User prompt
player speed and its jump gravity should also be affected by speed inctease
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(comboText, {' Line Number: 117 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add combo pontins and also didplay it when mutiple enemies are killed during the same jump, before player touchea the gtound
User prompt
Update home screen to use super mario nes colors
User prompt
Increase speed faster
User prompt
Please fix the bug: 'TypeError: LK.getMusic is not a function' in or related to this line: 'var music = LK.getMusic('theme');' Line Number: 633
User prompt
Please fix the bug: 'TypeError: LK.getMusicSound is not a function' in or related to this line: 'var music = LK.getMusicSound('theme');' Line Number: 633
User prompt
Please fix the bug: 'TypeError: LK.getMusic is not a function' in or related to this line: 'var music = LK.getMusic('theme');' Line Number: 633
User prompt
Please fix the bug: 'TypeError: LK.setMusicPlaybackRate is not a function' in or related to this line: 'LK.setMusicPlaybackRate(musicPlaybackRate);' Line Number: 844
User prompt
Music speed should also increase like the game speed
User prompt
Paralax and enemies speed should increase in time
User prompt
Use 8bit font for the text
User prompt
I cant dash since evrey time i Tap the player jumps, how can we separate the action from jumping and dashing
User prompt
do not have player flash on double jump
User prompt
make sure dash can be identified to be different than jump
User prompt
nice it is working! now lets adda anew upgrade called, DASH. When player swipes forward, player will have a quick dash forward and be invincible for that dash ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: doubleJumpButton.setTextOptions is not a function' in or related to this line: 'doubleJumpButton.setTextOptions({' Line Number: 463
User prompt
still ant buy double jump or click on back to menu
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'doubleJumpButton.style.fill = storage.doubleJumpPurchased ? 0x00FF00 : 0xFFFFFF;' Line Number: 462
User prompt
Can you fix xupgraedes screen. I cant buy upgrades even if I have the coins.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'doubleJumpButton.style.fill = storage.doubleJumpPurchased ? 0x00FF00 : 0xFFFFFF;' Line Number: 462
User prompt
in the main menu add a new section with upgrades. Player will be able to buy upgrades with coins. Lets create a fist update called double jump that costs 5 coins. When player buys double jump player will be able to double jump in the game. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
coins hshoudl only add one coin per pick up, seems like it is adding double now ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Separate score from coin collection. Show coint count below the score. Coins should persist between sessions. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a main menu screen
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0
});
/****
* Classes
****/
var Background = Container.expand(function () {
var self = Container.call(this);
var backgrounds = ['background1', 'background2', 'background3'];
var randomBackground = backgrounds[Math.floor(Math.random() * backgrounds.length)];
var backgroundGraphics = self.attachAsset(randomBackground, {
anchorX: 0,
anchorY: 0
});
self.speed = 3;
self.update = function () {
if (!game.playerDead) {
// Increase speed over time, up to a reasonable maximum
self.speed = 3 + Math.min(5, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
}
if (self.x <= -2048) {
self.x = 2048;
}
};
});
var Background2 = Container.expand(function () {
var self = Container.call(this);
var backgrounds = ['background1', 'background2', 'background3'];
var randomBackground = backgrounds[Math.floor(Math.random() * backgrounds.length)];
var backgroundGraphics = self.attachAsset(randomBackground, {
anchorX: 0,
anchorY: 0
});
self.speed = 3;
self.update = function () {
if (!game.playerDead) {
// Increase speed over time, up to a reasonable maximum
self.speed = 3 + Math.min(5, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
