Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var bottomFloorTop = floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor' Line Number: 497
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var bottomFloorTop = floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor' Line Number: 490
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'var bottomFloorTop = bottomFloorY - floors[0].height / 2; // Top edge of the bottom floor' Line Number: 488
User prompt
No. Redo completely the collisions of the dragon and the floors and the positioning of the dragon upons tarting: if falls off the floors / screen.
User prompt
No. Redo completely the collisions of the dragon and the floors and the positioning of the dragon upons tarting: if falls off the floors / screen.
User prompt
No. Redo completely the collisions of the dragon and the floors and the positioning of the dragon upons tarting: if falls off the screen.
User prompt
It did not work. The dragon falls off the floors down.
User prompt
The dragon falls off the screen after i walk a little bit it starts, seems it does not detect collision with floors. Please fix.
User prompt
The dragon falls off the screen when it starts, seems it does not detect collision with floors?
User prompt
The performance is terrible on mobile, as there are many things being checked on a tick level + the tweens. Please, optimize the performance to the max but keeping all the same features intact.
User prompt
For some reasons, sometimes the dragon can't shoot bubbles for quite a long time. Can you please fix that and only that?
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Remove all .context(...). They don't exist at all!
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'context')' in or related to this line: 'tween(enemy, {' Line Number: 583
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'context')' in or related to this line: 'tween(enemy, {' Line Number: 580
User prompt
Fix these issues: 1. Some enemies don't move. 2. Some platforms seem ephimerous - the dragon player don't stop on them when falling, it crosses them. 3. Sometimes the dragon stops throwing bubbles. Maybe there is something wrong with skipping frames or something like that? Make sure to change only what's necessary.
User prompt
I have several performance issues in the game when jumping with the dragon, possibly due to the tweens and other stuff. Please fix performance issues, simplify, make it lighter to run. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: floors is not defined' in or related to this line: 'for (var i = 0; i < floors.length; i++) {' Line Number: 50
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: bubbles is not defined' in or related to this line: 'bubbles.push(bubble);' Line Number: 103
User prompt
Please fix the bug: 'Uncaught ReferenceError: bubbles is not defined' in or related to this line: 'bubbles.push(bubble);' Line Number: 103
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
Modify the game.down = function () { console.log("click") to only trigger if clicking on start
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Class for Bubbles - optimized for performance
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
// Store last position
self.lastX = self.x;
self.lastY = self.y;
// Move bubble
self.x += self.speed;
// Check for intersection with any floor
var intersectingFloor = null;
for (var i = 0; i < floors.length; i++) {
if (self.intersects(floors[i])) {
intersectingFloor = floors[i];
break;
}
}
// Handle collision with floor
if (intersectingFloor) {
// Create a PoppedBubble at the bubble's position
var pop = game.addChild(new PoppedBubble());
pop.x = self.x;
pop.y = self.y;
// Remove from bubbles array before destroying
var bubbleIndex = bubbles.indexOf(self);
if (bubbleIndex !== -1) {
bubbles.splice(bubbleIndex, 1);
}
// Destroy the bubble
self.destroy();
// Destroy the PoppedBubble after 0.5 seconds
LK.setTimeout(function () {
pop.destroy();
}, 500);
}
};
});
var CapturingBubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.alpha = 0.5;
self.scaleX = 2;
self.scaleY = 2;
self.update = function () {};
});
//<Assets used in the game will automatically appear here>
// Class for the Dragon character - optimized for performance
var Dragon = Container.expand(function () {
var self = Container.call(this);
self.dragonGraphics = self.attachAsset('dragon', {
anchorX: 0.5,
anchorY: 0.5
});
self.isIntersectingBubble = false;
self.lastWasIntersecting = false;
self.lastX = 0;
self.lastY = 0;
self.shootBubble = function () {
// Create new bubble and ensure it's properly initialized
var bubble = new Bubble();
bubble.x = self.x + 200 * self.scale.x;
bubble.y = self.y - 5;
bubble.lastX = bubble.x;
bubble.lastY = bubble.y;
// If the dragon is looking right, the bubble should move to the right
if (self.scale.x == 1) {
bubble.speed = 25;
} else {
// If the dragon is looking left, the bubble should move to the left
bubble.speed = -25;
}
// Add bubble to game display list first to ensure it's rendered
game.addChild(bubble);
// Ensure bubbles array exists before trying to push to it
if (!bubbles) {
bubbles = [];
}
// Always add bubble to tracking array
bubbles.push(bubble);
// Play bubble sound when a bubble is shot
