/**** * 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 var dragonBottom = dragon.y + dragon.height / 2; for (var i = 0; i < floors.length; i++) { var floor = floors[i]; 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) { 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 isIntersecting = false; for (var i = 0; i < floors.length; i++) { // Check if dragon is intersecting with a floor if (dragon.intersects(floors[i])) { isIntersecting = true; // Only stop falling if we weren't intersecting before (just collided) if (!dragon.lastWasIntersecting || lastY < floors[i].y - floors[i].height) { 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 = floors[i].y - floors[i].height * 1.5; // Align dragon to the top of the floor break; } } } // Update last known intersection state dragon.lastWasIntersecting = isIntersecting; } } //<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 = 2532; // 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; 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 = true; } // Always update jumping and falling updateJump(); updateFall(); // Update bubbles every frame for consistent collision detection updateBubbles(); // Keep enemy movement at higher frequency to fix enemies not moving if (LK.ticks % 5 === 0) { 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; } // Always check for collisions with the dragon for all enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (!enemy.captured && dragon.intersects(enemy)) { // Game over handling moved outside the loop to avoid duplicate calls // Just mark for game over if (!game.gameOverTriggered) { game.gameOverTriggered = true; // 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); } break; } } } 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(); } // Check for bubble-bubble intersections for (var j = i - 1; j >= 0; j--) { if (j >= bubbles.length) { continue; } var otherBubble = bubbles[j]; if (!otherBubble) { bubbles.splice(j, 1); continue; } if (bubble.intersects(otherBubble)) { // Create a PoppedBubble for each intersecting bubble 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; // Destroy both bubbles safely bubble.destroy(); otherBubble.destroy(); // Remove from bubbles array safely (be defensive) if (i < bubbles.length) { bubbles.splice(i, 1); } // Adjust index after removing item at position i if (j < bubbles.length) { if (j >= i) { bubbles.splice(j - 1, 1); } else { bubbles.splice(j, 1); } } // Play pop sound when a bubble is popped LK.getSound('pop').play(); // Destroy the PoppedBubbles after 0.5 seconds LK.setTimeout(function () { pop1.destroy(); pop2.destroy(); }, 500); // Exit inner loop break; } } // Skip if bubble was destroyed in collision check if (!bubble || i >= bubbles.length) { 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); } } } // Check for bubble-enemy collisions every frame for more reliable hits for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (!enemy || enemy.captured) { continue; } for (var j = bubbles.length - 1; j >= 0; j--) { var bubble = bubbles[j]; if (!bubble) { 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); break; } } } // Check if the dragon is intersecting a bubble - every frame for reliability for (var i = bubbles.length - 1; i >= 0; i--) { if (i >= bubbles.length) { continue; } // Safety check var bubble = bubbles[i]; if (!bubble) { continue; } if (dragon.intersects(bubble)) { // Create a PoppedBubble at the bubble's position var pop = game.addChild(new PoppedBubble()); pop.x = bubble.x; pop.y = bubble.y; // Destroy the bubble safely bubble.destroy(); bubbles.splice(i, 1); // Play pop sound when a bubble is popped LK.getSound('pop').play(); // Destroy the PoppedBubble after 0.5 seconds LK.setTimeout(function () { pop.destroy(); }, 500); break; } } // Process capturing bubbles every frame for better reliability if (capturingBubbles.length > 0) { // Check if the dragon is intersecting a CapturingBubble for (var i = capturingBubbles.length - 1; i >= 0; i--) { if (i >= capturingBubbles.length) { continue; } // Safety check var capturingBubble = capturingBubbles[i]; if (!capturingBubble) { continue; } if (dragon.intersects(capturingBubble)) { // Find and destroy the enemy that is the parent of the CapturingBubble for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (!enemy) { continue; } if (enemy.children && enemy.children.indexOf(capturingBubble) !== -1) { // Create a PoppedBubble at the capturingBubble's position var pop = game.addChild(new PoppedBubble()); pop.x = enemy.x; pop.y = enemy.y; // Destroy the enemy and capturingBubble enemy.destroy(); enemies.splice(j, 1); // Remove from capturing bubbles array capturingBubbles.splice(i, 1); // Play pop sound when a capturing bubble is popped LK.getSound('pop').play(); // Destroy the PoppedBubble after 1 second LK.setTimeout(function () { pop.destroy(); }, 1000); break; } } } } } // Update capturing bubbles for (var i = capturingBubbles.length - 1; i >= 0; i--) { if (i >= capturingBubbles.length) { continue; } // Safety check var capturingBubble = capturingBubbles[i]; if (!capturingBubble) { continue; } var enemy = capturingBubble.parent; if (enemy && enemy.captured && !enemy.floating) { enemy.y -= 5; // Make the enemy float up more smoothly } } } 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 dragonIntersectsFloor = false; for (var i = 0; i < floors.length; i++) { if (dragon.intersects(floors[i])) { dragonIntersectsFloor = true; if (!dragon.lastWasIntersecting) { isJumping = false; // Stop jumping isFalling = true; // Start falling when colliding with a floor canJump = false; // Disallow jumping again until the dragon hits a floor dragon.y -= 25; } break; } } // Check if jump duration has exceeded 0.4 seconds if (Date.now() - jumpStartTime >= 400) { isJumping = false; isFalling = true; } // Update last known intersection state dragon.lastWasIntersecting = dragonIntersectsFloor; } } // 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
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