}
if (self.x <= -2048) {
self.x = 2048;
}
};
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 3;
self.collected = false;
self.y = 2732 - 600; // Position coins higher than the ground
self.update = function () {
if (!game.playerDead) {
// Increase speed over time, up to a reasonable maximum
self.speed = 3 + Math.min(5, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
}
if (self.x < -100) {
self.destroy();
}
};
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.runFrames = ['turtle1', 'turtle2'];
self.sprites = [];
// Pre-attach all sprites
for (var i = 0; i < self.runFrames.length; i++) {
var sprite = self.attachAsset(self.runFrames[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
sprite.alpha = i === 0 ? 1 : 0;
self.sprites.push(sprite);
}
self.speed = 6 + Math.random() * 2;
self.passed = false;
self.isJumping = false;
self.velocityY = 0;
self.groundY = 2732 - 400; // 400 pixels from bottom
self.y = self.groundY; // Set initial position to ground level
self.runFrameIndex = 0;
self.runFrameCounter = 0;
self.runFrameDelay = 15;
self.showFrame = function (index) {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
// Show the appropriate sprite
self.sprites[index].alpha = 1;
};
self.update = function () {
self.x -= self.speed + Math.floor(LK.ticks / 600) * 0.1; // Increase speed over time
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
if (self.y > 2732) {
self.destroy();
}
} else {
self.runFrameCounter++;
if (self.runFrameCounter >= self.runFrameDelay) {
self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length;
self.showFrame(self.runFrameIndex);
self.runFrameCounter = 0;
}
}
if (self.x < -100) {
self.destroy();
}
};
});
var FlyKoopa = Container.expand(function () {
var self = Container.call(this);
self.runFrames = ['flykoopa1', 'flykoopa2'];
self.sprites = [];
// Pre-attach all sprites
for (var i = 0; i < self.runFrames.length; i++) {
var sprite = self.attachAsset(self.runFrames[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
sprite.alpha = i === 0 ? 1 : 0;
self.sprites.push(sprite);
}
self.speed = 4 + Math.random() * 2;
self.runFrameIndex = 0;
self.runFrameCounter = 0;
self.runFrameDelay = 15;
self.isJumping = false;
self.velocityY = 0;
self.showFrame = function (index) {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
// Show the appropriate sprite
self.sprites[index].alpha = 1;
};
self.update = function () {
// Increase speed over time, up to a reasonable maximum
self.speed = 4 + Math.random() * 2 + Math.min(4, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
if (self.y > 2732) {
self.destroy();
}
} else {
self.runFrameCounter++;
if (self.runFrameCounter >= self.runFrameDelay) {
self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length;
self.showFrame(self.runFrameIndex);
self.runFrameCounter = 0;
}
}
if (self.x < -100) {
self.destroy();
}
};
});
var Goomba = Container.expand(function () {
var self = Container.call(this);
self.runFrames = ['goomba1', 'goomba2'];
self.sprites = [];
// Pre-attach all sprites
for (var i = 0; i < self.runFrames.length; i++) {
var sprite = self.attachAsset(self.runFrames[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
sprite.alpha = i === 0 ? 1 : 0;
self.sprites.push(sprite);
}
self.speed = 4 + Math.random() * 2;
self.passed = false;
self.isJumping = false;
self.velocityY = 0;
self.groundY = 2732 - 400; // 400 pixels from bottom
self.y = self.groundY; // Set initial position to ground level
self.runFrameIndex = 0;
self.runFrameCounter = 0;
self.runFrameDelay = 15;
self.showFrame = function (index) {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
// Show the appropriate sprite
self.sprites[index].alpha = 1;
};
self.update = function () {
// Increase speed over time, up to a reasonable maximum
self.speed = 4 + Math.random() * 2 + Math.min(4, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
if (self.y > 2732) {
self.destroy();
}
} else {
self.runFrameCounter++;
if (self.runFrameCounter >= self.runFrameDelay) {
self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length;