LK.getSound('bubble').play();
};
});
// Class for Pop - optimized version
var PoppedBubble = Container.expand(function () {
var self = Container.call(this);
var popGraphics = self.attachAsset('poppedBubble', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x09899d
});
/****
* Game Code
****/
function tweenDragonContainer() {
tween(dragonOnContainer, {
y: dragonOnContainer.y + 300
}, {
duration: 1000,
onFinish: function onFinish() {
tween(dragonOnContainer, {
y: dragonOnContainer.y - 300
}, {
duration: 1000
});
}
});
}
var started = false; // Initialize started flag
var intervalId = LK.setInterval(function () {
if (!started) {
tweenDragonContainer();
} else {
LK.clearInterval(intervalId); // Clear interval if started is true
}
}, 4000);
var controlPanel = new Container();
var panelBackground = LK.getAsset('game_background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.8
});
controlPanel.addChild(panelBackground);
var instructionsText = new Text2('INSTRUCTIONS', {
size: 100,
fill: 0xffffff,
align: "center",
font: "Comic Sans MS",
fontWeight: "bold"
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 75;
controlPanel.addChild(instructionsText);
// Rainbow color array
var rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x8B00FF];
var colorIndex = 0;
// Function to cycle through rainbow colors
function cycleRainbowColors() {
instructionsText.tint = rainbowColors[colorIndex];
colorIndex = (colorIndex + 1) % rainbowColors.length;
}
// Set interval to change color less frequently to improve performance
LK.setInterval(cycleRainbowColors, 1000);
var controlText = new Text2('- Click on 🐲 to shoot 🫧\n- Click above the 🐲 to jump ⬆️.\n- The higher you click, the bigger the jump ⬆️⬆️!', {
size: 85,
// Increased size for better visibility
fill: 0x000000,
align: "center",
font: "Comic Sans MS" // Adding a cool font and bold style
});
controlText.anchor.set(0.5, 0.5);
controlText.x = 2048 / 2;
controlText.y = 400;
controlPanel.addChild(controlText);
var understoodButtonBackgroundBg = LK.getAsset('understoodBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 800,
width: 2000,
alpha: 0.5
});
controlPanel.addChild(understoodButtonBackgroundBg);
var dragonOnContainer = LK.getAsset('dragon', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1200,
scaleX: 2,
scaleY: 2
});
controlPanel.addChild(dragonOnContainer);
var bubbleOnContainer = LK.getAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: 0.35
});
dragonOnContainer.addChild(bubbleOnContainer);
var understoodButton = new Text2('Click anywhere to start', {
size: 150,
fill: 0x1570e0,
align: "center"
});
understoodButton.anchor.set(0.5, 0.5);
understoodButton.x = 2048 / 2;
understoodButton.y = 800;
controlPanel.addChild(understoodButton);
game.addChild(controlPanel);
// Add event listener to the 'Understood' button
understoodButton.interactive = true;
understoodButton.buttonMode = true;
game.down = function (x, y, obj) {
controlPanel.destroy();
startGame();
};
// Properly initialize all global variables to prevent undefined errors
var bubbles = []; // Initialize bubbles array to store bubble instances
var floors = []; // Initialize floors array to store floor instances
var behaviours = {}; // Initialize behaviours object
var enemies = [];
var capturingBubbles = [];
var jumpStartY = 0;
var isJumping = false; // Initialize jumping state
var canJump = true; // Initialize jump permission flag
var isFalling = false; // Initialize falling state
var lastShot = 0; // Track the last time a bubble was shot
var lastClick = 0; // Track the last time the screen was clicked
var jumpStartTime = 0; // Initialize jump start time
var dragon; // Will be initialized later
var background; // Will be initialized with a background image
function startGame() {
started = true;
var level = 1;
function restartGame() {
// Clear existing platforms and enemies
floors.forEach(function (floor) {
floor.destroy();
});
floors = [];
enemies.forEach(function (enemy) {
enemy.destroy();
});
enemies = [];
// Recreate floors at the bottom, left, and right margins
for (var i = 0; i < 21; i++) {
var floor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: i * 100,
y: 2732 - 30
});
game.addChild(floor);
floors.push(floor);
}
for (var j = 0; j < 27; j++) {
var leftFloor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: j * 100
});
game.addChild(leftFloor);
floors.push(leftFloor);
}
for (var k = 0; k < 27; k++) {
var rightFloor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 50,
y: k * 100
});
game.addChild(rightFloor);
floors.push(rightFloor);
}
// Destroy the existing dragon
dragon.destroy();
// Recreate the dragon and add it to the game
dragon = game.addChild(new Dragon());
// Reposition dragon at the bottom
dragon.x = 1024; // Center horizontally
// Adjust Y so dragon's bottom is exactly aligned with the floor's top edge for proper initial collision
dragon.y = 2552; // Position the dragon on top of the floor
// Add new platforms and enemies for the new level
for (var j = 0; j < platformYPositions.length; j++) {
var platformLength = Math.floor(Math.random() * (maxPlatformLength - minPlatformLength + 1)) + minPlatformLength;
var startX = Math.floor(Math.random() * (2048 - platformLength * 100));
var startY = platformYPositions[j];
var randomTint = Math.floor(Math.random() * 16777215);
