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start should go up and down all the height of the screen
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when mario is invincibel because of start, add a tween to make it flash fast, and anything that will look cool ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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mvoe upgrades lowe and make it yellow. Alsoanimate the OG Mario title a little bit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove sub title from OG mario
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use background3 for main menu backgorund
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Rename Mario Game to OG Mario
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use background 1 for main menu background image
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Improve homepgae elements diatributio
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Star should also move forward and have a way bigger oscilation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Coins should not increase and dcrease size either
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Coins should not move up and down
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Combo message should appear smaller and in the position qhere enemy was killed
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wen start effect is up, make player blink fast
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combo message is repetaed, should only appear once
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add effect of pick up coins like pick up star ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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starts can not spawn again when star powerup is active
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when in start mode feels like player kills the enemies many times, it should only kill them once. also they should add up for combo points. also make sure comobo points are added to the score
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add tween to start make its movememnt wider, and also a little increase and decrease its size
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when star effect is on, make sure also enemies and everything is increase in speed, not only player and backgroud
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when star is picked up play starman2 and pause music bg, when effect is over go back to normal theme.
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star oscilation shouldbe smoother and wider ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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star should not rotate on its axis, instead it should have a wider up and down oscilation
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use star assset for star powerup
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'speedText.style.fill = 0xFCE29F; // Return to normal color' Line Number: 1090
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Randomly spawn a start. If player pick up start he will become invincible and kill enemies just by touching them. this will last 10 seconds. Also speed will be duplicated during those 10 seconds
/**** * 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.sprites = [backgroundGraphics]; // Store sprites for access self.speed = 3; self.update = function () { if (!game.playerDead) { // Increase speed over time, up to a reasonable maximum self.speed = 3 + Math.min(8, Math.floor(LK.ticks / 300) * 0.3); // Double speed during star power if (starPowerActive) { self.speed *= 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.sprites = [backgroundGraphics]; // Store sprites for access self.speed = 3; self.update = function () { if (!game.playerDead) { // Increase speed over time, up to a reasonable maximum self.speed = 3 + Math.min(8, Math.floor(LK.ticks / 300) * 0.3); // Double speed during star power if (starPowerActive) { self.speed *= 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(8, Math.floor(LK.ticks / 300) * 0.3); // Double speed during star power if (starPowerActive) { self.speed *= 2; } self.x -= self.speed; // Removed oscillation to keep coins from moving up and down if (!self.oscillating) { self.oscillating = true; // No pulsing animation for coins self.scale.x = 1; self.scale.y = 1; } } if (self.x < -100) { // Cancel any active tweens when destroying tween.stop(self); tween.stop(self.scale); self.destroy(); } }; }); // ComboDisplay handles showing combo text on screen var ComboDisplay = Container.expand(function () { var self = Container.call(this); var comboText = new Text2('', { size: 60, fill: 0xFFD700, // Gold color for combo text font: "'Press Start 2P', monospace" }); comboText.anchor.set(0.5, 0.5); self.addChild(comboText); self.showCombo = function (comboCount, points) { comboText.setText('COMBO x' + comboCount + '!