User prompt
If godmode is active and ls asset touch mario the ls asset should spinning out the map in the left bottom corner ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add dog sound to the game
User prompt
Add sifting movement to enemy3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add shaking animation to enemy3 enemies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a a little shaking to the enemy3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add check to limit number of active enemies at once!
User prompt
There is a bug in enemy loadings. They stucking in the edges before moving in
User prompt
NOT ONLY SHOULD THERE BE A BIG PAUSE AT THE BEGINNING OF THE GAME WHEN ENEMY CHARGES, BUT ALSO KEEP YOUR DISTANCE, DON'T LET 3 OR MORE ENEMIES CHARGES AT THE SAME TIME!
User prompt
Increase the delay between two enemy assets to avoid overlaping!
User prompt
Move up the enemy3 by 450 units
User prompt
Move up the enemy3 by 400 units
User prompt
Move up the enemy3 by 300 units
User prompt
Move up the enemy3 by 200 units
User prompt
Ensure the enemy3 is attack from the right bottom corner of the map
User prompt
Decrease it more
User prompt
I asked that decrease the ls asset bouncing back power ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Decrease the ls asset bouncing on the center
User prompt
Ensure ls asset is bouncing down from the right top corner of the map
User prompt
Why not spinning all ls assets?
User prompt
Ensure every ls asset spinning!
User prompt
Move mario left by 200 units and avoid move back to the center
User prompt
Ensure ls asset is spinning in left direction ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add ls asset to the map as anemy
User prompt
Add jjb asset to the map as anemy
User prompt
The timer does not count 1 just disappear at 2. Fix it
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); var enemyGraphics = self.attachAsset(enemyType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for displaying the God Mode text var GodModeText = Container.expand(function () { var self = Container.call(this); // Create the text var godModeText = new Text2('GOD MODE', { size: 80, fill: 0xFF8C00 // Orange color }); godModeText.anchor.set(0.5, 0.5); self.addChild(godModeText); // Initialize with invisible state godModeText.alpha = 0; // Create timer text var timerText = new Text2('', { size: 60, fill: 0xFF8C00 // Orange color for timer }); timerText.anchor.set(0.5, 0.5); timerText.y = 80; // Position below the GOD MODE text self.addChild(timerText); // Initialize timer value self.timerValue = 5; // 5 seconds duration self.timerInterval = null; // Method to show the animation self.showAnimation = function () { // Play god mode sound LK.getSound('godmode').play(); // Stop any existing animations tween.stop(godModeText); // Reset and start the timer self.timerValue = 5; timerText.setText(self.timerValue); timerText.alpha = 1; // Clear any existing timer if (self.timerInterval) { LK.clearInterval(self.timerInterval); } // Start countdown timer self.timerInterval = LK.setInterval(function () { self.timerValue -= 1; timerText.setText(self.timerValue); if (self.timerValue < 0) { LK.clearInterval(self.timerInterval); self.timerInterval = null; } }, 1000); // Animate in tween(godModeText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { // Pulse animation while visible tween(godModeText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.sinusoidalInOut, yoyo: true, loop: true }); // Hide after 3 seconds LK.setTimeout(function () { // Stop the pulse animation tween.stop(godModeText); // Stop and hide the timer if (self.timerInterval) { LK.clearInterval(self.timerInterval); self.timerInterval = null; } tween(timerText, { alpha: 0 }, { duration: 300, easing: tween.easeIn }); // Animate out tween(godModeText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeIn }); }, 3000); } }); }; return self; }); // Define a class for the life counter var LifeCounter = Container.expand(function () { var self = Container.call(this); // Create a simple white line instead of using an asset var lineGraphics = LK.getAsset('enemy2', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048, scaleY: 10, tint: 0xFFFFFF // White color }); self.addChild(lineGraphics); self.width = 2048; // Full width self.update = function () { // Update the width of the line based on Mario's life lineGraphics.scale.x = 2048 * Mario.life; }; }); // Define a class for the dragon ball lightning effect var LightningEffect = Container.expand(function () { var self = Container.call(this); // Set active status flag self.isActive = false; // Create lightning bolts self.bolts = []; var colors = [0xFFFF00, 0xFFFF00, 0xFFFF00, 0xFFFF00]; // Create multiple lightning bolts around Mario for (var i = 0; i < 5; i++) { var bolt = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, scaleX: 25 + Math.random() * 10, scaleY: 25 + Math.random() * 10 }); bolt.tint = colors[Math.floor(Math.random() * colors.length)]; bolt.alpha = 0; // Start with invisible bolts bolt.rotation = Math.random() * Math.PI * 2; bolt.distance = 80 + Math.random() * 40; bolt.speed = 0.1 + Math.random() * 0.1; bolt.originalScale = { x: bolt.scale.x, y: bolt.scale.y }; self.bolts.push(bolt); } // Animate the lightning self.animate = function () { // Stop any existing animations for (var i = 0; i < self.bolts.length; i++) { tween.stop(self.bolts[i]); } // Start new animations for (var i = 0; i < self.bolts.length; i++) { var bolt = self.bolts[i]; // Randomize the bolt appearance bolt.rotation = Math.random() * Math.PI * 2; bolt.scale.x = bolt.originalScale.x * (0.8 + Math.random() * 0.4); bolt.scale.y = bolt.originalScale.y * (0.8 + Math.random() * 0.4); // Animate the bolt with pulse effect tween(bolt, { alpha: 0.2 + Math.random() * 0.5, scaleX: bolt.originalScale.x * (0.7 + Math.random() * 0.6), scaleY: bolt.originalScale.y * (0.7 + Math.random() * 0.6) }, { duration: 300 + Math.random() * 400, easing: tween.easeOut, onFinish: function () { // Create a callback closure to maintain the correct bolt reference var currentBolt = bolt; return function () { // Animate back tween(currentBolt, { alpha: 0.6 + Math.random() * 0.4, scaleX: currentBolt.originalScale.x * (0.9 + Math.random() * 0.3), scaleY: currentBolt.originalScale.y * (0.9 + Math.random() * 0.3) }, { duration: 300 + Math.random() * 400, easing: tween.easeIn }); }; }() }); } }; self.update = function () { // Position the lightning bolts around Mario for (var i = 0; i < self.bolts.length; i++) { var bolt = self.bolts[i]; var angle = bolt.rotation + self.parent.rotation + bolt.speed * LK.ticks; bolt.x = Math.cos(angle) * bolt.distance; bolt.y = Math.sin(angle) * bolt.distance; // Make bolts invisible when effect is not active if (!self.isActive) { bolt.alpha = 0; } // Ensure bolts remain visible when effect is active else if (self.isActive && bolt.alpha < 0.7) { bolt.alpha = 0.7 + Math.random() * 0.3; } } // Periodically refresh animations only when not in active state if (LK.ticks % 30 === 0 && self.isActive) { self.animate(); } }; return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var MarioGraphics = self.attachAsset('Mario', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Add the lightning effect self.lightning = self.addChild(new LightningEffect()); self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } // Update the lightning effect if (self.lightning) { self.lightning.update(); } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; // Play jump sound LK.getSound('jump').play(); // Activate lightning effect animation with a more intense glow when jumping, but only if lightning is already active if (self.lightning && self.lightning.isActive) { // Intensify the lightning effect for (var i = 0; i < self.lightning.bolts.length; i++) { var bolt = self.lightning.bolts[i]; tween(bolt, { alpha: 0.9, scaleX: bolt.originalScale.x * 1.5, scaleY: bolt.originalScale.y * 1.5 }, { duration: 300, easing: tween.elasticOut }); } // Reset to normal after a short time LK.setTimeout(function () { self.lightning.animate(); }, 500); } } }; }); // Define a class for power-ups var PowerUp = Container.expand(function () { var self = Container.call(this); var powerGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.floatOffset = 0; self.collected = false; // Make power-up glow with tween animation and add shiny flashing effect tween(powerGraphics, { alpha: 0.7, tint: 0xffffff }, { duration: 1000, easing: tween.sinusoidalInOut, loop: true, yoyo: true }); // Add shiny flashing effect