for (var i = 0; i < platformLength; i++) {
var newX = startX + i * 100;
if (newX > 1900 || newX < 120) {
continue;
}
var platform = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: startX + i * 100,
y: platformYPositions[j]
});
platform.tint = randomTint;
game.addChild(platform);
floors.push(platform);
}
var enemyType = 'enemy' + (i % 5 + 1);
var behaviour = behaviours[enemyType] || easingFunctions[Math.floor(Math.random() * easingFunctions.length)];
behaviours[enemyType] = behaviour;
var enemy = LK.getAsset(enemyType, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + 100,
y: platformYPositions[j] - 100,
type: enemyType
});
if (enemyType === 'enemy5' || enemyType === 'enemy2') {
enemy.tint = Math.floor(Math.random() * 0x7FFFFF) + 0x808080;
}
enemy.captured = false;
game.addChild(enemy);
enemies.push(enemy);
}
}
var background = LK.getAsset('pixel_background_' + level.toString(), {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.95
});
game.addChild(background);
// Simplified utility function that replaces all the complex array handlers
function getMinMaxFromFloors(floors, property) {
var min = Infinity;
var max = -Infinity;
for (var i = 0; i < floors.length; i++) {
var value = floors[i][property];
if (value < min) {
min = value;
}
if (value > max) {
max = value;
}
}
return {
min: min,
max: max
};
}
var jumpStartTime; // Declare jumpStartTime to track the start of the jump
var easingFunctions = [tween.linear, tween.easeIn, tween.easeOut, tween.easeInOut, tween.bounceIn, tween.bounceOut, tween.bounceInOut, tween.elasticIn, tween.elasticOut, tween.elasticInOut, tween.cubicIn, tween.cubicOut, tween.cubitInOut, tween.expoIn, tween.expoOut, tween.expoInOut, tween.sineIn, tween.sineOut, tween.sineInOut];
LK.playMusic('music');
function isStandingOnFloor() {
var dragonBottom = dragon.y + dragon.height / 2;
var dragonX = dragon.x;
var dragonHalfWidth = dragon.width / 2;
var standTolerance = 10; // How many pixels below the floor top the dragon can be and still be "standing"
for (var i = 0; i < floors.length; i++) {
var floor = floors[i];
var floorTop = floor.y - floor.height / 2;
var floorCenterX = floor.x;
var floorHalfWidth = floor.width / 2;
// Broad phase: Check horizontal overlap and if floor is generally below the dragon's feet
if (Math.abs(floorCenterX - dragonX) < dragonHalfWidth + floorHalfWidth &&
// Horizontal overlap
dragonBottom >= floorTop - standTolerance &&
// Dragon bottom is near or potentially slightly below floor top
dragon.y < floor.y + floor.height / 2) {
// Dragon center is above floor bottom (prevents detecting floor *below*)
// Precise check: Intersects AND bottom edge is close to floor top
if (dragon.intersects(floor) && dragonBottom >= floorTop - 2 &&
// Allow minimal penetration before check
dragonBottom <= floorTop + standTolerance) {
// Bottom is not too far below floor top
// If it intersects and vertical position is roughly correct, consider it standing.
// Jump logic handles moving upwards through platforms.
return true; // Standing on this floor
}
}
}
return false; // Not standing on any floor
} // {2V}
function updateFall() {
if (isFalling) {
// {2W}
// Store last position before applying gravity
var lastY = dragon.y;
var lastBottomY = lastY + dragon.height / 2;
// Apply gravity (move dragon downwards)
dragon.y += 15; // Consistent fall speed (can be adjusted)
var currentBottomY = dragon.y + dragon.height / 2;
var dragonX = dragon.x; // {2X}
// Check for collisions after moving
var didCollide = false;
var collisionSnapTolerance = 5; // How close the dragon bottom needs to be above the floor top last frame
var horizontalCheckMargin = 5; // Extra horizontal margin
for (var i = 0; i < floors.length; i++) {
// {30}
var floor = floors[i]; // {31}
var floorTop = floor.y - floor.height / 2; // {34}
var floorCenterX = floor.x;
var floorHalfWidth = floor.width / 2;
var dragonHalfWidth = dragon.width / 2;
// Optimization: Check floors that are potentially hittable
// 1. Horizontal: Overlapping or close?
// 2. Vertical: Floor top is between where dragon bottom *was* and where it *is* now?
if (Math.abs(floorCenterX - dragonX) < dragonHalfWidth + floorHalfWidth + horizontalCheckMargin && floorTop > lastBottomY - collisionSnapTolerance &&
// Floor top wasn't significantly *above* dragon bottom last frame
floorTop <= currentBottomY + collisionSnapTolerance)
// Floor top is near or above dragon bottom *now* (+tolerance for thick floors/fast fall)
{
// Precise collision check: Intersects AND was above, now is overlapping/below
if (dragon.intersects(floor)) {
// {33}
// Check if the dragon's bottom edge was above the floor's top edge in the previous frame
// and is now at or below the floor's top edge.
if (lastBottomY <= floorTop + collisionSnapTolerance && currentBottomY >= floorTop) {
isJumping = false; // Stop potential jump state
isFalling = false; // Stop falling
canJump = true; // Allow jumping again
// Snap dragon precisely on top of the floor
dragon.y = floorTop - dragon.height / 2;
// Update lastY after snapping to prevent immediate re-fall check issues
dragon.lastY = dragon.y;
didCollide = true;
break; // {36} // Exit loop once landed on a floor
}
} // {38}
}
} // {3a}
// Note: dragon.lastWasIntersecting is not used and was removed.
