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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
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No. Redo completely the collisions of the dragon and the floors and the positioning of the dragon upons tarting: if falls off the floors / screen.
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No. Redo completely the collisions of the dragon and the floors and the positioning of the dragon upons tarting: if falls off the floors / screen.
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No. Redo completely the collisions of the dragon and the floors and the positioning of the dragon upons tarting: if falls off the screen.
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It did not work. The dragon falls off the floors down.
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The dragon falls off the screen after i walk a little bit it starts, seems it does not detect collision with floors. Please fix.
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The dragon falls off the screen when it starts, seems it does not detect collision with floors?
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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.
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For some reasons, sometimes the dragon can't shoot bubbles for quite a long time. Can you please fix that and only that?
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Remove all .context(...). They don't exist at all!
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'context')' in or related to this line: 'tween(enemy, {' Line Number: 583
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'context')' in or related to this line: 'tween(enemy, {' Line Number: 580
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Fix these issues: 1. Some enemies don't move. 2. Some platforms seem ephimerous - the dragon player don't stop on them when falling, it crosses them. 3. Sometimes the dragon stops throwing bubbles. Maybe there is something wrong with skipping frames or something like that? Make sure to change only what's necessary.
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I have several performance issues in the game when jumping with the dragon, possibly due to the tweens and other stuff. Please fix performance issues, simplify, make it lighter to run. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: floors is not defined' in or related to this line: 'for (var i = 0; i < floors.length; i++) {' Line Number: 50
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Please fix the bug: 'Uncaught ReferenceError: bubbles is not defined' in or related to this line: 'bubbles.push(bubble);' Line Number: 103
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Please fix the bug: 'Uncaught ReferenceError: bubbles is not defined' in or related to this line: 'bubbles.push(bubble);' Line Number: 103
Code edit (1 edits merged)
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Code edit (2 edits merged)
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Modify the game.down = function () { console.log("click") to only trigger if clicking on start
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Class for Bubbles - optimized for performance var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.lastX = 0; self.lastY = 0; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Move bubble self.x += self.speed; // Check for intersection with any floor var intersectingFloor = null; for (var i = 0; i < floors.length; i++) { if (self.intersects(floors[i])) { intersectingFloor = floors[i]; break; } } // Handle collision with floor if (intersectingFloor) { // Create a PoppedBubble at the bubble's position var pop = game.addChild(new PoppedBubble()); pop.x = self.x; pop.y = self.y; // Remove from bubbles array before destroying var bubbleIndex = bubbles.indexOf(self); if (bubbleIndex !== -1) { bubbles.splice(bubbleIndex, 1); } // Destroy the bubble self.destroy(); // Destroy the PoppedBubble after 0.5 seconds LK.setTimeout(function () { pop.destroy(); }, 500); } }; }); var CapturingBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.alpha = 0.5; self.scaleX = 2; self.scaleY = 2; self.update = function () {}; }); //<Assets used in the game will automatically appear here> // Class for the Dragon character - optimized for performance var Dragon = Container.expand(function () { var self = Container.call(this); self.dragonGraphics = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.isIntersectingBubble = false; self.lastWasIntersecting = false; self.lastX = 0; self.lastY = 0; self.shootBubble = function () { // Create new bubble and ensure it's properly initialized var bubble = new Bubble(); bubble.x = self.x + 200 * self.scale.x; bubble.y = self.y - 5; bubble.lastX = bubble.x; bubble.lastY = bubble.y; // If the dragon is looking right, the bubble should move to the right if (self.scale.x == 1) { bubble.speed = 25; } else { // If the dragon is looking left, the bubble should move to the left bubble.speed = -25; } // Add bubble to game display list first to ensure