function createShinyEffect() { // Tween to bright yellow-white (shiny effect) tween(powerGraphics, { tint: 0xffffff, alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Tween back to normal gold tween(powerGraphics, { tint: 0xffd700, alpha: 0.8, scaleX: 1.0, scaleY: 1.0 }, { duration: 250, easing: tween.easeIn, onFinish: function onFinish() { // Schedule next flash after a shorter random delay LK.setTimeout(createShinyEffect, 300 + Math.random() * 400); } }); } }); } // Start the shiny effect sequence LK.setTimeout(createShinyEffect, 200 + Math.random() * 300); self.update = function () { // Move power-up from right to left self.x -= self.speed; // Floating up and down motion self.floatOffset += 0.05; self.y = self.originalY + Math.sin(self.floatOffset) * 20; // Remove if off screen if (self.x < -100) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Play background music LK.playMusic('music1', { loop: true }); // Initialize player var Mario = game.addChild(new Player()); Mario.x = 2048 / 2; Mario.y = 2732 / 2; Mario.life = 1; // Initialize Mario's life to 1 (100%) // Initialize the life counter and add it to the game var lifeCounter = game.addChild(new LifeCounter()); lifeCounter.y = 0; // Position it at the top of the screen // Create life percentage text var lifePercentText = new Text2('100%', { size: 40, fill: 0x7FFF00 // Bright neon green to match the life bar }); // Add the life percentage text to the GUI LK.gui.topRight.addChild(lifePercentText); // Position the text lifePercentText.anchor.set(1, 0); // Right align lifePercentText.x = -20; // Add right margin lifePercentText.y = 20; // Add top margin // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Initialize power-ups var powerups = []; var powerupSpawnInterval = 300; var powerupSpawnCounter = 0; // Create GodModeText instance var godModeText = game.addChild(new GodModeText()); godModeText.x = 2048 / 2; // Center horizontally godModeText.y = 2732 / 2 - 700; // Position above the center (moved up by 300 units) // Create a new Text2 object to display the score var scoreLabelText = new Text2('Defeated opponents: ', { size: 40, fill: 0xFFFFFF }); var scoreText = new Text2('0', { size: 50, fill: 0xFFFFFF }); // Add the score label and text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreLabelText); LK.gui.top.addChild(scoreText); // Position the label and score text scoreLabelText.anchor.set(1, 0); // Right align the label scoreText.anchor.set(0, 0); // Left align the score scoreLabelText.x = 2048 / 2 - 880; // Position to the left of center, moved 880 units left scoreLabelText.y = 20; // Add a small top margin scoreText.x = 2048 / 2 - 840; // Position to the right of center, moved 840 units left scoreText.y = 10; // Add a small top margin // Handle game updates game.update = function () { Mario.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Define enemy types var enemyTypes = ['enemy', 'enemy1', 'enemy2', 'enemy3']; // Keep track of the last enemy type to avoid repetition if (!game.lastEnemyTypeIndex) { game.lastEnemyTypeIndex = -1; } var i = 0; var _spawnEnemy = function spawnEnemy() { // Get a new enemy type that is different from the last one var availableTypes = []; for (var t = 0; t < enemyTypes.length; t++) { // Skip enemy2 type which is too small to be visible (4x4) if (t !== game.lastEnemyTypeIndex && enemyTypes[t] !== 'enemy2') { availableTypes.push({ index: t, type: enemyTypes[t] }); } } // Randomly select from available types var selectedType = availableTypes[Math.floor(Math.random() * availableTypes.length)]; game.lastEnemyTypeIndex = selectedType.index; var enemy = new Enemy(selectedType.type); enemy.x = 2048 + i * 6 * enemy.width; // Six times the distance between enemies to completely avoid overlap enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); i++; if (i < enemyTypes.length) { LK.setTimeout(_spawnEnemy, 2000); // Add 2 seconds delay between each enemy spawn } }; _spawnEnemy(); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Spawn power-ups powerupSpawnCounter++; if (powerupSpawnCounter >= powerupSpawnInterval) { var powerup = new PowerUp(); powerup.x = 2048 + 200; // Start a bit off screen powerup.y = 2732 / 2 - 200; // Above the players level powerup.originalY = powerup.y; // Store original Y