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There are some serious issues. After I jump to platforms I click on the dragon and bubbles are not shot.
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In here, you are not makign sure the buuble is only shoot if I click on myself, the dragon! 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) { if (now - lastClick > 200) { dragon.shootBubble(); lastShot = now; } lastClick = now; };
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I donm't understand. I click very low in the scren and jumps a lot! It should jump max to the place on y I click / tap on the screen
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UpdateJump is incorrect. You should use jumpStartY to see where the dragon should be in the period of time the interval of the jump lasts and update in intervals until it reaches jumpStartY in that time.
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Remove the updateJump() function. Instead, when the dragon should jump, create a tween to the target position and back. Keep the isJumping because you will need it to make sure it lands on a floor if it finds it in its falling trajectory, etc. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: dragon.containsPoint is not a function' in or related to this line: 'if (dragon.containsPoint(obj.position)) {' Line Number: 572
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The bubbles are not always being triggered when clicking the dragon player. Please make sure always a bubble is triggered on tapping the dragon.
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Make that the jump is not a tween but a just linear movement using an interval or something super quick and performant.
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Redo the game
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The amount of things you do on every tick (game.update) is insane! updateJump(); updateFall(); } // Update game elements in an optimized order updateBubbles(); updateEnemiesMovement(); You can't do that so frequently. You need to come up with another way of doing all of that not on a tick frequency
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The amount of things you do on every tick (game.update) is insane! updateJump(); updateFall(); } // Update game elements in an optimized order updateBubbles(); updateEnemiesMovement(); You can't do that so frequently. You need to come up with another way of doing all of that not on a tick frequency
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Remove everything being check at a tick to remove all performance issues. Instead please do optimized checks
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Keep removing and simplifying everything that runs on ticks without breaking functionalities, to reduce to the maximum the RAM consumed and the CPU used.
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Remove the tweens from the enemies. Replace them with just a normal movement without the tween library.
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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. Don't touche the collisions between the dragon and the floors. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The floor collisions are broken: sometimes the dragon falls just by walking on them. Please firx that, a floor should never be able to be crossed by a dragon. A dragon should be able to always walk on floors. A dragon can never fall across a floor, it should stop on top of any floor it finds.
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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
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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: 490
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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
/**** * 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 // Position the dragon precisely on the bottom floor at the start var bottomFloorY = 2732 - 30; // Y coordinate of the bottom floor // Ensure floors array is populated before accessing index 0 var bottomFloorTop = floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor (assuming all bottom floors have same height) dragon.y = bottomFloorTop - dragon.height / 2; // Position dragon so its bottom aligns with floor top dragon.lastY = dragon.y; // Initialize lastY position dragon.lastX = dragon.x; // Initialize lastX position // Reset states isFalling = false; isJumping = false; canJump = true; // 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() { // Check if the dragon is currently standing on a floor var dragonBottom = dragon.y + dragon.height / 2; var dragonLeft = dragon.x - dragon.width / 2; var dragonRight = dragon.x + dragon.width / 2; // Set a small tolerance for vertical overlap to determine 'standing' var standingTolerance = 15; for (var i = 0; i < floors.length; i++) { var floor = floors[i]; var floorTop = floor.y - floor.height / 2; var floorLeft = floor.x - floor.width / 2; var floorRight = floor.x + floor.width / 2; // Check for horizontal overlap between dragon and floor if (dragonRight > floorLeft && dragonLeft < floorRight) { // Check if the dragon's bottom is at or just below the top of the floor if (Math.abs(dragonBottom - floorTop) <= standingTolerance && dragonBottom > floorTop) { return true; // The dragon is standing on this floor } } } return false; // The dragon is not standing on any floor } function updateFall() { // Handles the dragon falling due to gravity and landing on floors. if (isFalling) { // Store the dragon's vertical position *before* applying gravity dragon.lastY = dragon.y; // Apply gravity effect by increasing the Y position dragon.y += 15; // Gravity speed // Calculate dragon position properties after gravity var dragonBottom = dragon.y + dragon.height / 2; var dragonLeft = dragon.x - dragon.width / 2; var dragonRight = dragon.x + dragon.width / 2; // Check for collision with floors for (var i = 0; i < floors.length; i++) { var floor = floors[i]; var floorTop = floor.y - floor.height / 2; var floorBottom = floor.y + floor.height / 2; // Need floor bottom too var floorLeft = floor.x - floor.width / 2; var floorRight = floor.x + floor.width / 2; // Check for horizontal overlap if (dragonRight > floorLeft && dragonLeft < floorRight) { // Check if the dragon's bottom crossed the floor's top edge this frame if (dragon.lastY + dragon.height / 2 <= floorTop && dragonBottom >= floorTop) { // Landing successful - dragon hit the top of this floor isJumping = false; // Stop jumping if it was active isFalling = false; // Stop falling canJump = true; // Allow jumping again // Snap the dragon precisely onto the floor top dragon.y = floorTop - dragon.height / 2; // Update lastY to the new position dragon.lastY = dragon.y; return; // Exit the function as the dragon has landed } } } // If the dragon goes below the bottom of the screen if (dragon.y > 2732 + dragon.height / 2) { // Play game over sound LK.getSound('gameover').play(); // Animate the dragon falling down further and show game over tween(dragon, { y: 2732 + dragon.height }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { LK.showGameOver(); } }); } } } //<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.x = 1024; // Center horizontally // Position the dragon precisely on the bottom floor at the start var bottomFloorY = 2732 - 30; // Y coordinate of the bottom floor // Ensure floors array is populated before accessing index 0 var bottomFloorTop = floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor dragon.y = bottomFloorTop - dragon.height / 2; // Position dragon so its bottom aligns with floor top dragon.lastY = dragon.y; // Initialize lastY position dragon.lastX = dragon.x; // Initialize lastX position isFalling = false; // Ensure dragon doesn't start in falling state isJumping = false; // Ensure dragon doesn't start in jumping state canJump = true; // Dragon should be able to jump immediately if on floor // Handle game updates with improved frame handling game.update = function () { // Always check if dragon should be falling first, before any other updates var standingOnFloor = isStandingOnFloor(); // Check standing state *once* per frame // State transitions based on standing check first - must come before movement if (standingOnFloor) { // Dragon is standing on a floor if (isFalling) { // Just landed from a fall isFalling = false; canJump = true; } if (isJumping) { // Landed during a jump isJumping = false; canJump = true; } // Standing safely - update last position dragon.lastY = dragon.y; } else { // Not standing on a floor if (!isJumping) { // If not jumping, should be falling if (!isFalling) { // Starting to fall isFalling = true; dragon.lastY = dragon.y; } } } // Apply movement only after state is determined if (isJumping) { updateJump(); } else if (isFalling) { updateFall(); } // Horizontal movement - after vertical position is established if (dragon.targetX !== undefined) { var increment = (dragon.targetX - dragon.x) / 5; if (Math.abs(dragon.targetX - dragon.x) > 1) { dragon.x += increment; } // Update dragon's visual orientation if (Math.abs(increment) > 0.1) { dragon.scale.x = increment < 0 ? -1 : 1; } } // Update last X position dragon.lastX = dragon.x; // Update other game elements updateBubbles(); if (LK.ticks % 3 === 0) { updateEnemiesMovement(); } // Game Over Check 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); }
/****
* 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
// Position the dragon precisely on the bottom floor at the start
var bottomFloorY = 2732 - 30; // Y coordinate of the bottom floor
// Ensure floors array is populated before accessing index 0
var bottomFloorTop = floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor (assuming all bottom floors have same height)
dragon.y = bottomFloorTop - dragon.height / 2; // Position dragon so its bottom aligns with floor top
dragon.lastY = dragon.y; // Initialize lastY position
dragon.lastX = dragon.x; // Initialize lastX position
// Reset states
isFalling = false;
isJumping = false;
canJump = true;
// 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() {
// Check if the dragon is currently standing on a floor
var dragonBottom = dragon.y + dragon.height / 2;
var dragonLeft = dragon.x - dragon.width / 2;
var dragonRight = dragon.x + dragon.width / 2;
// Set a small tolerance for vertical overlap to determine 'standing'
var standingTolerance = 15;
for (var i = 0; i < floors.length; i++) {
var floor = floors[i];
var floorTop = floor.y - floor.height / 2;
var floorLeft = floor.x - floor.width / 2;
var floorRight = floor.x + floor.width / 2;
// Check for horizontal overlap between dragon and floor
if (dragonRight > floorLeft && dragonLeft < floorRight) {
// Check if the dragon's bottom is at or just below the top of the floor
if (Math.abs(dragonBottom - floorTop) <= standingTolerance && dragonBottom > floorTop) {
return true; // The dragon is standing on this floor
}
}
}
return false; // The dragon is not standing on any floor
}
function updateFall() {
// Handles the dragon falling due to gravity and landing on floors.