it's rendered game.addChild(bubble); // Ensure bubbles array exists before trying to push to it if (!bubbles) { bubbles = []; } // Always add bubble to tracking array bubbles.push(bubble); // Play bubble sound when a bubble is shot LK.getSound('bubble').play(); }; }); // Class for Pop - optimized version var PoppedBubble = Container.expand(function () { var self = Container.call(this); var popGraphics = self.attachAsset('poppedBubble', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x09899d }); /**** * Game Code ****/ function tweenDragonContainer() { tween(dragonOnContainer, { y: dragonOnContainer.y + 300 }, { duration: 1000, onFinish: function onFinish() { tween(dragonOnContainer, { y: dragonOnContainer.y - 300 }, { duration: 1000 }); } }); } var started = false; // Initialize started flag var intervalId = LK.setInterval(function () { if (!started) { tweenDragonContainer(); } else { LK.clearInterval(intervalId); // Clear interval if started is true } }, 4000); var controlPanel = new Container(); var panelBackground = LK.getAsset('game_background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.8 }); controlPanel.addChild(panelBackground); var instructionsText = new Text2('INSTRUCTIONS', { size: 100, fill: 0xffffff, align: "center", font: "Comic Sans MS", fontWeight: "bold" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 75; controlPanel.addChild(instructionsText); // Rainbow color array var rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x8B00FF]; var colorIndex = 0; // Function to cycle through rainbow colors function cycleRainbowColors() { instructionsText.tint = rainbowColors[colorIndex]; colorIndex = (colorIndex + 1) % rainbowColors.length; } // Set interval to change color less frequently to improve performance LK.setInterval(cycleRainbowColors, 1000); var controlText = new Text2('- Click on 🐲 to shoot 🫧\n- Click above the 🐲 to jump ⬆️.\n- The higher you click, the bigger the jump ⬆️⬆️!', { size: 85, // Increased size for better visibility fill: 0x000000, align: "center", font: "Comic Sans MS" // Adding a cool font and bold style }); controlText.anchor.set(0.5, 0.5); controlText.x = 2048 / 2; controlText.y = 400; controlPanel.addChild(controlText); var understoodButtonBackgroundBg = LK.getAsset('understoodBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 800, width: 2000, alpha: 0.5 }); controlPanel.addChild(understoodButtonBackgroundBg); var dragonOnContainer = LK.getAsset('dragon', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1200, scaleX: 2, scaleY: 2 }); controlPanel.addChild(dragonOnContainer); var bubbleOnContainer = LK.getAsset('bubble', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, alpha: 0.35 }); dragonOnContainer.addChild(bubbleOnContainer); var understoodButton = new Text2('Click anywhere to start', { size: 150, fill: 0x1570e0, align: "center" }); understoodButton.anchor.set(0.5, 0.5); understoodButton.x = 2048 / 2; understoodButton.y = 800; controlPanel.addChild(understoodButton); game.addChild(controlPanel); // Add event listener to the 'Understood' button understoodButton.interactive = true; understoodButton.buttonMode = true; game.down = function (x, y, obj) { controlPanel.destroy(); startGame(); }; // Properly initialize all global variables to prevent undefined errors var bubbles = []; // Initialize bubbles array to store bubble instances var floors = []; // Initialize floors array to store floor instances var behaviours = {}; // Initialize behaviours object var enemies = []; var capturingBubbles = []; var jumpStartY = 0; var isJumping = false; // Initialize jumping state var canJump = true; // Initialize jump permission flag var isFalling = false; // Initialize falling state var lastShot = 0; // Track the last time a bubble was shot var lastClick = 0; // Track the last time the screen was clicked var jumpStartTime = 0; // Initialize jump start time var dragon; // Will be initialized later var background; // Will be initialized with a background image function startGame() { started = true; var level = 1; function restartGame() { // Clear existing platforms and enemies floors.forEach(function (floor) { floor.destroy(); }); floors = []; enemies.forEach(function (enemy) { enemy.destroy(); }); enemies = []; // Recreate floors at the bottom, left, and right margins for (var i = 0; i < 21; i++) { var floor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: i * 100, y: 2732 - 30 }); game.addChild(floor); floors.push(floor); } for (var j = 0; j < 27; j++) { var leftFloor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: 0, y: j * 100 }); game.addChild(leftFloor); floors.push(leftFloor); } for (var k = 0; k < 27; k++) { var rightFloor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 50, y: k * 100 }); game.addChild(rightFloor); floors.push(rightFloor); } // Destroy the existing dragon dragon.destroy(); // Recreate the dragon and add it to the game dragon = game.addChild(new Dragon()); // Reposition dragon at the bottom dragon.x = 1024; // Center horizontally 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 if (dragon.intersects(floor) && Math.abs(dragonBottom - floorTop) < 20 && dragon.lastY <= dragon.y) { // 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 && dragonBottom >= floorTop - 20) { // Allow slight overlap 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; 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(); // 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(); } 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