for floating animation powerup.lastWasIntersecting = false; // For tracking intersection powerups.push(powerup); game.addChild(powerup); // Randomize the spawn interval for the next power-up powerupSpawnInterval = Math.floor(Math.random() * 400) + 300; powerupSpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (Mario.intersects(enemies[j])) { if (Mario.isJumping || Mario.lightning && Mario.lightning.isActive) { // Mario jumped on top of the enemy or has active lightning shield, destroy the enemy enemies[j].destroy(); enemies.splice(j, 1); // Add points for defeating enemy if (Mario.lightning && Mario.lightning.isActive) { // Add 2 points when defeating with lightning shield LK.setScore(LK.getScore() + 2); scoreText.setText(LK.getScore()); } else if (Mario.isJumping) { // Add 1 point when jumping on enemy LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } else { Mario.life -= 0.005; // Decrease Mario's life by 0.5% if (Mario.life <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } } // Update power-ups for (var k = powerups.length - 1; k >= 0; k--) { var powerup = powerups[k]; powerup.update(); // Check for collision with Mario var currentIntersecting = Mario.intersects(powerup); if (!powerup.lastWasIntersecting && currentIntersecting) { // Power-up collected - apply effect powerup.collected = true; // Apply power-up effect Mario.life = Math.min(1, Mario.life + 0.3); // Restore 30% of life // Flash effect when collecting power-up LK.effects.flashObject(Mario, 0xFFD700, 500); // Show God mode text animation for 3 seconds godModeText.showAnimation(); // Play god mode sound LK.getSound('godmode').play(); // Enhance lightning effect for 5 seconds if (Mario.lightning) { // Set effect active flag Mario.lightning.isActive = true; for (var i = 0; i < Mario.lightning.bolts.length; i++) { var bolt = Mario.lightning.bolts[i]; tween(bolt, { alpha: 1, scaleX: bolt.originalScale.x * 2, scaleY: bolt.originalScale.y * 2 }, { duration: 500, easing: tween.elasticOut }); } // Update timer with the godmode duration (5 seconds) godModeText.timerValue = 5; // Reset to normal after 5 seconds (5000ms) LK.setTimeout(function () { Mario.lightning.isActive = false; Mario.lightning.animate(); }, 5000); } // Remove the power-up powerup.destroy(); powerups.splice(k, 1); } // Update tracking state if (powerup) { powerup.lastWasIntersecting = currentIntersecting; } } // Sort enemies by their x position to ensure they never cover each other in display order enemies.sort(function (a, b) { return a.x - b.x; }); // Update the life counter lifeCounter.update(); // Update life percentage text lifePercentText.setText(Math.round(Mario.life * 100) + '%'); }; // Handle player jump game.down = function (x, y, obj) { Mario.jump(); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Define a class for enemies
var Enemy = Container.expand(function (enemyType) {
var self = Container.call(this);
var enemyGraphics = self.attachAsset(enemyType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// Define a class for displaying the God Mode text
var GodModeText = Container.expand(function () {
var self = Container.call(this);
// Create the text
var godModeText = new Text2('GOD MODE', {
size: 80,
fill: 0xFF8C00 // Orange color
});
godModeText.anchor.set(0.5, 0.5);
self.addChild(godModeText);
// Initialize with invisible state
godModeText.alpha = 0;
// Create timer text
var timerText = new Text2('', {
size: 60,
fill: 0xFF8C00 // Orange color for timer
});
timerText.anchor.set(0.5, 0.5);
timerText.y = 80; // Position below the GOD MODE text
self.addChild(timerText);
// Initialize timer value
self.timerValue = 5; // 5 seconds duration
self.timerInterval = null;
// Method to show the animation
self.showAnimation = function () {
// Play god mode sound
LK.getSound('godmode').play();
// Stop any existing animations
tween.stop(godModeText);
// Reset and start the timer
self.timerValue = 5;
timerText.setText(self.timerValue);
timerText.alpha = 1;
// Clear any existing timer
if (self.timerInterval) {
LK.clearInterval(self.timerInterval);
}
// Start countdown timer
self.timerInterval = LK.setInterval(function () {
self.timerValue -= 1;
timerText.setText(self.timerValue);
if (self.timerValue < 0) {
LK.clearInterval(self.timerInterval);
self.timerInterval = null;