self.showFrame(self.runFrameIndex);
self.runFrameCounter = 0;
}
}
if (self.x < -100) {
self.destroy();
}
};
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
// Title text
var titleText = new Text2('MARIO GAME', {
size: 150,
fill: 0xFF0000,
font: "'Press Start 2P', monospace"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 3;
self.addChild(titleText);
// Subtitle text
var subtitleText = new Text2('Jump, run, and collect coins!', {
size: 80,
fill: 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2;
subtitleText.y = 2732 / 3 + 200;
self.addChild(subtitleText);
// Play button
var playButton = new Text2('TAP TO START', {
size: 100,
fill: 0xFFFF00,
font: "'Press Start 2P', monospace"
});
playButton.anchor.set(0.5, 0.5);
playButton.x = 2048 / 2;
playButton.y = 2732 / 2 + 200;
self.addChild(playButton);
// Upgrade button
var upgradeButton = new Text2('UPGRADES', {
size: 80,
fill: 0x00FFFF,
font: "'Press Start 2P', monospace"
});
upgradeButton.anchor.set(0.5, 0.5);
upgradeButton.x = 2048 / 2;
upgradeButton.y = 2732 / 2 + 350;
self.addChild(upgradeButton);
// Make the play button "pulse" for attention
self.animationCounter = 0;
self.update = function () {
self.animationCounter += 0.05;
playButton.scale.x = 1 + Math.sin(self.animationCounter) * 0.1;
playButton.scale.y = 1 + Math.sin(self.animationCounter) * 0.1;
};
// Handle button clicks
self.down = function (x, y, obj) {
// Check if upgrade button was clicked
if (x > upgradeButton.x - 200 && x < upgradeButton.x + 200 && y > upgradeButton.y - 50 && y < upgradeButton.y + 50) {
if (self.onUpgradeClick) {
self.onUpgradeClick();
}
return true; // Prevent propagation
}
// Default behavior - start game
if (self.onPlayClick) {
self.onPlayClick();
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
self.runAnimation = ['player_run1', 'player_run2', 'player_run3'];
self.jumpAnimation = ['player_jump'];
self.currentState = 'running';
self.sprites = [];
self.runFrame = 0;
self.jumpFrame = 0;
self.animationCounter = 0;
self.animationSpeed = 0.1;
// Pre-attach all sprites
for (var i = 0; i < self.runAnimation.length; i++) {
var sprite = self.attachAsset(self.runAnimation[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
sprite.alpha = i === 0 ? 1 : 0;
self.sprites.push(sprite);
}
for (var j = 0; j < self.jumpAnimation.length; j++) {
var jumpSprite = self.attachAsset(self.jumpAnimation[j], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
jumpSprite.alpha = 0;
self.sprites.push(jumpSprite);
}
self.speed = 5; // Base speed, will increase in update function
self.jumpHeight = 25;
self.isJumping = false;
self.canDoubleJump = false; // Track if double jump is available
self.hasDoubleJumped = false; // Track if double jump was used
self.isDashing = false; // Track if player is currently dashing
self.isInvincible = false; // Track if player is invincible
self.dashCooldown = false; // Dash cooldown
self.swipeStartX = null; // Track swipe start position
self.swipeStartY = null;
self.velocityY = 0;
self.groundY = 2732 - 400; // 400 pixels from bottom
self.y = self.groundY; // Set initial position to ground level
self.runFrameDelay = 10;
self.showFrame = function (frameType, index) {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
// Show the appropriate sprite based on state and frame index
if (frameType === 'run') {
self.sprites[index].alpha = 1;
} else if (frameType === 'jump') {
self.sprites[self.runAnimation.length + index].alpha = 1;
}
};
self.dash = function () {
// Only dash if the upgrade is purchased and not on cooldown
if (storage.dashPurchased && !self.dashCooldown && !self.isDashing) {
self.isDashing = true;
self.isInvincible = true;
// Create a distinct visual effect for dash - cyan trail and blue flash
LK.effects.flashObject(self, 0x00FFFF, 500); // Cyan flash for dash
// Store original position to create trail effect
var startX = self.x;
// Move player forward quickly
self.x += 300;
// Create "speed lines" effect
for (var i = 0; i < 5; i++) {
var trailEffect = LK.getAsset('player_jump', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5 - i * 0.2,