@@ -243,23 +243,13 @@
function startGame() {
started = true;
var level = 1;
function restartGame() {
- // Ensure floors array is initialized if it somehow became null or undefined
- if (!floors) {
- floors = [];
- } else if (!Array.isArray(floors)) {
- // Also handle case where floors is not an array
- floors = [];
- }
// Clear existing platforms and enemies
floors.forEach(function (floor) {
floor.destroy();
});
floors = [];
- if (!enemies) {
- enemies = [];
- }
enemies.forEach(function (enemy) {
enemy.destroy();
});
enemies = [];
@@ -299,20 +289,9 @@
// Recreate the dragon and add it to the game
dragon = game.addChild(new Dragon());
// Reposition dragon at the bottom
dragon.x = 1024; // Center horizontally
- // Position the dragon precisely on the bottom floor at the start
- var bottomFloorY = 2732 - 30; // Y coordinate of the bottom floor
- // Ensure floors array is populated before accessing index 0
- // If floors is not initialized or empty, treat it as empty to prevent error
- var bottomFloorTop = floors && floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor (assuming all bottom floors have same height)
- dragon.y = bottomFloorTop - dragon.height / 2; // Position dragon so its bottom aligns with floor top
- dragon.lastY = dragon.y; // Initialize lastY position
- dragon.lastX = dragon.x; // Initialize lastX position
- // Reset states
- isFalling = false;
- isJumping = false;
- canJump = true;
+ 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));
@@ -380,78 +359,61 @@
var jumpStartTime; // Declare jumpStartTime to track the start of the jump
var easingFunctions = [tween.linear, tween.easeIn, tween.easeOut, tween.easeInOut, tween.bounceIn, tween.bounceOut, tween.bounceInOut, tween.elasticIn, tween.elasticOut, tween.elasticInOut, tween.cubicIn, tween.cubicOut, tween.cubitInOut, tween.expoIn, tween.expoOut, tween.expoInOut, tween.sineIn, tween.sineOut, tween.sineInOut];
LK.playMusic('music');
function isStandingOnFloor() {
- // Check if the dragon is currently standing on a floor
+ // Store the dragon's position and dimensions once
var dragonBottom = dragon.y + dragon.height / 2;
- var dragonLeft = dragon.x - dragon.width / 2;
- var dragonRight = dragon.x + dragon.width / 2;
- // Set a small tolerance for vertical overlap to determine 'standing'
- var standingTolerance = 15;
+ 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];
- var floorTop = floor.y - floor.height / 2;
- var floorLeft = floor.x - floor.width / 2;
- var floorRight = floor.x + floor.width / 2;
- // Check for horizontal overlap between dragon and floor
- if (dragonRight > floorLeft && dragonLeft < floorRight) {
- // Check if the dragon's bottom is at or just below the top of the floor
- if (Math.abs(dragonBottom - floorTop) <= standingTolerance && dragonBottom > floorTop) {
- return true; // The dragon is standing on this floor
+ // 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) {
+ // Use <= for lastY comparison
+ return true;
}
}
}
- return false; // The dragon is not standing on any floor
+ return false;
}
function updateFall() {
- // Handles the dragon falling due to gravity and landing on floors.
if (isFalling) {
- // Store the dragon's vertical position *before* applying gravity
- dragon.lastY = dragon.y;
- // Apply gravity effect by increasing the Y position
- dragon.y += 15; // Gravity speed
- // Calculate dragon position properties after gravity
+ // 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 dragonLeft = dragon.x - dragon.width / 2;
- var dragonRight = dragon.x + dragon.width / 2;
- // Check for collision with floors
+ 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];
- var floorTop = floor.y - floor.height / 2;
- var floorBottom = floor.y + floor.height / 2; // Need floor bottom too
- var floorLeft = floor.x - floor.width / 2;
- var floorRight = floor.x + floor.width / 2;
- // Check for horizontal overlap
- if (dragonRight > floorLeft && dragonLeft < floorRight) {
- // Check if the dragon's bottom crossed the floor's top edge this frame
- if (dragon.lastY + dragon.height / 2 <= floorTop && dragonBottom >= floorTop) {
- // Landing successful - dragon hit the top of this floor
- isJumping = false; // Stop jumping if it was active
- isFalling = false; // Stop falling
- canJump = true; // Allow jumping again
- // Snap the dragon precisely onto the floor top
- dragon.y = floorTop - dragon.height / 2;
- // Update lastY to the new position
- dragon.lastY = dragon.y;
- return; // Exit the function as the dragon has landed
+ // 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 && dragonBottom >= floorTop - 20) {
+ // Allow slight overlap
+ 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;
+ }
}
}
}
- // If the dragon goes below the bottom of the screen