} // {3b}
} // {3c}
//<Assets used in the game will automatically appear here>
// Handle mouse move events to move the dragon
game.move = function (x, y, obj) {
// Ignore the event if the target is outside the screen or close to its margins
if (x > 150 && x < 2048 - 200) {
// Set the target x position for the dragon
dragon.targetX = x;
}
};
var isFalling = false; // Initialize isFalling to track dragon's fall state
var dragon = game.addChild(new Dragon());
dragon.lastY = dragon.y; // Initialize lastY position
dragon.x = 1024; // Center horizontally
// Adjust Y so dragon's bottom is exactly aligned with the floor's top edge for proper initial collision
dragon.y = 2552; // Position the dragon on top of the floor
// Handle game updates with improved frame handling
game.update = function () {
// 1. Handle Horizontal Movement & Orientation
if (dragon.targetX !== undefined) {
var increment = (dragon.targetX - dragon.x) / 5;
if (Math.abs(dragon.targetX - dragon.x) > 1) {
dragon.x += increment;
}
// Adjust dragon's scale based on targetX position only if moving significantly
if (Math.abs(increment) > 0.1) {
dragon.scale.x = increment < 0 ? -1 : 1;
}
}
// Store last horizontal position regardless of movement for consistency
dragon.lastX = dragon.x;
// --- Vertical Movement Logic ---
var standingOnFloor = isStandingOnFloor(); // Check standing state *once* per frame
// State Transitions based on standing check
if (standingOnFloor) {
if (isFalling) {
// Just landed from a fall
isFalling = false;
canJump = true;
// Snapping should have happened in the last updateFall call
}
if (isJumping) {
// Landed during a jump (e.g. short hop onto platform)
isJumping = false;
canJump = true;
}
// If standing, ensure lastY is current Y before potentially starting a fall next frame
dragon.lastY = dragon.y;
} else {
// Not standing on a floor
if (!isJumping) {
// If not already jumping, start or continue falling
if (!isFalling) {
// Check if we just started falling
isFalling = true;
dragon.lastY = dragon.y; // Record Y before gravity applies in updateFall
}
}
}
// Apply vertical movement based on the determined state
if (isJumping) {
updateJump(); // updateJump handles vertical movement and transition to falling
} else if (isFalling) {
updateFall(); // updateFall handles vertical movement and transition to standing
}
// Note: dragon.lastY is updated within updateJump/updateFall or when standing still.
// --- Update Other Game Elements ---
updateBubbles(); // Update bubbles (movement, collisions)
if (LK.ticks % 3 === 0) {
// Update enemies less frequently
updateEnemiesMovement(); // Handles enemy movement and dragon collision check
}
// Game Over Check (triggered within updateEnemiesMovement)
if (game.gameOverTriggered && !game.gameOverShowing) {
game.gameOverShowing = true;
}
};
// Handle touch events for shooting bubbles
var lastShot = 0;
var lastClick = 0;
var isJumping = false; // Add a variable to track if the dragon is jumping
var canJump = true; // Initialize canJump flag to allow jumping
game.down = function (x, y, obj) {
var now = Date.now();
if (y < dragon.y - dragon.height && canJump && !isJumping) {
isJumping = true; // Set isJumping to true when the dragon starts jumping
// Play jump sound when the dragon starts jumping
LK.getSound('jump').play();
jumpStartY = y; // Capture the Y position of the mouse click
jumpStartTime = Date.now(); // Initialize jump start time
} else if (!isJumping) {
// Reduce cooldown for more responsive shooting and fix bubble creation
if (now - lastShot > 300) {
// Ensure dragon exists before calling shootBubble
if (dragon && typeof dragon.shootBubble === 'function') {
dragon.shootBubble();
lastShot = now;
}
}
}
lastClick = now;
};
function updateEnemiesMovement() {
// Process all enemies every frame to ensure consistent movement
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy) {
continue;
}
if (enemy.captured) {
if (enemy.isMoving) {
tween.stop(enemy);
enemy.isMoving = false;
enemy.floating = true;
} else if (enemy.floating) {
var enemyRef = enemy; // Create a strong reference to avoid context loss
// Store reference to current enemy in a closure variable
(function (currentEnemy) {
tween(currentEnemy, {
y: 100
}, {
duration: 5000,
easing: tween.linear,
onFinish: function onFinish() {
// Use the closure variable instead of 'this'
if (currentEnemy && currentEnemy.children && currentEnemy.children[1]) {
currentEnemy.children[1].tint = 0xbf5555;
}
if (enemies.length === 0) {
if (level < 5) {
level++;
background.destroy(); // Remove the previous background
background = LK.getAsset('pixel_background_' + level.toString(), {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - background.height / 2,
alpha: 0.95
});
game.addChild(background); // Add the new background
// Combined level text creation to reduce object creation
var levelText = new Text2('LEVEL ' + level.toString(), {
size: 200,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 2048 / 2;
levelText.y = 2732 / 2;
game.addChild(levelText);
LK.setTimeout(function () {
levelText.destroy();
}, 2000);
// Restart game with new platforms and enemies
restartGame();
} else {
LK.showYouWin();
}
}
}
});
})(enemyRef);
}
} else {