scaleY: 1.5 - i * 0.2,
x: startX + i * 60,
y: self.y,
alpha: 0.7 - i * 0.1
});
trailEffect.tint = 0x00FFFF; // Cyan trail
game.addChild(trailEffect);
// Fade out and remove the trail effect
var trailIndex = i;
LK.setTimeout(function () {
if (trailEffect && trailEffect.parent) {
trailEffect.parent.removeChild(trailEffect);
}
}, 100 + trailIndex * 50);
}
// Set invincibility
LK.setTimeout(function () {
self.isInvincible = false;
self.isDashing = false;
}, 500);
// Set cooldown
self.dashCooldown = true;
LK.setTimeout(function () {
self.dashCooldown = false;
}, 2000); // 2 second cooldown
}
};
self.checkSwipe = function (endX, endY) {
if (self.swipeStartX === null || self.swipeStartY === null) {
return;
}
var deltaX = endX - self.swipeStartX;
var deltaY = endY - self.swipeStartY;
// Only consider horizontal swipes with minimal vertical movement
if (Math.abs(deltaX) > 100 && Math.abs(deltaY) < 50 && deltaX > 0) {
self.dash();
}
// Reset swipe tracking
self.swipeStartX = null;
self.swipeStartY = null;
};
self.down = function (x, y, obj) {
self.swipeStartX = x;
self.swipeStartY = y;
};
self.up = function (x, y, obj) {
self.checkSwipe(x, y);
};
self.move = function (x, y, obj) {
// Optional: For more responsive swipe detection
// If pointer moves far enough horizontally, trigger dash
if (self.swipeStartX !== null && Math.abs(x - self.swipeStartX) > 150) {
self.checkSwipe(x, y);
}
};
self.update = function () {
// Update player speed based on game progress
self.speed = 5 + Math.min(3, Math.floor(LK.ticks / 600) * 0.2);
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.3;
// Show jump sprite
self.showFrame('jump', 0);
if (self.y >= self.groundY - 30) {
if (self.y < 0) {
// Prevent jump from exceeding the top of the screen
self.y = 0;
self.velocityY = 0;
}
if (!self.isDead) {
self.y = self.groundY - 30;
self.isJumping = false;
self.hasDoubleJumped = false; // Reset double jump when landing
self.velocityY = 0;
self.currentState = 'running';
}
}
} else {
// Running animation
self.animationCounter += self.animationSpeed;
if (self.animationCounter >= 1) {
self.animationCounter = 0;
self.runFrame = (self.runFrame + 1) % self.runAnimation.length;
self.showFrame('run', self.runFrame);
}
}
};
self.jump = function () {
// Regular jump when not jumping
if (!self.isJumping) {
self.isJumping = true;
LK.getSound('jump').play();
self.velocityY = -self.jumpHeight;
self.currentState = 'jumping';
self.showFrame('jump', 0);
}
// Double jump when already jumping and upgrade purchased
else if (self.isJumping && storage.doubleJumpPurchased && !self.hasDoubleJumped) {
LK.getSound('jump').play();
self.velocityY = -self.jumpHeight * 0.8; // Slightly lower second jump
self.hasDoubleJumped = true;
// No flash effect for double jump to make it distinct from dash
}
};
});
var UpgradeMenu = Container.expand(function () {
var self = Container.call(this);
// Background panel
var panel = self.attachAsset('gauge_background', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.1,
scaleY: 5
});
panel.alpha = 0.8;
// Title
var titleText = new Text2('UPGRADES', {
size: 100,
fill: 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 0;
titleText.y = -400;
self.addChild(titleText);
// Coin display
var coinDisplay = new Text2('Coins: ' + (storage.coins || 0), {
size: 70,
fill: 0xFFD700,
font: "'Press Start 2P', monospace"
});
coinDisplay.anchor.set(0.5, 0.5);
coinDisplay.x = 0;
coinDisplay.y = -300;
self.addChild(coinDisplay);
// Double Jump upgrade button
var doubleJumpButton = new Text2('Double Jump: ' + (storage.doubleJumpPurchased ? 'PURCHASED' : '5 COINS'), {
size: 70,
fill: storage.doubleJumpPurchased ? 0x00FF00 : 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
doubleJumpButton.anchor.set(0.5, 0.5);
doubleJumpButton.x = 0;
doubleJumpButton.y = -100;
self.addChild(doubleJumpButton);
// Dash upgrade button
var dashButton = new Text2('Dash: ' + (storage.dashPurchased ? 'PURCHASED' : '8 COINS'), {
size: 70,
fill: storage.dashPurchased ? 0x00FF00 : 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
dashButton.anchor.set(0.5, 0.5);
dashButton.x = 0;