}
}, 1000);
// Animate in
tween(godModeText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Pulse animation while visible
tween(godModeText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.sinusoidalInOut,
yoyo: true,
loop: true
});
// Hide after 3 seconds
LK.setTimeout(function () {
// Stop the pulse animation
tween.stop(godModeText);
// Stop and hide the timer
if (self.timerInterval) {
LK.clearInterval(self.timerInterval);
self.timerInterval = null;
}
tween(timerText, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn
});
// Animate out
tween(godModeText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 500,
easing: tween.easeIn
});
}, 3000);
}
});
};
return self;
});
// Define a class for the life counter
var LifeCounter = Container.expand(function () {
var self = Container.call(this);
// Create a simple white line instead of using an asset
var lineGraphics = LK.getAsset('enemy2', {
anchorX: 0.0,
anchorY: 0.0,
scaleX: 2048,
scaleY: 10,
tint: 0xFFFFFF // White color
});
self.addChild(lineGraphics);
self.width = 2048; // Full width
self.update = function () {
// Update the width of the line based on Mario's life
lineGraphics.scale.x = 2048 * Mario.life;
};
});
// Define a class for the dragon ball lightning effect
var LightningEffect = Container.expand(function () {
var self = Container.call(this);
// Set active status flag
self.isActive = false;
// Create lightning bolts
self.bolts = [];
var colors = [0xFFFF00, 0xFFFF00, 0xFFFF00, 0xFFFF00];
// Create multiple lightning bolts around Mario
for (var i = 0; i < 5; i++) {
var bolt = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 25 + Math.random() * 10,
scaleY: 25 + Math.random() * 10
});
bolt.tint = colors[Math.floor(Math.random() * colors.length)];
bolt.alpha = 0; // Start with invisible bolts
bolt.rotation = Math.random() * Math.PI * 2;
bolt.distance = 80 + Math.random() * 40;
bolt.speed = 0.1 + Math.random() * 0.1;
bolt.originalScale = {
x: bolt.scale.x,
y: bolt.scale.y
};
self.bolts.push(bolt);
}
// Animate the lightning
self.animate = function () {
// Stop any existing animations
for (var i = 0; i < self.bolts.length; i++) {
tween.stop(self.bolts[i]);
}
// Start new animations
for (var i = 0; i < self.bolts.length; i++) {
var bolt = self.bolts[i];
// Randomize the bolt appearance
bolt.rotation = Math.random() * Math.PI * 2;
bolt.scale.x = bolt.originalScale.x * (0.8 + Math.random() * 0.4);
bolt.scale.y = bolt.originalScale.y * (0.8 + Math.random() * 0.4);
// Animate the bolt with pulse effect
tween(bolt, {
alpha: 0.2 + Math.random() * 0.5,
scaleX: bolt.originalScale.x * (0.7 + Math.random() * 0.6),
scaleY: bolt.originalScale.y * (0.7 + Math.random() * 0.6)
}, {
duration: 300 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function () {
// Create a callback closure to maintain the correct bolt reference
var currentBolt = bolt;
return function () {
// Animate back
tween(currentBolt, {
alpha: 0.6 + Math.random() * 0.4,
scaleX: currentBolt.originalScale.x * (0.9 + Math.random() * 0.3),
scaleY: currentBolt.originalScale.y * (0.9 + Math.random() * 0.3)
}, {
duration: 300 + Math.random() * 400,
easing: tween.easeIn
});
};
}()
});
}
};
self.update = function () {
// Position the lightning bolts around Mario
for (var i = 0; i < self.bolts.length; i++) {
var bolt = self.bolts[i];
var angle = bolt.rotation + self.parent.rotation + bolt.speed * LK.ticks;
bolt.x = Math.cos(angle) * bolt.distance;
bolt.y = Math.sin(angle) * bolt.distance;
// Make bolts invisible when effect is not active
if (!self.isActive) {
bolt.alpha = 0;
}
// Ensure bolts remain visible when effect is active
else if (self.isActive && bolt.alpha < 0.7) {
bolt.alpha = 0.7 + Math.random() * 0.3;
}
}
// Periodically refresh animations only when not in active state
if (LK.ticks % 30 === 0 && self.isActive) {
self.animate();
}
};
return self;
});
//<Assets used in the game will automatically appear here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var MarioGraphics = self.attachAsset('Mario', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
// Add the lightning effect
self.lightning = self.addChild(new LightningEffect());
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
// Update the lightning effect
if (self.lightning) {
self.lightning.update();