// Initialize movement if not already moving
if (!enemy.isMoving && !enemy.tweenInitialized) {
enemy.isMoving = true;
enemy.tweenInitialized = true;
// Find all platform floors for this enemy
var platformFloors = [];
var platformY = enemy.y + 100;
for (var j = 0; j < floors.length; j++) {
if (Math.abs(floors[j].y - platformY) < 10 && floors[j].x > 0 && floors[j].x < 2048 - 50) {
platformFloors.push(floors[j]);
}
}
// Only proceed if we found platform floors
if (platformFloors.length > 0) {
// Find min and max X positions
var startX = 2048;
var endX = 0;
for (var j = 0; j < platformFloors.length; j++) {
if (platformFloors[j].x < startX) {
startX = platformFloors[j].x;
}
if (platformFloors[j].x > endX) {
endX = platformFloors[j].x;
}
}
// Ensure we have a valid range to move in
if (startX < endX) {
enemy.alpha = 0.75; // Apply alpha when starting to move
// Store the platform range for this enemy
enemy.startX = startX;
enemy.endX = endX;
// Start the movement tween
// Make sure to attach context to all tweens and store a strong reference to enemy
var enemyRef = enemy; // Create a strong reference to avoid context loss
// Use immediately invoked function to create closure for this enemy
(function (currentEnemy, startPos, endPos) {
function moveToStart(enemy) {
enemy.isMovingRight = false;
tween(enemy, {
x: startPos
}, {
duration: 3000,
easing: tween.linear,
onFinish: function onFinish() {
if (!enemy) {
return;
}
enemy.isMovingRight = true;
moveToEnd(enemy);
}
});
}
function moveToEnd(enemy) {
tween(enemy, {
x: endPos
}, {
duration: 3000,
easing: tween.linear,
onFinish: function onFinish() {
if (!enemy || enemy.isMovingRight === undefined) {
return;
}
enemy.isMovingRight = false;
moveToStart(enemy);
}
});
}
// Start initial movement
tween(currentEnemy, {
x: endPos
}, {
duration: 3000,
easing: behaviours[currentEnemy.type] || tween.linear,
onFinish: function onFinish() {
if (!currentEnemy) {
return;
}
moveToStart(currentEnemy);
}
});
})(enemyRef, enemyRef.startX, enemyRef.endX);
enemy.isMovingRight = true;
}
}
}
// Update enemy direction based on movement
if (enemy.x !== enemy.lastX) {
enemy.scale.x = enemy.x > enemy.lastX ? 1 : -1;
}
// Check for collision with dragon
if (!enemy.captured && dragon.intersects(enemy)) {
// Play game over sound when the dragon dies
LK.getSound('gameover').play();
// Rotate the dragon 90 degrees
dragon.rotation = -3 * Math.PI * dragon.scale.x;
// Animate the dragon falling down - simplified tween with proper context
var dragonRef = dragon; // Create a strong reference to avoid context loss
// Use immediately invoked function to create closure
(function (dragonToTween) {
tween(dragonToTween, {
y: 2732 + dragonToTween.height,
tint: 0xFF0000
}, {
duration: 500,
easing: tween.linear,
onFinish: function onFinish() {
LK.showGameOver();
}
});
})(dragonRef);
}
}
// Update last known position
enemy.lastX = enemy.x;
enemy.lastY = enemy.y;
} //{50} // End of enemy processing loop
// Dragon-enemy collision check is now inside the main enemy loop (lines 601-625), triggered immediately.
// The redundant loop below is removed.
} //{5r} // End of updateEnemiesMovement function
function updateBubbles() {
// Ensure bubbles array exists to prevent errors
if (!bubbles) {
bubbles = [];
return;
}
// Process all bubbles every frame for consistent collision detection
for (var i = bubbles.length - 1; i >= 0; i--) {
var bubble = bubbles[i];
if (!bubble) {
bubbles.splice(i, 1);
continue;
}
// Call the bubble's update method to move it
if (bubble.update) {
bubble.update();
}
// Optimization: Check bubble-bubble intersections less frequently
var bubbleDestroyed = false;
if (LK.ticks % 3 === 0) {
// Check only every 3 frames
for (var j = i - 1; j >= 0; j--) {
if (j >= bubbles.length) {
continue;
} // Safety check
var otherBubble = bubbles[j];
if (!otherBubble || !otherBubble.parent) {
// Check if other bubble still exists
// If otherBubble was already processed and removed in this loop iteration, skip
if (j < bubbles.length) {
bubbles.splice(j, 1);
}
continue;
}
if (bubble.intersects(otherBubble)) {
// Create PoppedBubbles
var pop1 = game.addChild(new PoppedBubble());
pop1.x = bubble.x;
pop1.y = bubble.y;
var pop2 = game.addChild(new PoppedBubble());
pop2.x = otherBubble.x;
pop2.y = otherBubble.y;
// Safely destroy and remove bubbles
var bubbleId = bubble.id; // Store id in case bubble reference becomes invalid
var otherBubbleId = otherBubble.id;
bubble.destroy();
otherBubble.destroy();
// Remove from bubbles array by id or index, iterating backwards
for (var k = bubbles.length - 1; k >= 0; k--) {
if (bubbles[k].id === bubbleId || bubbles[k].id === otherBubbleId) {
bubbles.splice(k, 1);
}
}
// Play pop sound
LK.getSound('pop').play();
// Destroy PoppedBubbles later
LK.setTimeout(function () {
if (pop1.parent) {
pop1.destroy();
}
if (pop2.parent) {
pop2.destroy();
}
}, 500);
bubbleDestroyed = true;
// Exit inner loop as 'bubble' is gone
break;
}
}
}
// Skip further checks if bubble was destroyed in bubble-bubble collision
if (bubbleDestroyed || !bubble.parent) {
// Check parent as destroy might be async
continue;
}
// Remove bubbles that go off-screen
if (bubble.y < -50 || bubble.x < -50 || bubble.x > 2100) {
bubble.destroy();