dashButton.y = 0;
self.addChild(dashButton);
// Close button
var closeButton = new Text2('BACK TO MENU', {
size: 70,
fill: 0xFF0000,
font: "'Press Start 2P', monospace"
});
closeButton.anchor.set(0.5, 0.5);
closeButton.x = 0;
closeButton.y = 400;
self.addChild(closeButton);
// Update coin display
self.updateCoinDisplay = function () {
coinDisplay.setText('Coins: ' + (storage.coins || 0));
doubleJumpButton.setText('Double Jump: ' + (storage.doubleJumpPurchased ? 'PURCHASED' : '5 COINS'), {
size: 70,
fill: storage.doubleJumpPurchased ? 0x00FF00 : 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
dashButton.setText('Dash: ' + (storage.dashPurchased ? 'PURCHASED' : '8 COINS'), {
size: 70,
fill: storage.dashPurchased ? 0x00FF00 : 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
};
// Handle purchase
self.purchaseDoubleJump = function () {
if (!storage.doubleJumpPurchased && (storage.coins || 0) >= 5) {
storage.coins -= 5;
storage.doubleJumpPurchased = true;
self.updateCoinDisplay();
}
};
// Handle dash purchase
self.purchaseDash = function () {
if (!storage.dashPurchased && (storage.coins || 0) >= 8) {
storage.coins -= 8;
storage.dashPurchased = true;
self.updateCoinDisplay();
}
};
// Handle button presses
self.down = function (x, y, obj) {
// Direct comparison without conversion as x,y are already in local coordinates
// Check if double jump button was pressed
if (Math.abs(x - doubleJumpButton.x) < 400 && Math.abs(y - doubleJumpButton.y) < 50) {
self.purchaseDoubleJump();
}
// Check if dash button was pressed
if (Math.abs(x - dashButton.x) < 400 && Math.abs(y - dashButton.y) < 50) {
self.purchaseDash();
}
// Check if close button was pressed
if (Math.abs(x - closeButton.x) < 300 && Math.abs(y - closeButton.y) < 50) {
if (self.onClose) {
self.onClose();
}
}
};
return self;
});
/****
* Initialize Game
****/
/****
*-Seperator-
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state variables
var gameStarted = false;
var showingUpgradeMenu = false;
var mainMenu;
var upgradeMenu;
var background;
var background2;
var player;
var enemies = [];
var enemySpawnInterval = 80;
var enemySpawnCounter = 0;
var coinObjects = []; // Renamed from 'coins' to avoid conflict with coin counter
var coinSpawnInterval = Math.max(50, 150 - Math.floor(LK.ticks / 600)); // Decrease interval over time, minimum 50
var coinSpawnCounter = 0;
// Score system
var score = 0;
var coins = storage.coins || 0; // Get persistent coin count
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
// Add a speed indicator to show the increasing difficulty
var speedText = new Text2('Speed: 1x', {
size: 40,
fill: 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
speedText.anchor.set(1, 0);
speedText.x = -50;
speedText.y = 180; // Position below coin count
LK.gui.topRight.addChild(speedText);
speedText.alpha = 0; // Hide initially
scoreText.anchor.set(1, 0);
scoreText.x = -50;
scoreText.y = 50;
LK.gui.topRight.addChild(scoreText);
// Coin count display
var coinText = new Text2('Coins: ' + coins, {
size: 50,
fill: 0xFFD700,
// Gold color for coins
font: "'Press Start 2P', monospace"
});
coinText.anchor.set(1, 0);
coinText.x = -50;
coinText.y = 120; // Position below score
LK.gui.topRight.addChild(coinText);
scoreText.alpha = 0; // Hide score initially
coinText.alpha = 0; // Hide coin count initially
// Initialize upgrades in storage if needed
if (storage.doubleJumpPurchased === undefined) {
storage.doubleJumpPurchased = false;
}
if (storage.dashPurchased === undefined) {
storage.dashPurchased = false;
}
// Show main menu first
mainMenu = game.addChild(new MainMenu());
mainMenu.onUpgradeClick = function () {
showingUpgradeMenu = true;
mainMenu.visible = false;
// Create upgrade menu
upgradeMenu = game.addChild(new UpgradeMenu());
upgradeMenu.x = 2048 / 2;
upgradeMenu.y = 2732 / 2;
upgradeMenu.updateCoinDisplay();
upgradeMenu.onClose = function () {
showingUpgradeMenu = false;
upgradeMenu.destroy();
upgradeMenu = null;
mainMenu.visible = true;
// Update coin display on main menu
coinText.setText('Coins: ' + (storage.coins || 0));
};
};
