move all platforms and player down by diff
for (var i = 0; i < platforms.length; ++i) {
platforms[i].y += diff;
}
// Move all coins down by diff so they stay visually attached to their platform
for (var i = 0; i < coins.length; ++i) {
coins[i].y += diff;
}
// Move all stars down by diff so they stay visually attached to their platform
for (var i = 0; i < stars.length; ++i) {
stars[i].y += diff;
}
// Move all clouds down by diff, and update their position
for (var i = clouds.length - 1; i >= 0; --i) {
var cloud = clouds[i];
cloud.y += diff * 0.6; // Parallax: move slower than platforms for depth
cloud.update && cloud.update();
// Remove cloud if it goes off bottom, add new one at top
if (cloud.y > GAME_H + 200) {
cloud.destroy();
clouds.splice(i, 1);
// Add new cloud at top
var newCloud = new Cloud();
newCloud.x = Math.random() * GAME_W;
newCloud.y = -100 - Math.random() * 200;
game.addChild(newCloud);
newCloud.setToBack && newCloud.setToBack();
clouds.push(newCloud);
}
}
player.y += diff;
maxHeight += diff;
}
// Always keep player in front of platforms
if (player.parent && player.parent.children.indexOf(player) !== player.parent.children.length - 1) {
player.parent.setChildIndex(player, player.parent.children.length - 1);
}
// Remove platforms that are off screen, add new ones at top
for (var i = platforms.length - 1; i >= 0; --i) {
if (platforms[i].y > GAME_H + 100) {
// Remove any coins that are visually on this platform (within platform width and just above it)
for (var j = coins.length - 1; j >= 0; --j) {
var coin = coins[j];
// Coin is considered on this platform if its x is within platform width and y is just above platform
if (coin.x >= platforms[i].x - platforms[i].width / 2 && coin.x <= platforms[i].x + platforms[i].width / 2 && Math.abs(coin.y - (platforms[i].y - PLATFORM_H / 2 - 40)) < 60) {
coin.destroy();
coins.splice(j, 1);
}
}
// Remove any stars that are visually on this platform (within platform width and just above it)
for (var j = stars.length - 1; j >= 0; --j) {
var star = stars[j];
if (star.x >= platforms[i].x - platforms[i].width / 2 && star.x <= platforms[i].x + platforms[i].width / 2 && Math.abs(star.y - (platforms[i].y - PLATFORM_H / 2 - 100)) < 80) {
star.destroy();
stars.splice(j, 1);
}
}
platforms[i].destroy();
platforms.splice(i, 1);
}
}
// Add new platforms if needed
while (platforms.length < 12) {
var topY = platforms[0].y;
// Make platform width and spacing harder as level increases
var level = getThemeIndex(platformsPassed);
var EASY_PLATFORM_W = 820 - level * 40;
if (EASY_PLATFORM_W < 220) EASY_PLATFORM_W = 220;
// Keep vertical spacing constant for all levels
var EASY_PLATFORM_SPACING = 240;
var newY = topY - EASY_PLATFORM_SPACING;
var prevPlat = platforms[0];
var px = getSafePlatformX(prevPlat, EASY_PLATFORM_W);
var plat = createPlatform(px, newY, EASY_PLATFORM_W);
platforms.sort(function (a, b) {
return a.y - b.y;
});
}
// Score: based on platforms passed
scoreTxt.setText(platformsPassed.toString());
// Update coins label to show current coins collected
coinsLabelTxt.setText('Coins: ' + coinsCollected);
// Update the sign on the last platform of each theme to show current platforms passed
for (var i = 0; i < platforms.length; ++i) {
var plat = platforms[i];
if (plat._themeSign && typeof plat._themeSign.setPlatformsPassed === "function") {
plat._themeSign.setPlatformsPassed(platformsPassed);
}
}
// Change background color if level changes
var themeIndex = getThemeIndex(platformsPassed);
if (game.lastThemeIndex !== themeIndex) {
// Use bgTheme asset classes for background on level change
var bgThemeAssets = [['bgThemeGrassOpaque', 'bgThemeGrassTrans'],
// 0 Grass
['bgThemeForestOpaque', 'bgThemeForestTrans'],
// 1 Forest
['bgThemeMudOpaque', 'bgThemeMudTrans'],
// 2 Mud
['bgThemeMagicOpaque', 'bgThemeMagicTrans'],
// 3 Magic
['bgThemeCandyOpaque', 'bgThemeCandyTrans'],
// 4 Candy
['bgThemeNightOpaque', 'bgThemeNightTrans'],
// 5 Night
['bgThemeStoneOpaque', 'bgThemeStoneTrans'],
// 6 Stone
['bgThemeIceOpaque', 'bgThemeIceTrans'],
// 7 Ice
['bgThemeMetalOpaque', 'bgThemeMetalTrans'],
// 8 Metal
['bgThemeNeonOpaque', 'bgThemeNeonTrans'],
// 9 Neon
['bgThemeSpecialOpaque', 'bgThemeSpecialTrans'] // 10 Special
];
var idx = themeIndex;
if (idx < 0) idx = 0;
if (idx >= bgThemeAssets.length) idx = bgThemeAssets.length - 1;
// Remove previous background asset if any
if (game._bgThemeAsset) {
if (typeof game._bgThemeAsset.destroy === "function") {
game._bgThemeAsset.destroy();
}
game._bgThemeAsset = null;
}
// Add new background asset as the first child (behind everything)
var bgOpaqueAssetId = bgThemeAssets[idx][0];
var bgTransAssetId = bgThemeAssets[idx][1];
// Create a container for the background with three segments: left, center, right
var bgThemeContainer = new Container();
var bgOpaqueAssetInfo = LK.getAsset(bgOpaqueAssetId, {
anchorX: 0,
anchorY: 0
});
var bgTransAssetInfo = LK.getAsset(bgTransAssetId, {