\n+' + points + ' POINTS!'); comboText.alpha = 1; // Animate the combo text with a scale effect comboText.scale.x = 1.2; comboText.scale.y = 1.2; tween(comboText, { alpha: 0, scaleX: 0.8, scaleY: 0.8, y: comboText.y - 60 // Move up as it fades but not as far }, { duration: 800, easing: tween.easeOut }); }; return self; }); 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.canHarmPlayer = true; // Flag to track if enemy can harm player 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 () { // Calculate base speed var currentSpeed = self.speed + Math.floor(LK.ticks / 300) * 0.2; // Increase speed over time faster // Double speed during star power if (starPowerActive) { currentSpeed *= 2; } self.x -= currentSpeed; 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.canHarmPlayer = true; // Flag to track if enemy can harm player 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(6, Math.floor(LK.ticks / 300) * 0.3); // Double speed during star power if (starPowerActive) { self.speed *= 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.canHarmPlayer = true; // Flag to track if enemy can harm player 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(6, Math.floor(LK.ticks / 300) * 0.3); // Double speed during star power if (starPowerActive) { self.speed *= 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); // Add background image var background = self.attachAsset('background3', { anchorX: 0, anchorY: 0 }); // Title text var titleText = new Text2('OG MARIO', { size: 180, fill: 0xE75A10, //{3t} // NES Mario brick-red color font: "'Press Start 2P', monospace" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 4; // Position higher on screen self.addChild(titleText); // Subtitle text var subtitleText = new Text2('Jump, run, and collect coins!', { size: 70, fill: 0xFCE29F, //{3z} // NES light tan/cream color font: "'Press Start 2P', monospace" }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 2048 / 2; subtitleText.y = 2732 / 4 + 150; // Closer to title self.addChild(subtitleText); // Play button var playButton = new Text2('TAP TO START', { size: 120, fill: 0xFCA817, // NES Mario gold coin color font: "'Press Start 2P', monospace" }); playButton.anchor.set(0.5, 0.5); playButton.x = 2048 / 2; playButton.y = 2732 / 2; // Centered vertically self.addChild(playButton); // Upgrade button var upgradeButton = new Text2('UPGRADES', { size: 90, fill: 0x4AC5FF, // NES Mario sky blue color font: "'Press Start 2P', monospace" }); upgradeButton.anchor.set(0.5, 0.5); upgradeButton.x = 2048 / 2; upgradeButton.y = 2732 / 2 + 200; // Closer to play button 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 and background speed // Use background speed as base for player speed scaling if available var speedMultiplier = 1; if (game.background && game.background.speed) { speedMultiplier = game.background.speed / 3; } self.speed = 5 + Math.min(5, Math.floor(LK.ticks / 300) * 0.3 * speedMultiplier); // Make player blink fast during star power if (starPowerActive) { // Blink every 4 frames during star power for a rapid flashing effect if (LK.ticks % 4 === 0) { // Toggle visibility for blinking effect self.alpha = self.alpha === 1 ? 0.3 : 1; } } else { // Ensure player is fully visible when star power ends self.alpha = 1; } if (self.isJumping) { self.y += self.velocityY; // Scale gravity based on game speed - faster speed = faster falling var gravityMultiplier = speedMultiplier > 1 ? speedMultiplier * 0.8 : 1; self.velocityY += 0.3 * gravityMultiplier; // 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'; // Reset combo when landing if (comboActive) { comboActive = false; // If we had a combo going, display the final combo if (comboCount > 1) { if (!comboDisplayObj) { comboDisplayObj = game.addChild(new ComboDisplay()); comboDisplayObj.x = 2048 / 2; comboDisplayObj.y = 2732 / 2 - 300; var comboPoints = comboCount * 50 * 2; // Double points for combos comboDisplayObj.showCombo(comboCount, comboPoints); } } comboCount = 0; // Reset comboDisplayObj to ensure fresh display for next combo comboDisplayObj = null; } } } } 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 () { // Get speed multiplier based on background speed var speedMultiplier = 1; if (game.background && game.background.speed) { speedMultiplier = game.background.speed / 3; } // Increase jump height slightly with game speed to help player clear obstacles var jumpHeightMultiplier = Math.min(1.3, 1 + (speedMultiplier - 1) * 0.3); // Regular jump when not jumping if (!self.isJumping) { self.isJumping = true; LK.getSound('jump').play(); self.velocityY = -self.jumpHeight * jumpHeightMultiplier; 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 * jumpHeightMultiplier; // Slightly lower second jump self.hasDoubleJumped = true; // No flash effect for double jump to make it distinct from dash } }; }); var Star = Container.expand(function () { var self = Container.call(this); // Use star asset directly instead of recoloring coin var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Set star color to bright yellow for emphasis starGraphics.tint = 0xFFFF00; self.speed = 3; self.collected = false; self.y = 2732 - 600; // Position stars higher than the ground // Add animation self.animationCounter = 0; self.update = function () { if (!game.playerDead) { // Increase speed over time, matching background speed self.speed = 3 + Math.min(8, Math.floor(LK.ticks / 300) * 0.3); // Double speed during star power if (starPowerActive) { self.speed *= 2; } self.x -= self.speed; // If we haven't started oscillation animation yet, initialize it if (!self.oscillating) { self.originalY = self.y; // Store original position self.oscillating = true; // Set up oscillation with tween - much wider movement (120px instead of 60px) // Use yoyo effect for continuous smooth oscillation tween(self, { y: self.y + 120 }, { duration: 1500, // Slower, smoother movement easing: tween.sineInOut, // Smoother easing onFinish: function onFinish() { // When reaching the top, go back down tween(self, { y: self.y - 120 // Move down twice as far for wider oscillation }, { duration: 1500, // Matching duration for smooth cycle easing: tween.sineInOut, onFinish: function onFinish() { // Reset animation when complete self.oscillating = false; } }); } }); // Setup enhanced pulsing animation with tween - larger size variation tween(self.scale, { x: 1.3, // Increase more (was 1.15) y: 1.3 // Increase more (was 1.15) }, { duration: 900, easing: tween.sineInOut, onFinish: function onFinish() { tween(self.scale, { x: 0.8, // Decrease more (was 0.85) y: 0.8 // Decrease more (was 0.85) }, { duration: 900, easing: tween.sineInOut, onFinish: function onFinish() { // Scale animation will reset when complete if (self.parent) { self.scale.x = 1; self.scale.y = 1; } } }); } }); } } if (self.x < -100) { // Cancel any active tweens when destroying tween.stop(self); tween.stop(self.scale); self.destroy(); } }; return self; }); 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: 1.3, scaleY: 4 }); panel.alpha = 0.9; // Title var titleText = new Text2('UPGRADES', { size: 120, fill: 0xE75A10, //{5b} // NES Mario brick-red color font: "'Press Start 2P', monospace" }); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -350; self.addChild(titleText); // Coin display var coinDisplay = new Text2('Coins: ' + (storage.coins || 0), { size: 80, fill: 0xFCA817, //{5h} // NES Mario gold coin color font: "'Press Start 2P', monospace" }); coinDisplay.anchor.set(0.5, 0.5); coinDisplay.x = 0; coinDisplay.y = -220; 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 = -50; 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 = 80; self.addChild(dashButton); // Close button var closeButton = new Text2('BACK TO MENU', { size: 80, fill: 0xE75A10, //{5t} // NES Mario brick-red color font: "'Press Start 2P', monospace" }); closeButton.anchor.set(0.5, 0.5); closeButton.x = 0; closeButton.y = 300; 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 ? 0x20D060 : 0xFCE29F, //{5x} // NES green for purchased, light cream for not font: "'Press Start 2P', monospace" }); dashButton.setText('Dash: ' + (storage.dashPurchased ? 'PURCHASED' : '8 COINS'), { size: 70, fill: storage.dashPurchased ? 