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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 dragon.y = 2532; // 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() { // Store the dragon's position and dimensions once var dragonBottom = dragon.y + dragon.height / 2; var dragonX = dragon.x; var verticalThreshold = 50; // Check floors slightly below the dragon var horizontalThreshold = dragon.width * 1.5; // Check floors horizontally near the dragon for (var i = 0; i < floors.length; i++) { var floor = floors[i]; // Optimization: Only check floors vertically close and horizontally relevant if (Math.abs(floor.y - dragonBottom) < verticalThreshold && Math.abs(floor.x - dragonX) < horizontalThreshold + floor.width / 2) { var floorTop = floor.y - floor.height / 2; // More precise collision detection for standing on platforms, ensuring dragon is slightly above or at the floor top if (dragon.intersects(floor) && dragonBottom >= floorTop - 5 && dragonBottom <= floorTop + 5) { // Use <= for lastY comparison return true; } } } return false; } function updateFall() { if (isFalling) { // Store last position before moving var lastY = dragon.y; // Move dragon downwards with a smaller increment to prevent passing through platforms dragon.y += 20; // Check for collisions after moving var didCollide = false; var dragonX = dragon.x; var dragonBottom = dragon.y + dragon.height / 2; var verticalThreshold = 50; // Generous threshold for falling collision 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 - dragonBottom) < verticalThreshold + floor.height && Math.abs(floor.x - dragonX) < horizontalThreshold + floor.width / 2) { // Check if dragon is intersecting with a floor if (dragon.intersects(floor)) { var floorTop = floor.y - floor.height / 2; // Ensure collision happened from above and is close to the top surface if (lastY < floorTop + 10 && dragonBottom >= floorTop - 5) { // Check if dragon was above or slightly overlapping the floor top isJumping = false; // Stop jumping isFalling = false; // Stop falling when colliding with a floor canJump = true; // Allow jumping again when the dragon hits a floor dragon.y = floorTop - dragon.height / 2; // Align dragon precisely on top of the floor didCollide = true; break; } } } } // Update last known intersection state outside the loop dragon.lastWasIntersecting = didCollide; } } //<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 dragon.y = 2232; // 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 if (dragon.targetX !== undefined) { var increment = (dragon.targetX - dragon.x) / 5; // Faster movement for better responsiveness if (Math.abs(dragon.targetX - dragon.x) > 1) { dragon.x += increment; } // Update last known position dragon.lastX = dragon.x; // Update last known position dragon.lastX = dragon.x; 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; } } // Always check floor standing to prevent falling through platforms var standingOnFloor = isStandingOnFloor(); if (!standingOnFloor && !isJumping && !isFalling) { isFalling = true; } // Always update jumping and falling updateJump(); updateFall(); // Update bubbles every frame for consistent collision detection updateBubbles(); // Update jump/fall state and position if (isJumping) { updateJump(); } else 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) if (LK.ticks % 3 === 0) { // Reduced frequency slightly updateEnemiesMovement(); // This function handles enemy movement and dragon collision } // 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) if (game.gameOverTriggered && !game.gameOverShowing) { game.gameOverShowing = true; // Prevent multiple triggers // Game over animation is already triggered in updateEnemiesMovement } }; // 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
@@ -369,10 +369,10 @@
var floor = floors[i];
// Optimization: Only check floors vertically close and horizontally relevant
if (Math.abs(floor.y - dragonBottom) < verticalThreshold && Math.abs(floor.x - dragonX) < horizontalThreshold + floor.width / 2) {
var floorTop = floor.y - floor.height / 2;
- // More precise collision detection for standing on platforms
- if (dragon.intersects(floor) && Math.abs(dragonBottom - floorTop) < 20 && dragon.lastY <= dragon.y) {
+ // More precise collision detection for standing on platforms, ensuring dragon is slightly above or at the floor top
+ if (dragon.intersects(floor) && dragonBottom >= floorTop - 5 && dragonBottom <= floorTop + 5) {
// Use <= for lastY comparison
return true;
}
}
@@ -398,10 +398,10 @@
// Check if dragon is intersecting with a floor
if (dragon.intersects(floor)) {
var floorTop = floor.y - floor.height / 2;
// Ensure collision happened from above and is close to the top surface
- if (lastY <= floorTop && dragonBottom >= floorTop - 20) {
- // Allow slight overlap
+ if (lastY < floorTop + 10 && dragonBottom >= floorTop - 5) {
+ // Check if dragon was above or slightly overlapping the floor top
isJumping = false; // Stop jumping
isFalling = false; // Stop falling when colliding with a floor
canJump = true; // Allow jumping again when the dragon hits a floor
dragon.y = floorTop - dragon.height / 2; // Align dragon precisely on top of the floor
@@ -438,8 +438,10 @@
dragon.x += increment;
}
// Update last known position
dragon.lastX = dragon.x;
+ // Update last known position
+ dragon.lastX = dragon.x;
dragon.lastY = dragon.y;
// Adjust dragon's scale based on targetX position
if (dragon.targetX < dragon.x) {
dragon.scale.x = -1;
@@ -448,30 +450,22 @@
}
}
// Always check floor standing to prevent falling through platforms
var standingOnFloor = isStandingOnFloor();
- if (!standingOnFloor && !isJumping) {
+ if (!standingOnFloor && !isJumping && !isFalling) {
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
if (isJumping) {
updateJump();
+ } else if (isFalling) {
+ updateFall(); // updateFall now handles landing and setting canJump=true
}
- 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)
if (LK.ticks % 3 === 0) {
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