anchorX: 0,
anchorY: 0
});
var bgWidth = GAME_W;
var leftW = Math.floor(bgWidth / 30);
var rightW = Math.floor(bgWidth / 30);
var centerW = bgWidth - leftW - rightW;
// Left 1/30 (opaque)
var bgLeft = LK.getAsset(bgOpaqueAssetId, {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
scaleX: leftW / bgOpaqueAssetInfo.width,
scaleY: GAME_H / bgOpaqueAssetInfo.height,
alpha: 1
});
bgThemeContainer.addChild(bgLeft);
// Center (transparent)
var bgCenter = LK.getAsset(bgTransAssetId, {
anchorX: 0,
anchorY: 0,
x: leftW,
y: 0,
scaleX: centerW / bgTransAssetInfo.width,
scaleY: GAME_H / bgTransAssetInfo.height,
alpha: 0.3
});
bgThemeContainer.addChild(bgCenter);
// Right 1/30 (opaque)
var bgRight = LK.getAsset(bgOpaqueAssetId, {
anchorX: 0,
anchorY: 0,
x: leftW + centerW,
y: 0,
scaleX: rightW / bgOpaqueAssetInfo.width,
scaleY: GAME_H / bgOpaqueAssetInfo.height,
alpha: 1
});
bgThemeContainer.addChild(bgRight);
game.addChild(bgThemeContainer);
if (game.children && game.children.length > 1) {
game.setChildIndex(bgThemeContainer, 0);
}
game._bgThemeAsset = bgThemeContainer;
game.lastThemeIndex = themeIndex;
}
// High score logic (still based on maxHeight climbed)
var score = Math.floor(maxHeight / 10);
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('Best: ' + highScore);
}
// Game over: fall below screen
if (player.y > GAME_H + 200) {
gameOver = true;
// Play fall sound when it's certain the player is going to die
LK.getSound('fall').play();
// Show game over after short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 1200);
}
// Update lastVy for next frame
player.lastVy = vy;
// Update clouds for horizontal drift (even if camera doesn't move)
for (var i = 0; i < clouds.length; ++i) {
if (clouds[i] && typeof clouds[i].update === "function") {
clouds[i].update();
}
}
// Update stars for animation
for (var i = 0; i < stars.length; ++i) {
if (stars[i] && typeof stars[i].update === "function") {
stars[i].update();
}
}
// (Cloud update and spawn logic removed)
};
// --- Start game ---
resetGame(); ===================================================================
--- original.js
+++ change.js
@@ -1169,9 +1169,16 @@
}
// Platform collision
var plat = playerOnPlatform();
// (Removed logic that made checkpoint platforms appear after passing. Now, checkpoint platforms always come down from the top like other platforms.)
+ // --- Increment platformsPassed when player passes a platform (crosses its top Y going down) ---
+ if (typeof player.lastPlatformY === "undefined") player.lastPlatformY = null;
if (plat && vy > 0) {
+ // Only increment if this is a new platform (not the same as last landed)
+ if (!plat._countedPassed) {
+ platformsPassed++;
+ plat._countedPassed = true;
+ }
player.y = plat.y - PLATFORM_H / 2;
vy = JUMP_VELOCITY;
isJumping = false;
game.hasDoubleJumped = false; // Reset double jump lock only when landing
@@ -1325,11 +1332,8 @@
}
}
platforms[i].destroy();
platforms.splice(i, 1);
- // Only increment platformsPassed if not incremented by coin
- // Always increment for platform0 as well so it is counted
- platformsPassed++;
}
}
// Add new platforms if needed
while (platforms.length < 12) {
icy tower guy. In-Game asset. 2d. High contrast. No shadows
mario or icy tower like platforms. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
icy tower advanced level platform. In-Game asset. 2d. High contrast. No shadows
diamond. In-Game asset. 2d. High contrast. No shadows
dollar. In-Game asset. 2d. High contrast. No shadows
Design a single floating 2D game platform made of levitating crystal shards, connected by glowing magical runes or light energy. No ice or snow. The platform should feel arcane and unique. No background.. In-Game asset. 2d. High contrast. No shadows
rectangle shape jumping platform for a simple 2D game. In-Game asset. 2d. High contrast. No shadows
super mario facing camera. In-Game asset. 2d. High contrast. No shadows
blue transparent cloud. In-Game asset. 2d. High contrast. No shadows
bright transparent cloud. In-Game asset. 2d. High contrast. No shadows
fluffy transparent cloud. In-Game asset. 2d. High contrast. No shadows
orange transparent cloud. In-Game asset. 2d. High contrast. No shadows
grey transparent cloud. In-Game asset. 2d. High contrast. No shadows
star. In-Game asset. 2d. High contrast. No shadows
icy tower background without platforms, just walls. In-Game asset. 2d. High contrast. No shadows
just a start line without any text. In-Game asset. 2d. High contrast. No shadows
stuart little jumping and raised its arms. In-Game asset. 2d. High contrast. No shadows. facing camera
shout
Sound effect
fall
Sound effect
darara
Music
garavel-1
Sound effect
garavel-2
Sound effect
garavel-3
Sound effect
garavel-4
Sound effect
garavel-5
Sound effect
death-1
Sound effect
death-2
Sound effect
opening-sound
Sound effect
opening-music
Music
game-theme-song-1
Music
game-theme-song-2
Music
game-theme-song-3
Music
game-theme-song-4
Music