if (i < bubbles.length) {
bubbles.splice(i, 1);
}
}
} // End of main bubble loop (i)
// --- Collision Checks (Moved outside the main bubble loop for clarity/potential optimization) ---
// Check for bubble-enemy collisions
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (!enemy || enemy.captured || !enemy.parent) {
// Also check if enemy exists in scene
continue;
}
for (var j = bubbles.length - 1; j >= 0; j--) {
var bubble = bubbles[j];
// Ensure bubble exists and hasn't been destroyed in this update cycle
if (!bubble || !bubble.parent) {
if (j < bubbles.length) {
bubbles.splice(j, 1);
} // Clean up missing bubbles
continue;
}
if (bubble.intersects(enemy)) {
// Destroy the original bubble
bubble.destroy();
bubbles.splice(j, 1);
// Create a new bubble as a child of the enemy
var newBubble = new CapturingBubble();
newBubble.x = 0; // Position relative to the enemy
newBubble.y = 0; // Position relative to the enemy
enemy.addChild(newBubble);
enemy.captured = true;
capturingBubbles.push(newBubble);
// Since bubble 'j' is gone, and enemy 'i' is captured,
// we can break the inner loop and move to the next enemy
break;
}
}
}
// Check if the dragon is intersecting a standard bubble
for (var i = bubbles.length - 1; i >= 0; i--) {
var bubble = bubbles[i];
if (!bubble || !bubble.parent) {
// Ensure bubble exists
if (i < bubbles.length) {
bubbles.splice(i, 1);
}
continue;
}
if (dragon.intersects(bubble)) {
var pop = game.addChild(new PoppedBubble());
pop.x = bubble.x;
pop.y = bubble.y;
bubble.destroy();
bubbles.splice(i, 1);
LK.getSound('pop').play();
LK.setTimeout(function () {
if (pop.parent) {
pop.destroy();
}
}, 500); //{6x} // Use safe destroy
// Dragon can only pop one bubble per frame
break;
}
}
// Process capturing bubbles (dragon collision and floating)
for (var i = capturingBubbles.length - 1; i >= 0; i--) {
var capturingBubble = capturingBubbles[i];
if (!capturingBubble || !capturingBubble.parent) {
// Ensure bubble exists
if (i < capturingBubbles.length) {
capturingBubbles.splice(i, 1);
}
continue;
}
var enemy = capturingBubble.parent; // Get the enemy parent
// Check for dragon intersection first
if (dragon.intersects(capturingBubble)) {
if (enemy && enemy.parent) {
// Ensure enemy parent also exists
var pop = game.addChild(new PoppedBubble());
// Use enemy's global position for pop effect
var enemyGlobalPos = enemy.parent.toGlobal(enemy.position);
pop.x = enemyGlobalPos.x;
pop.y = enemyGlobalPos.y;
// Find enemy index to remove it
var enemyIndex = enemies.indexOf(enemy);
if (enemyIndex !== -1) {
enemies.splice(enemyIndex, 1);
}
enemy.destroy(); //{6N} // This also destroys the capturingBubble child
capturingBubbles.splice(i, 1); // Remove from capturing array
LK.getSound('pop').play();
LK.setTimeout(function () {
if (pop.parent) {
pop.destroy();
}
}, 1000); // Use safe destroy
// Since bubble 'i' and its enemy are gone, continue to next bubble
continue;
} else {
// Enemy parent doesn't exist? Clean up bubble.
capturingBubble.destroy();
capturingBubbles.splice(i, 1);
continue;
}
}
// Update floating behavior if not popped
if (enemy && enemy.captured && !enemy.floating) {
enemy.y -= 3; // Slightly reduced floating speed
}
}
} //{77} // End of updateBubbles function
function updateJump() {
if (isJumping) {
var jumpHeight = (dragon.y - jumpStartY) / 10;
dragon.y -= jumpHeight; // Move dragon upwards based on calculated jump height
// More efficient intersection check with early termination
var didHitCeiling = false;
var dragonX = dragon.x;
var dragonTop = dragon.y - dragon.height / 2;
var verticalThreshold = 50; // Check floors slightly above
var horizontalThreshold = dragon.width * 1.5;
for (var i = 0; i < floors.length; i++) {
var floor = floors[i];
// Optimization: Only check floors vertically and horizontally close
if (Math.abs(floor.y - dragonTop) < verticalThreshold + floor.height && Math.abs(floor.x - dragonX) < horizontalThreshold + floor.width / 2) {
if (dragon.intersects(floor)) {
var floorBottom = floor.y + floor.height / 2;
// Check if hitting the bottom of a platform
if (dragonTop <= floorBottom + 10) {
// Allow slight overlap
didHitCeiling = true;
isJumping = false; // Stop jumping when hitting a ceiling
isFalling = true; // Start falling when colliding with a floor
canJump = false; // Disallow jumping again until the dragon hits a floor
// Optional: Slightly push dragon down
dragon.y = floorBottom + dragon.height / 2 + 5;
break;
}
}
}
}
// Check if jump duration has exceeded 0.4 seconds OR hit ceiling
if (didHitCeiling || Date.now() - jumpStartTime >= 400) {
isJumping = false;
if (!didHitCeiling) {
// Only start falling if max duration reached, not if ceiling hit (already falling)
isFalling = true;
}
}
// Note: dragon.lastWasIntersecting is handled by updateFall now
}
}
// BLOCKS
// Add a floor to the bottom of the screen
var floors = [];
for (var i = 0; i < 21; i++) {
var floor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: i * 100,
y: 2732 - 30
});
game.addChild(floor);
floors.push(floor);
}
// Add continuous floor on the left margin of the screen
for (var j = 0; j < 27; j++) {
var leftFloor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: j * 100
});
game.addChild(leftFloor);