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
// Play jump sound
LK.getSound('jump').play();
// Activate lightning effect animation with a more intense glow when jumping, but only if lightning is already active
if (self.lightning && self.lightning.isActive) {
// Intensify the lightning effect
for (var i = 0; i < self.lightning.bolts.length; i++) {
var bolt = self.lightning.bolts[i];
tween(bolt, {
alpha: 0.9,
scaleX: bolt.originalScale.x * 1.5,
scaleY: bolt.originalScale.y * 1.5
}, {
duration: 300,
easing: tween.elasticOut
});
}
// Reset to normal after a short time
LK.setTimeout(function () {
self.lightning.animate();
}, 500);
}
}
};
});
// Define a class for power-ups
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.floatOffset = 0;
self.collected = false;
// Make power-up glow with tween animation and add shiny flashing effect
tween(powerGraphics, {
alpha: 0.7,
tint: 0xffffff
}, {
duration: 1000,
easing: tween.sinusoidalInOut,
loop: true,
yoyo: true
});
// Add shiny flashing effect
function createShinyEffect() {
// Tween to bright yellow-white (shiny effect)
tween(powerGraphics, {
tint: 0xffffff,
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Tween back to normal gold
tween(powerGraphics, {
tint: 0xffd700,
alpha: 0.8,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 250,
easing: tween.easeIn,
onFinish: function onFinish() {
// Schedule next flash after a shorter random delay
LK.setTimeout(createShinyEffect, 300 + Math.random() * 400);
}
});
}
});
}
// Start the shiny effect sequence
LK.setTimeout(createShinyEffect, 200 + Math.random() * 300);
self.update = function () {
// Move power-up from right to left
self.x -= self.speed;
// Floating up and down motion
self.floatOffset += 0.05;
self.y = self.originalY + Math.sin(self.floatOffset) * 20;
// Remove if off screen
if (self.x < -100) {
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
// Play background music
LK.playMusic('music1', {
loop: true
});
// Initialize player
var Mario = game.addChild(new Player());
Mario.x = 2048 / 2;
Mario.y = 2732 / 2;
Mario.life = 1; // Initialize Mario's life to 1 (100%)
// Initialize the life counter and add it to the game
var lifeCounter = game.addChild(new LifeCounter());
lifeCounter.y = 0; // Position it at the top of the screen
// Create life percentage text
var lifePercentText = new Text2('100%', {
size: 40,
fill: 0x7FFF00 // Bright neon green to match the life bar
});
// Add the life percentage text to the GUI
LK.gui.topRight.addChild(lifePercentText);
// Position the text
lifePercentText.anchor.set(1, 0); // Right align
lifePercentText.x = -20; // Add right margin
lifePercentText.y = 20; // Add top margin
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Initialize power-ups
var powerups = [];
var powerupSpawnInterval = 300;
var powerupSpawnCounter = 0;
// Create GodModeText instance
var godModeText = game.addChild(new GodModeText());
godModeText.x = 2048 / 2; // Center horizontally
godModeText.y = 2732 / 2 - 700; // Position above the center (moved up by 300 units)
// Create a new Text2 object to display the score
var scoreLabelText = new Text2('Defeated opponents: ', {
size: 40,
fill: 0xFFFFFF
});
var scoreText = new Text2('0', {
size: 50,
fill: 0xFFFFFF
});
// Add the score label and text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreLabelText);
LK.gui.top.addChild(scoreText);
// Position the label and score text
scoreLabelText.anchor.set(1, 0); // Right align the label
scoreText.anchor.set(0, 0); // Left align the score
scoreLabelText.x = 2048 / 2 - 880; // Position to the left of center, moved 880 units left
scoreLabelText.y = 20; // Add a small top margin
scoreText.x = 2048 / 2 - 840; // Position to the right of center, moved 840 units left
scoreText.y = 10; // Add a small top margin
// Handle game updates
game.update = function () {
Mario.update();
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
// Define enemy types
var enemyTypes = ['enemy', 'enemy1', 'enemy2', 'enemy3'];
// Keep track of the last enemy type to avoid repetition
if (!game.lastEnemyTypeIndex) {
game.lastEnemyTypeIndex = -1;
}
var i = 0;
var _spawnEnemy = function spawnEnemy() {
// Get a new enemy type that is different from the last one
var availableTypes = [];
for (var t = 0; t < enemyTypes.length; t++) {