mainMenu.onPlayClick = function () {
// Start the game
gameStarted = true;
mainMenu.destroy();
mainMenu = null;
// Initialize game elements - handled in game.down
};
game.update = function () {
// Handle menu states
if (!gameStarted) {
if (showingUpgradeMenu) {
// When in upgrade menu, no need to update main menu
return;
}
// When in menu mode, just update the menu
if (mainMenu) {
mainMenu.update();
}
return;
}
// Game hasn't been initialized yet - start it
if (!background) {
// Initialize game elements
LK.playMusic('theme');
// Create background
background = game.addChild(new Background());
background.x = 0;
background.y = 0;
background2 = game.addChild(new Background2());
background2.x = 2048;
background2.y = 0;
// Create player
player = game.addChild(new Player());
player.x = 2048 / 4;
player.y = player.groundY - 30;
// Show score, coin count and speed
scoreText.alpha = 1;
coinText.alpha = 1;
speedText.alpha = 1;
}
// Game play update logic
background.update();
background2.update();
player.update();
enemySpawnCounter++;
coinSpawnCounter++;
if (coinSpawnCounter >= coinSpawnInterval) {
var coin = new Coin();
coin.x = 2048 + Math.random() * 200;
// Set a reasonable height range for coins (not too low, not too high)
coin.y = Math.max(300, Math.min(2732 - 600, Math.random() * (2732 - 800)));
coinObjects.push(coin);
game.addChild(coin);
coinSpawnCounter = 0;
}
if (enemySpawnCounter >= enemySpawnInterval) {
var enemyType = Math.random() < 0.33 ? 'Enemy' : Math.random() < 0.5 ? 'Goomba' : 'FlyKoopa';
var enemy;
if (enemyType === 'Enemy') {
enemy = new Enemy();
} else if (enemyType === 'Goomba') {
enemy = new Goomba();
} else {
enemy = new FlyKoopa();
// Ensure FlyKoopas spawn in the middle to upper part of the screen, not too low
enemy.y = Math.max(300, Math.min(2732 - 600, Math.random() * (2732 - 800)));
}
enemy.x = 2048 + Math.random() * 200;
if (enemyType === 'FlyKoopa') {
// Height for FlyKoopa is already set earlier, no need to set it again
} else {
enemy.y = enemy.groundY; // Use groundY for initial position
}
enemies.push(enemy);
game.addChild(enemy);
enemySpawnInterval = Math.max(20, Math.floor(Math.random() * 100) + 60 - Math.floor(LK.ticks / 600)); // Decrease interval over time, minimum 20
enemySpawnCounter = 0;
}
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
if (!player.isDead && player.isJumping && player.velocityY > 0 && player.y < enemies[j].y) {
// Player is falling and lands on enemy
enemies[j].velocityY = -10; // Pop up effect for enemy
player.velocityY = -15; // Bounce Mario upwards
LK.getSound('stomp').play(); // Play stomp sound
// Add score for defeating an enemy
score += 50;
scoreText.setText('Score: ' + score);
LK.setScore(score);
enemies[j].isJumping = true;
enemies[j].canHarmPlayer = false; // Enemy can no longer harm player
} else if (enemies[j].canHarmPlayer !== false && !player.isInvincible) {
if (!player.isDead && enemies[j].canHarmPlayer !== false) {
LK.getSound('dead').play(); // Play dead sound
player.isDead = true;
game.playerDead = true;
player.velocityY = -10; // Pop up effect similar to enemy
player.isJumping = true;
LK.setTimeout(function () {
// Save final score before game over
LK.setScore(score);
LK.showGameOver();
}, 3000); // Delay game over by 3 seconds
}
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
}
if (enemies[j].x < -100) {
enemies.splice(j, 1);
}
}
for (var k = coinObjects.length - 1; k >= 0; k--) {
coinObjects[k].update();
if (player.intersects(coinObjects[k])) {
if (!coinObjects[k].collected) {
coinObjects[k].collected = true;
LK.getSound('Coin').play(); // Play coin sound
// Increase score when collecting coins
score += 10;
// Separate coin counter
coins++;
// Update storage for persistence
storage.coins = coins;
// Update displays
scoreText.setText('Score: ' + score);
coinText.setText('Coins: ' + coins);
LK.setScore(score);
coinObjects[k].destroy();
coinObjects.splice(k, 1);
}
}
}
// Update speed display
if (background && !game.playerDead) {
var speedMultiplier = (background.speed / 3).toFixed(1);
speedText.setText('Speed: ' + speedMultiplier + 'x');
}
};