if (isFalling) {
// Store the dragon's vertical position *before* applying gravity
dragon.lastY = dragon.y;
// Apply gravity effect by increasing the Y position
dragon.y += 15; // Gravity speed
// Calculate dragon position properties after gravity
var dragonBottom = dragon.y + dragon.height / 2;
var dragonLeft = dragon.x - dragon.width / 2;
var dragonRight = dragon.x + dragon.width / 2;
// Check for collision with floors
for (var i = 0; i < floors.length; i++) {
var floor = floors[i];
var floorTop = floor.y - floor.height / 2;
var floorBottom = floor.y + floor.height / 2; // Need floor bottom too
var floorLeft = floor.x - floor.width / 2;
var floorRight = floor.x + floor.width / 2;
// Check for horizontal overlap
if (dragonRight > floorLeft && dragonLeft < floorRight) {
// Check if the dragon's bottom crossed the floor's top edge this frame
if (dragon.lastY + dragon.height / 2 <= floorTop && dragonBottom >= floorTop) {
// Landing successful - dragon hit the top of this floor
isJumping = false; // Stop jumping if it was active
isFalling = false; // Stop falling
canJump = true; // Allow jumping again
// Snap the dragon precisely onto the floor top
dragon.y = floorTop - dragon.height / 2;
// Update lastY to the new position
dragon.lastY = dragon.y;
return; // Exit the function as the dragon has landed
}
}
}
// If the dragon goes below the bottom of the screen
if (dragon.y > 2732 + dragon.height / 2) {
// Play game over sound
LK.getSound('gameover').play();
// Animate the dragon falling down further and show game over
tween(dragon, {
y: 2732 + dragon.height
}, {
duration: 500,
easing: tween.linear,
onFinish: function onFinish() {
LK.showGameOver();
}
});
}
}
}
//<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.x = 1024; // Center horizontally
// Position the dragon precisely on the bottom floor at the start
var bottomFloorY = 2732 - 30; // Y coordinate of the bottom floor
// Ensure floors array is populated before accessing index 0
var bottomFloorTop = floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor
dragon.y = bottomFloorTop - dragon.height / 2; // Position dragon so its bottom aligns with floor top
dragon.lastY = dragon.y; // Initialize lastY position
dragon.lastX = dragon.x; // Initialize lastX position
isFalling = false; // Ensure dragon doesn't start in falling state
isJumping = false; // Ensure dragon doesn't start in jumping state
canJump = true; // Dragon should be able to jump immediately if on floor
// Handle game updates with improved frame handling
game.update = function () {
// Always check if dragon should be falling first, before any other updates
var standingOnFloor = isStandingOnFloor(); // Check standing state *once* per frame
// State transitions based on standing check first - must come before movement
if (standingOnFloor) {
// Dragon is standing on a floor
if (isFalling) {
// Just landed from a fall
isFalling = false;
canJump = true;
}
if (isJumping) {
// Landed during a jump
isJumping = false;
canJump = true;
}
// Standing safely - update last position
dragon.lastY = dragon.y;
} else {
// Not standing on a floor
if (!isJumping) {
// If not jumping, should be falling
if (!isFalling) {
// Starting to fall
isFalling = true;
dragon.lastY = dragon.y;
}
}
}
// Apply movement only after state is determined
if (isJumping) {
updateJump();
} else if (isFalling) {
updateFall();
}
// Horizontal movement - after vertical position is established
if (dragon.targetX !== undefined) {
var increment = (dragon.targetX - dragon.x) / 5;
if (Math.abs(dragon.targetX - dragon.x) > 1) {
dragon.x += increment;
}
// Update dragon's visual orientation
if (Math.abs(increment) > 0.1) {
dragon.scale.x = increment < 0 ? -1 : 1;
}
}
// Update last X position
dragon.lastX = dragon.x;
// Update other game elements
updateBubbles();
if (LK.ticks % 3 === 0) {
updateEnemiesMovement();
}
// Game Over Check
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);
}
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