floors.push(leftFloor);
}
// Add continuous floor on the right margin of the screen
for (var k = 0; k < 27; k++) {
var rightFloor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 50,
y: k * 100
});
game.addChild(rightFloor);
floors.push(rightFloor);
}
// Add random platforms with irregular heights and positions
var platformYPositions = [];
var distinctHeights = [2300, 1900, 1500, 1100, 700]; // Define 4-5 distinct heights
var minPlatformLength = 5;
var maxPlatformLength = 14;
distinctHeights.forEach(function (height) {
platformYPositions.push(height);
});
// Add random platforms with irregular heights and positions
for (var j = 0; j < platformYPositions.length; j++) {
var _behaviours$enemyType;
var platformLength = Math.floor(Math.random() * (maxPlatformLength - minPlatformLength + 1)) + minPlatformLength;
var startX = Math.floor(Math.random() * (2048 - platformLength * 100)); // Random start position
var startY = platformYPositions[j];
// Generate a random tint color for the platforms
var randomTint = Math.floor(Math.random() * 16777215);
for (var i = 0; i < platformLength; i++) {
var newX = startX + i * 100;
if (newX > 1900 || newX < 120) {
continue;
}
var platform = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: startX + i * 100,
y: platformYPositions[j]
});
platform.tint = randomTint; // Apply the random tint to the platform
game.addChild(platform);
floors.push(platform);
}
// Spawn an enemy on top of each platform
var enemyType = 'enemy' + (i % 5 + 1); // Cycle through enemy1 to enemy5
var behaviour = (_behaviours$enemyType = behaviours[enemyType]) !== null && _behaviours$enemyType !== void 0 ? _behaviours$enemyType : easingFunctions[Math.floor(Math.random() * easingFunctions.length)]; // Assign random easing function;
behaviours[enemyType] = behaviour;
var enemy = LK.getAsset(enemyType, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + 100,
y: platformYPositions[j] - 100,
type: enemyType
});
if (enemyType === 'enemy5' || enemyType === 'enemy2') {
enemy.tint = Math.floor(Math.random() * 0x7FFFFF) + 0x808080; // Ensure light tint
}
enemy.captured = false;
game.addChild(enemy);
enemies.push(enemy);
}
/* LEVEL MANAGEMENT 1 */
var levelTextBackground = new Text2('LEVEL ' + level.toString(), {
size: 210,
fill: 0x000000
});
levelTextBackground.anchor.set(0.5, 0.5);
levelTextBackground.x = 2048 / 2;
levelTextBackground.y = 2732 / 2;
game.addChild(levelTextBackground);
LK.setTimeout(function () {
levelTextBackground.destroy();
}, 2000);
var levelText = new Text2('LEVEL ' + level.toString(), {
size: 200,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 2048 / 2;
levelText.y = 2732 / 2;
game.addChild(levelText);
LK.setTimeout(function () {
levelText.destroy();
}, 2000);
} ===================================================================
--- original.js
+++ change.js
@@ -360,40 +360,35 @@
var jumpStartTime; // Declare jumpStartTime to track the start of the jump
var easingFunctions = [tween.linear, tween.easeIn, tween.easeOut, tween.easeInOut, tween.bounceIn, tween.bounceOut, tween.bounceInOut, tween.elasticIn, tween.elasticOut, tween.elasticInOut, tween.cubicIn, tween.cubicOut, tween.cubitInOut, tween.expoIn, tween.expoOut, tween.expoInOut, tween.sineIn, tween.sineOut, tween.sineInOut];
LK.playMusic('music');
function isStandingOnFloor() {
- // Store the dragon's position and dimensions once
- var dragonBottom = dragon.y + dragon.height / 2; // {2N}
- var dragonX = dragon.x; // {2O}
- // Check if dragon's bottom is exactly on or slightly penetrating a floor top.
- var verticalCheckProximity = 15; // How far below the floor top the dragon's bottom can be and still count as standing.
- var horizontalCheckMargin = 5; // Extra horizontal margin for checking
+ var dragonBottom = dragon.y + dragon.height / 2;
+ var dragonX = dragon.x;
+ var dragonHalfWidth = dragon.width / 2;
+ var standTolerance = 10; // How many pixels below the floor top the dragon can be and still be "standing"
for (var i = 0; i < floors.length; i++) {
- // {2P}
- var floor = floors[i]; // {2Q}
- var floorTop = floor.y - floor.height / 2; // {2R}
+ var floor = floors[i];
+ var floorTop = floor.y - floor.height / 2;
var floorCenterX = floor.x;
var floorHalfWidth = floor.width / 2;
- var dragonHalfWidth = dragon.width / 2;
- // Optimization: Broad phase check
- // 1. Horizontal: Is the floor horizontally overlapping or close to the dragon?
- // 2. Vertical: Is the floor's top edge near the dragon's bottom edge?
- if (Math.abs(floorCenterX - dragonX) < dragonHalfWidth + floorHalfWidth + horizontalCheckMargin && dragonBottom >= floorTop - 5 &&
- // Allow checking floors slightly *above* dragon bottom (e.g., if moving fast)
- dragonBottom <= floorTop + verticalCheckProximity)
- // Dragon bottom is not too far below floor top
- {
- // Precise check: Does the dragon actually intersect AND is its bottom edge within the standing threshold of the floor top?
- if (dragon.intersects(floor) && dragonBottom >= floorTop && dragonBottom <= floorTop + verticalCheckProximity) {
- // Ensure we are not detecting standing while moving upwards through a platform edge case
- // If dragon's center is significantly above floor's center, likely moving up through it.