var dragonBottom = dragon.y + dragon.height / 2;
for (var i = 0; i < floors.length; i++) {
var floor = floors[i];
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) {
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 isIntersecting = false;
for (var i = 0; i < floors.length; i++) {
// Check if dragon is intersecting with a floor
if (dragon.intersects(floors[i])) {
isIntersecting = true;
// Only stop falling if we weren't intersecting before (just collided)
if (!dragon.lastWasIntersecting || lastY < floors[i].y - floors[i].height) {
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 = floors[i].y - floors[i].height * 1.5; // Align dragon to the top of the floor
break;
}
}
}
// Update last known intersection state
dragon.lastWasIntersecting = isIntersecting;
}
}
//<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 = 2532; // 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;
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 = true;
}
// Always update jumping and falling
updateJump();
updateFall();
// Update bubbles every frame for consistent collision detection
updateBubbles();
// Keep enemy movement at higher frequency to fix enemies not moving
if (LK.ticks % 5 === 0) {
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;
}
// Always check for collisions with the dragon for all enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy.captured && dragon.intersects(enemy)) {
// Game over handling moved outside the loop to avoid duplicate calls
// Just mark for game over
if (!game.gameOverTriggered) {
game.gameOverTriggered = true;
// 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);
}
break;
}
}
}
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();
}
// Check for bubble-bubble intersections
for (var j = i - 1; j >= 0; j--) {
if (j >= bubbles.length) {
continue;
}
var otherBubble = bubbles[j];
if (!otherBubble) {
bubbles.splice(j, 1);
continue;
}
if (bubble.intersects(otherBubble)) {
// Create a PoppedBubble for each intersecting bubble
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;
// Destroy both bubbles safely
bubble.destroy();
otherBubble.destroy();
// Remove from bubbles array safely (be defensive)
if (i < bubbles.length) {
bubbles.splice(i, 1);
}
// Adjust index after removing item at position i
if (j < bubbles.length) {
if (j >= i) {
bubbles.splice(j - 1, 1);
} else {
bubbles.splice(j, 1);
}
}
// Play pop sound when a bubble is popped
LK.getSound('pop').play();
// Destroy the PoppedBubbles after 0.5 seconds
LK.setTimeout(function () {
pop1.destroy();
pop2.destroy();
}, 500);
// Exit inner loop
break;
}
}
// Skip if bubble was destroyed in collision check
if (!bubble || i >= bubbles.length) {
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);
}
}
}
// Check for bubble-enemy collisions every frame for more reliable hits
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (!enemy || enemy.captured) {
continue;
}
for (var j = bubbles.length - 1; j >= 0; j--) {
var bubble = bubbles[j];
if (!bubble) {
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);
break;
}
}
}
// Check if the dragon is intersecting a bubble - every frame for reliability
for (var i = bubbles.length - 1; i >= 0; i--) {
if (i >= bubbles.length) {
continue;
} // Safety check
var bubble = bubbles[i];
if (!bubble) {
continue;
}
if (dragon.intersects(bubble)) {
// Create a PoppedBubble at the bubble's position
var pop = game.addChild(new PoppedBubble());
pop.x = bubble.x;
pop.y = bubble.y;
// Destroy the bubble safely
bubble.destroy();
bubbles.splice(i, 1);
// Play pop sound when a bubble is popped
LK.getSound('pop').play();
// Destroy the PoppedBubble after 0.5 seconds
LK.setTimeout(function () {
pop.destroy();
}, 500);
break;
}
}
// Process capturing bubbles every frame for better reliability
if (capturingBubbles.length > 0) {
// Check if the dragon is intersecting a CapturingBubble
for (var i = capturingBubbles.length - 1; i >= 0; i--) {
if (i >= capturingBubbles.length) {
continue;
} // Safety check
var capturingBubble = capturingBubbles[i];
if (!capturingBubble) {
continue;
}
if (dragon.intersects(capturingBubble)) {
// Find and destroy the enemy that is the parent of the CapturingBubble
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (!enemy) {
continue;
}
if (enemy.children && enemy.children.indexOf(capturingBubble) !== -1) {
// Create a PoppedBubble at the capturingBubble's position
var pop = game.addChild(new PoppedBubble());
pop.x = enemy.x;
pop.y = enemy.y;
// Destroy the enemy and capturingBubble
enemy.destroy();
enemies.splice(j, 1);
// Remove from capturing bubbles array
capturingBubbles.splice(i, 1);
// Play pop sound when a capturing bubble is popped
LK.getSound('pop').play();
// Destroy the PoppedBubble after 1 second
LK.setTimeout(function () {
pop.destroy();
}, 1000);
break;
}
}
}
}
}
// Update capturing bubbles
for (var i = capturingBubbles.length - 1; i >= 0; i--) {
if (i >= capturingBubbles.length) {
continue;
} // Safety check
var capturingBubble = capturingBubbles[i];
if (!capturingBubble) {
continue;
}
var enemy = capturingBubble.parent;
if (enemy && enemy.captured && !enemy.floating) {
enemy.y -= 5; // Make the enemy float up more smoothly
}
}
}
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 dragonIntersectsFloor = false;
for (var i = 0; i < floors.length; i++) {
if (dragon.intersects(floors[i])) {
dragonIntersectsFloor = true;
if (!dragon.lastWasIntersecting) {
isJumping = false; // Stop jumping
isFalling = true; // Start falling when colliding with a floor
canJump = false; // Disallow jumping again until the dragon hits a floor
dragon.y -= 25;
}
break;
}
}
// Check if jump duration has exceeded 0.4 seconds
if (Date.now() - jumpStartTime >= 400) {
isJumping = false;
isFalling = true;
}
// Update last known intersection state
dragon.lastWasIntersecting = dragonIntersectsFloor;
}
}
// 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);
}
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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