// Skip enemy2 type which is too small to be visible (4x4)
if (t !== game.lastEnemyTypeIndex && enemyTypes[t] !== 'enemy2') {
availableTypes.push({
index: t,
type: enemyTypes[t]
});
}
}
// Randomly select from available types
var selectedType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
game.lastEnemyTypeIndex = selectedType.index;
var enemy = new Enemy(selectedType.type);
enemy.x = 2048 + i * 6 * enemy.width; // Six times the distance between enemies to completely avoid overlap
enemy.y = 2732 / 2;
enemies.push(enemy);
game.addChild(enemy);
i++;
if (i < enemyTypes.length) {
LK.setTimeout(_spawnEnemy, 2000); // Add 2 seconds delay between each enemy spawn
}
};
_spawnEnemy();
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Spawn power-ups
powerupSpawnCounter++;
if (powerupSpawnCounter >= powerupSpawnInterval) {
var powerup = new PowerUp();
powerup.x = 2048 + 200; // Start a bit off screen
powerup.y = 2732 / 2 - 200; // Above the players level
powerup.originalY = powerup.y; // Store original Y for floating animation
powerup.lastWasIntersecting = false; // For tracking intersection
powerups.push(powerup);
game.addChild(powerup);
// Randomize the spawn interval for the next power-up
powerupSpawnInterval = Math.floor(Math.random() * 400) + 300;
powerupSpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (Mario.intersects(enemies[j])) {
if (Mario.isJumping || Mario.lightning && Mario.lightning.isActive) {
// Mario jumped on top of the enemy or has active lightning shield, destroy the enemy
enemies[j].destroy();
enemies.splice(j, 1);
// Add points for defeating enemy
if (Mario.lightning && Mario.lightning.isActive) {
// Add 2 points when defeating with lightning shield
LK.setScore(LK.getScore() + 2);
scoreText.setText(LK.getScore());
} else if (Mario.isJumping) {
// Add 1 point when jumping on enemy
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
} else {
Mario.life -= 0.005; // Decrease Mario's life by 0.5%
if (Mario.life <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
}
// Update power-ups
for (var k = powerups.length - 1; k >= 0; k--) {
var powerup = powerups[k];
powerup.update();
// Check for collision with Mario
var currentIntersecting = Mario.intersects(powerup);
if (!powerup.lastWasIntersecting && currentIntersecting) {
// Power-up collected - apply effect
powerup.collected = true;
// Apply power-up effect
Mario.life = Math.min(1, Mario.life + 0.3); // Restore 30% of life
// Flash effect when collecting power-up
LK.effects.flashObject(Mario, 0xFFD700, 500);
// Show God mode text animation for 3 seconds
godModeText.showAnimation();
// Play god mode sound
LK.getSound('godmode').play();
// Enhance lightning effect for 5 seconds
if (Mario.lightning) {
// Set effect active flag
Mario.lightning.isActive = true;
for (var i = 0; i < Mario.lightning.bolts.length; i++) {
var bolt = Mario.lightning.bolts[i];
tween(bolt, {
alpha: 1,
scaleX: bolt.originalScale.x * 2,
scaleY: bolt.originalScale.y * 2
}, {
duration: 500,
easing: tween.elasticOut
});
}
// Update timer with the godmode duration (5 seconds)
godModeText.timerValue = 5;
// Reset to normal after 5 seconds (5000ms)
LK.setTimeout(function () {
Mario.lightning.isActive = false;
Mario.lightning.animate();
}, 5000);
}
// Remove the power-up
powerup.destroy();
powerups.splice(k, 1);
}
// Update tracking state
if (powerup) {
powerup.lastWasIntersecting = currentIntersecting;
}
}
// Sort enemies by their x position to ensure they never cover each other in display order
enemies.sort(function (a, b) {
return a.x - b.x;
});
// Update the life counter
lifeCounter.update();
// Update life percentage text
lifePercentText.setText(Math.round(Mario.life * 100) + '%');
};
// Handle player jump
game.down = function (x, y, obj) {
Mario.jump();
};
Ghiblis style
Ghibli style but more realistic
Ghibli style
NeonYellow powerup logo. In-Game asset. 2d. High contrast. No shadows
Running Sith jar-jar binks in ghibli style. In-Game asset. 2d. High contrast. No shadows
Shark with lasergun on his head, sideview, ghibli style. In-Game asset. 2d. High contrast. No shadows
White textbubble with thin black frame. 'Run away! A killer rabbit!' text in bubble. In-Game asset. 2d. High contrast. No shadows
Remove 3. Stripe from the shoe and the kit