- if (dragon.y < floor.y - floor.height / 4) {
- continue; // Skip if moving upwards through floor
- }
- return true; // Standing on this floor
- }
+ // Broad phase: Check horizontal overlap and if floor is generally below the dragon's feet
+ if (Math.abs(floorCenterX - dragonX) < dragonHalfWidth + floorHalfWidth &&
+ // Horizontal overlap
+ dragonBottom >= floorTop - standTolerance &&
+ // Dragon bottom is near or potentially slightly below floor top
+ dragon.y < floor.y + floor.height / 2) {
+ // Dragon center is above floor bottom (prevents detecting floor *below*)
+ // Precise check: Intersects AND bottom edge is close to floor top
+ if (dragon.intersects(floor) && dragonBottom >= floorTop - 2 &&
+ // Allow minimal penetration before check
+ dragonBottom <= floorTop + standTolerance) {
+ // Bottom is not too far below floor top
+ // If it intersects and vertical position is roughly correct, consider it standing.
+ // Jump logic handles moving upwards through platforms.
+ return true; // Standing on this floor
}
- } // {2U}
+ }
+ }
return false; // Not standing on any floor
} // {2V}
function updateFall() {
if (isFalling) {
@@ -462,61 +457,65 @@
// Adjust Y so dragon's bottom is exactly aligned with the floor's top edge for proper initial collision
dragon.y = 2552; // Position the dragon on top of the floor
// Handle game updates with improved frame handling
game.update = function () {
- // Move dragon incrementally towards target x with improved movement
+ // 1. Handle Horizontal Movement & Orientation
if (dragon.targetX !== undefined) {
- var increment = (dragon.targetX - dragon.x) / 5; // Faster movement for better responsiveness
+ var increment = (dragon.targetX - dragon.x) / 5;
if (Math.abs(dragon.targetX - dragon.x) > 1) {
dragon.x += increment;
}
- // Update last known position
- dragon.lastX = dragon.x;
+ // Adjust dragon's scale based on targetX position only if moving significantly
+ if (Math.abs(increment) > 0.1) {
+ dragon.scale.x = increment < 0 ? -1 : 1;
+ }
+ }
+ // Store last horizontal position regardless of movement for consistency
+ dragon.lastX = dragon.x;
+ // --- Vertical Movement Logic ---
+ var standingOnFloor = isStandingOnFloor(); // Check standing state *once* per frame
+ // State Transitions based on standing check
+ if (standingOnFloor) {
+ if (isFalling) {
+ // Just landed from a fall
+ isFalling = false;
+ canJump = true;
+ // Snapping should have happened in the last updateFall call
+ }
+ if (isJumping) {
+ // Landed during a jump (e.g. short hop onto platform)
+ isJumping = false;
+ canJump = true;
+ }
+ // If standing, ensure lastY is current Y before potentially starting a fall next frame
dragon.lastY = dragon.y;
- // Adjust dragon's scale based on targetX position
- if (dragon.targetX < dragon.x) {
- dragon.scale.x = -1;
- } else {
- dragon.scale.x = 1;
+ } else {
+ // Not standing on a floor
+ if (!isJumping) {
+ // If not already jumping, start or continue falling
+ if (!isFalling) {
+ // Check if we just started falling
+ isFalling = true;
+ dragon.lastY = dragon.y; // Record Y before gravity applies in updateFall
+ }
}
}
- // Always check floor standing to prevent falling through platforms
- var standingOnFloor = isStandingOnFloor();
- if (!standingOnFloor && !isJumping) {
- isFalling = true;
- }
- // Always update jumping and falling
- updateJump();
- updateFall();
- // Update bubbles every frame for consistent collision detection
- updateBubbles();
- // Update floor standing state *before* jump/fall logic
- var standingOnFloor = isStandingOnFloor();
- // Handle transitions between states
- if (!standingOnFloor && !isJumping && !isFalling) {
- isFalling = true;
- dragon.lastY = dragon.y; // Ensure lastY is set before falling starts
- }
- // Update jump/fall state and position
+ // Apply vertical movement based on the determined state
if (isJumping) {
- updateJump();
+ updateJump(); // updateJump handles vertical movement and transition to falling
+ } else if (isFalling) {
+ updateFall(); // updateFall handles vertical movement and transition to standing
}
- if (isFalling) {
- updateFall();
- } // updateFall now handles landing and setting canJump=true
- // Update bubbles (movement, off-screen checks, bubble-floor collision)
- updateBubbles(); // This function now handles its own internal optimizations
- // Update enemies and check dragon-enemy collision (less frequently)
+ // Note: dragon.lastY is updated within updateJump/updateFall or when standing still.
+ // --- Update Other Game Elements ---
+ updateBubbles(); // Update bubbles (movement, collisions)
if (LK.ticks % 3 === 0) {
- // Reduced frequency slightly
- updateEnemiesMovement(); // This function handles enemy movement and dragon collision
+ // Update enemies less frequently
+ updateEnemiesMovement(); // Handles enemy movement and dragon collision check
}
- // Check other collisions (bubble-related) - These happen inside updateBubbles now
- // updateBubbleCollisions(); // Removed, logic integrated into updateBubbles
- // Final check for game over state (if triggered by enemy collision)
+ // Game Over Check (triggered within updateEnemiesMovement)
if (game.gameOverTriggered && !game.gameOverShowing) {
- game.gameOverShowing = true; // Prevent multiple triggers
- // Game over animation is already triggered in updateEnemiesMovement
+ game.gameOverShowing = true;
}
};
// Handle touch events for shooting bubbles
var lastShot = 0;
A version of this bubble but exploded
brick, brown color, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
better wings, pixel style, more contrasted, more visible, blue color
a pixel clouds background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a similar image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A popped blue bobble, pixel style, bubble booble arcade game inspired. In-Game asset. 2d. High contrast. No shadows
A bubble popping, pixel style, retro. In-Game asset. 2d. High contrast. No shadows