0x20D060 : 0xFCE29F, //{5B} // NES green for purchased, light cream for not 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 ****/ // Helper function to adjust music playback rate as LK.setMusicPlaybackRate is not available /**** *-Seperator- ****/ var game = new LK.Game({ backgroundColor: 0x5C94FC // NES Mario sky blue background color }); /**** * Game Code ****/ // Game state variables // Helper function to adjust music playback rate as LK.setMusicPlaybackRate is not available function setMusicPlaybackRate(rate) { // Check if music is playing before trying to adjust it // Use the sound API instead of the non-existent LK.getMusic function var music = LK.getSound('theme'); if (music) { // Set the playback rate if available on the audio element if (music.playbackRate !== undefined) { music.playbackRate = rate; } } } 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(40, 150 - Math.floor(LK.ticks / 300) * 2); // Decrease interval faster, minimum 40 var coinSpawnCounter = 0; var stars = []; // Array to store star power-ups var starSpawnInterval = 500; // Spawn stars less frequently than coins var starSpawnCounter = 0; var starPowerActive = false; // Track if star power is active var starPowerDuration = 10 * 60; // 10 seconds at 60fps var starPowerTimer = 0; // Timer for star power // Combo system variables var comboCount = 0; var comboActive = false; var comboDisplayObj = null; // Score system var score = 0; var coins = storage.coins || 0; // Get persistent coin count var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFCE29F, //{67} // NES light tan/cream color font: "'Press Start 2P', monospace" }); // Add a speed indicator to show the increasing difficulty var speedText = new Text2('Speed: 1x', { size: 40, fill: 0xFCE29F, //{6a} // NES light tan/cream color 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: 0xFCA817, //{6d} // NES Mario gold coin color // 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); // Combo indicator for HUD var comboText = new Text2('Combo: 0', { size: 50, fill: 0xFFD700, // Gold color for combo text font: "'Press Start 2P', monospace" }); comboText.anchor.set(1, 0); comboText.x = -50; comboText.y = 240; // Position below coin count LK.gui.topRight.addChild(comboText); comboText.alpha = 0; // Hide combo count initially 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; // Store a reference to the background in the game object for access from other objects game.background = background; // 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++; starSpawnCounter++; // Handle star power-up timer if (starPowerActive) { starPowerTimer--; if (starPowerTimer <= 0) { starPowerActive = false; player.isInvincible = false; // Return background tint to normal background.sprites[0].tint = 0xFFFFFF; background2.sprites[0].tint = 0xFFFFFF; // Switch back to regular theme music LK.stopMusic(); LK.playMusic('theme'); } } 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; } // Spawn star power-ups occasionally, but only if star power is not active if (starSpawnCounter >= starSpawnInterval && !starPowerActive) { var star = new Star(); star.x = 2048 + Math.random() * 200; // Set a reasonable height range for stars (not too low, not too high) star.y = Math.max(300, Math.min(2732 - 600, Math.random() * (2732 - 800))); stars.push(star); game.addChild(star); starSpawnCounter = 0; starSpawnInterval = Math.floor(Math.random() * 300) + 300; // Random interval between 300-600 ticks } 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(15, Math.floor(Math.random() * 100) + 60 - Math.floor(LK.ticks / 300) * 2); // Decrease interval faster, minimum 15 enemySpawnCounter = 0; } for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { if (starPowerActive && enemies[j].canHarmPlayer !== false) { // Star power is active - instantly defeat enemy with special effect enemies[j].velocityY = -15; // Stronger pop up effect for star power enemies[j].isJumping = true; enemies[j].canHarmPlayer = false; LK.getSound('stomp').play(); // Create a sparkle effect LK.effects.flashObject(enemies[j], 0xFFFF00, 300); // Handle combo tracking - activate combo mode if not already active if (!comboActive) { comboActive = true; comboCount = 0; } // Increment combo count comboCount++; // Calculate score with combo bonus var starEnemyPoints = 100 * comboCount; score += starEnemyPoints; // Display flash text for combo count if more than 1 if (comboCount > 1) { if (!comboDisplayObj) { comboDisplayObj = game.addChild(new ComboDisplay()); comboDisplayObj.x = enemies[j].x; comboDisplayObj.y = enemies[j].y - 50; comboDisplayObj.showCombo(comboCount, starEnemyPoints); } } scoreText.setText('Score: ' + score); LK.setScore(score); } else 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 // Handle combo tracking - activate combo mode if not already active if (!comboActive) { comboActive = true; comboCount = 0; } // Increment