game.down = function (x, y, obj) {
if (showingUpgradeMenu) {
// Let the upgrade menu handle this event
return;
}
if (!gameStarted) {
// Let the main menu handle this event
return;
} else {
// Pass event to player to track swipes
player.down(x, y, obj);
// In-game tap makes player jump
player.jump();
}
};
game.up = function (x, y, obj) {
if (showingUpgradeMenu || !gameStarted) {
return;
}
// Pass touch up event to player for swipe detection
if (player) {
player.up(x, y, obj);
}
};
game.move = function (x, y, obj) {
if (showingUpgradeMenu || !gameStarted) {
return;
}
// Pass touch move event to player for swipe detection
if (player) {
player.move(x, y, obj);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -19,8 +19,10 @@
});
self.speed = 3;
self.update = function () {
if (!game.playerDead) {
+ // Increase speed over time, up to a reasonable maximum
+ self.speed = 3 + Math.min(5, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
}
if (self.x <= -2048) {
self.x = 2048;
@@ -37,8 +39,10 @@
});
self.speed = 3;
self.update = function () {
if (!game.playerDead) {
+ // Increase speed over time, up to a reasonable maximum
+ self.speed = 3 + Math.min(5, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
}
if (self.x <= -2048) {
self.x = 2048;
@@ -57,8 +61,10 @@
self.collected = false;
self.y = 2732 - 600; // Position coins higher than the ground
self.update = function () {
if (!game.playerDead) {
+ // Increase speed over time, up to a reasonable maximum
+ self.speed = 3 + Math.min(5, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
}
if (self.x < -100) {
self.destroy();
@@ -147,8 +153,10 @@
// Show the appropriate sprite
self.sprites[index].alpha = 1;
};
self.update = function () {
+ // Increase speed over time, up to a reasonable maximum
+ self.speed = 4 + Math.random() * 2 + Math.min(4, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
@@ -200,8 +208,10 @@
// Show the appropriate sprite
self.sprites[index].alpha = 1;
};
self.update = function () {
+ // Increase speed over time, up to a reasonable maximum
+ self.speed = 4 + Math.random() * 2 + Math.min(4, Math.floor(LK.ticks / 600) * 0.2);
self.x -= self.speed;
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
@@ -316,9 +326,9 @@
});
jumpSprite.alpha = 0;
self.sprites.push(jumpSprite);
}
- self.speed = 5 + Math.floor(LK.ticks / 600) * 0.1; // Increase speed over time
+ self.speed = 5; // Base speed, will increase in update function
self.jumpHeight = 25;
self.isJumping = false;
self.canDoubleJump = false; // Track if double jump is available
self.hasDoubleJumped = false; // Track if double jump was used
@@ -415,8 +425,10 @@
self.checkSwipe(x, y);
}
};
self.update = function () {
+ // Update player speed based on game progress
+ self.speed = 5 + Math.min(3, Math.floor(LK.ticks / 600) * 0.2);
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.3;
// Show jump sprite
@@ -608,8 +620,19 @@
size: 60,
fill: 0xFFFFFF,
font: "'Press Start 2P', monospace"
});
+// Add a speed indicator to show the increasing difficulty
+var speedText = new Text2('Speed: 1x', {
+ size: 40,
+ fill: 0xFFFFFF,
+ font: "'Press Start 2P', monospace"
+});
+speedText.anchor.set(1, 0);
+speedText.x = -50;
+speedText.y = 180; // Position below coin count
+LK.gui.topRight.addChild(speedText);
+speedText.alpha = 0; // Hide initially
scoreText.anchor.set(1, 0);
scoreText.x = -50;
scoreText.y = 50;
LK.gui.topRight.addChild(scoreText);
@@ -686,11 +709,12 @@
// Create player
player = game.addChild(new Player());
player.x = 2048 / 4;
player.y = player.groundY - 30;
- // Show score and coin count
+ // Show score, coin count and speed
scoreText.alpha = 1;
coinText.alpha = 1;
+ speedText.alpha = 1;
}
// Game play update logic
background.update();
background2.update();
@@ -784,8 +808,13 @@
coinObjects.splice(k, 1);
}
}
}
+ // Update speed display
+ if (background && !game.playerDead) {
+ var speedMultiplier = (background.speed / 3).toFixed(1);
+ speedText.setText('Speed: ' + speedMultiplier + 'x');
+ }
};
game.down = function (x, y, obj) {
if (showingUpgradeMenu) {
// Let the upgrade menu handle this event