- if (dragon.y > 2732 + dragon.height / 2) {
- // Play game over sound
- LK.getSound('gameover').play();
- // Animate the dragon falling down further and show game over
- tween(dragon, {
- y: 2732 + dragon.height
- }, {
- duration: 500,
- easing: tween.linear,
- onFinish: function onFinish() {
- LK.showGameOver();
- }
- });
- }
+ // 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
@@ -461,80 +423,68 @@
// Set the target x position for the dragon
dragon.targetX = x;
}
};
- var floors = []; // Initialize floors array in the global scope
var isFalling = false; // Initialize isFalling to track dragon's fall state
var dragon = game.addChild(new Dragon());
- dragon.x = 1024; // Center horizontally
- // Position the dragon precisely on the bottom floor at the start
- var bottomFloorY = 2732 - 30; // Y coordinate of the bottom floor
- // Ensure floors array is populated before accessing index 0
- // If floors is not initialized, treat it as empty to prevent error
- var bottomFloorTop = floors && floors.length > 0 ? bottomFloorY - floors[0].height / 2 : bottomFloorY; // Top edge of the bottom floor
- dragon.y = bottomFloorTop - dragon.height / 2; // Position dragon so its bottom aligns with floor top
dragon.lastY = dragon.y; // Initialize lastY position
- dragon.lastX = dragon.x; // Initialize lastX position
- isFalling = false; // Ensure dragon doesn't start in falling state
- isJumping = false; // Ensure dragon doesn't start in jumping state
- canJump = true; // Dragon should be able to jump immediately if on floor
+ 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 () {
- // Always check if dragon should be falling first, before any other updates
- var standingOnFloor = isStandingOnFloor(); // Check standing state *once* per frame
- // State transitions based on standing check first - must come before movement
- if (standingOnFloor) {
- // Dragon is standing on a floor
- if (isFalling) {
- // Just landed from a fall
- isFalling = false;
- canJump = true;
- }
- if (isJumping) {
- // Landed during a jump
- isJumping = false;
- canJump = true;
- }
- // Standing safely - update last position
- dragon.lastY = dragon.y;
- } else {
- // Not standing on a floor
- if (!isJumping) {
- // If not jumping, should be falling
- if (!isFalling) {
- // Starting to fall
- isFalling = true;
- dragon.lastY = dragon.y;
- }
- }
- }
- // Apply movement only after state is determined
- if (isJumping) {
- updateJump();
- } else if (isFalling) {
- updateFall();
- }
- // Horizontal movement - after vertical position is established
+ // Move dragon incrementally towards target x with improved movement
if (dragon.targetX !== undefined) {
- var increment = (dragon.targetX - dragon.x) / 5;
+ var increment = (dragon.targetX - dragon.x) / 5; // Faster movement for better responsiveness
if (Math.abs(dragon.targetX - dragon.x) > 1) {
dragon.x += increment;
}
- // Update dragon's visual orientation
- if (Math.abs(increment) > 0.1) {
- dragon.scale.x = increment < 0 ? -1 : 1;
+ // Update last 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;
}
}
- // Update last X position
- dragon.lastX = dragon.x;
- // Update other game elements
+ // Always check floor standing to prevent falling through platforms
+ var standingOnFloor = isStandingOnFloor();
+ if (!standingOnFloor && !isJumping) {
+ isFalling = true;
+ }
+ // Always update jumping and falling
+ updateJump();
+ updateFall();
+ // Update bubbles every frame for consistent collision detection
updateBubbles();
+ // Update floor standing state *before* jump/fall logic
+ var standingOnFloor = isStandingOnFloor();
+ // Handle transitions between states
+ if (!standingOnFloor && !isJumping && !isFalling) {
+ isFalling = true;
+ dragon.lastY = dragon.y; // Ensure lastY is set before falling starts
+ }
+ // Update jump/fall state and position
+ if (isJumping) {
+ updateJump();
+ }
+ 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) {
- updateEnemiesMovement();
+ // Reduced frequency slightly
+ updateEnemiesMovement(); // This function handles enemy movement and dragon collision
}
- // Game Over Check
+ // Check other collisions (bubble-related) - These happen inside updateBubbles now
+ // updateBubbleCollisions(); // Removed, logic integrated into updateBubbles
+ // Final check for game over state (if triggered by enemy collision)
if (game.gameOverTriggered && !game.gameOverShowing) {
- game.gameOverShowing = true;
+ game.gameOverShowing = true; // Prevent multiple triggers
+ // Game over animation is already triggered in updateEnemiesMovement
}
};
// Handle touch events for shooting bubbles
var lastShot = 0;
A version of this bubble but exploded
brick, brown color, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
better wings, pixel style, more contrasted, more visible, blue color
a pixel clouds background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a similar image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A popped blue bobble, pixel style, bubble booble arcade game inspired. In-Game asset. 2d. High contrast. No shadows
A bubble popping, pixel style, retro. In-Game asset. 2d. High contrast. No shadows