combo count comboCount++; // Calculate score with combo bonus var enemyPoints = 50; if (comboCount > 1) { // Apply combo multiplier - each enemy in combo is worth more enemyPoints = 50 * comboCount; } score += enemyPoints; // Display flash text for combo count if more than 1 if (comboCount > 1) { if (!comboDisplayObj) { comboDisplayObj = game.addChild(new ComboDisplay()); comboDisplayObj.x = enemies[j].x; comboDisplayObj.y = enemies[j].y - 50; comboDisplayObj.showCombo(comboCount, enemyPoints); } } 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); // Create a coin pickup effect // Visual effects for coin collection - similar to star power but smaller LK.effects.flashObject(player, 0xFCA817, 300); // Gold flash // Create a coin burst effect for (var i = 0; i < 8; i++) { var angle = i / 8 * Math.PI * 2; var distance = 60; var particleX = coinObjects[k].x + Math.cos(angle) * distance; var particleY = coinObjects[k].y + Math.sin(angle) * distance; var particle = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, x: coinObjects[k].x, y: coinObjects[k].y, alpha: 0.8 }); particle.tint = 0xFCA817; // Gold tint game.addChild(particle); // Animate particles outward tween(particle, { x: particleX, y: particleY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 800, easing: tween.easeOut }); // Remove particles after animation LK.setTimeout(function (p) { return function () { if (p && p.parent) { p.parent.removeChild(p); } }; }(particle), 800); } coinObjects[k].destroy(); coinObjects.splice(k, 1); } } } // Update and check star power-ups for (var s = stars.length - 1; s >= 0; s--) { stars[s].update(); if (player.intersects(stars[s])) { if (!stars[s].collected) { stars[s].collected = true; // Switch music to star power theme LK.stopMusic(); LK.playMusic('starman2'); // Activate star power starPowerActive = true; starPowerTimer = starPowerDuration; player.isInvincible = true; // Visual effects for star power LK.effects.flashObject(player, 0xFFFF00, 500); // Yellow flash // Create a star burst effect for (var i = 0; i < 12; i++) { var angle = i / 12 * Math.PI * 2; var distance = 100; var particleX = player.x + Math.cos(angle) * distance; var particleY = player.y + Math.sin(angle) * distance; var particle = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: player.x, y: player.y, alpha: 0.8 }); particle.tint = 0xFFFF00; // Yellow tint game.addChild(particle); // Animate particles outward tween(particle, { x: particleX, y: particleY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, easing: tween.easeOut }); // Remove particles after animation LK.setTimeout(function (p) { return function () { if (p && p.parent) { p.parent.removeChild(p); } }; }(particle), 1000); } // Change background tint for star power effect if (background.sprites && background.sprites.length > 0) { background.sprites[0].tint = 0xFFFFAA; // Slight yellow tint } if (background2.sprites && background2.sprites.length > 0) { background2.sprites[0].tint = 0xFFFFAA; // Slight yellow tint } // Add extra points for star score += 100; scoreText.setText('Score: ' + score); LK.setScore(score); // Remove the star stars[s].destroy(); stars.splice(s, 1); } } else if (stars[s].x < -100) { stars[s].destroy(); stars.splice(s, 1); } } // Update speed display and music speed if (background && !game.playerDead) { var speedMultiplier = (background.speed / 3).toFixed(1); // Show star power status in speed text if active if (starPowerActive) { var starTimeLeft = Math.ceil(starPowerTimer / 60); speedText.setText('STAR POWER: ' + starTimeLeft + 's', { size: 40, fill: 0xFFFF00, // Yellow for star power font: "'Press Start 2P', monospace" }); } else { speedText.setText('Speed: ' + speedMultiplier + 'x', { size: 40, fill: 0xFCE29F, // Return to normal color font: "'Press Start 2P', monospace" }); } // Update combo text in HUD comboText.setText('Combo: ' + comboCount); comboText.alpha = gameStarted ? 1 : 0; // Adjust music playback rate based on game speed var musicPlaybackRate = Math.min(1.5, 0.8 + background.speed / 3 * 0.2); // Increase music speed during star power if (starPowerActive) { musicPlaybackRate = Math.min(2.0, musicPlaybackRate * 1.2); } setMusicPlaybackRate(musicPlaybackRate); } }; 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
@@ -303,9 +303,9 @@
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
// Add background image
- var background = self.attachAsset('background1', {
+ var background = self.attachAsset('background3', {
anchorX: 0,
anchorY: 0
});
// Title text