User prompt
Signals cannot cover other signals
User prompt
Avoid signals overlap in display
User prompt
Change signal colors to laser shine ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add president asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Add cat asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Add volt asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Add loki asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Add Pepe asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Increase distance between memecoins
User prompt
Make bigger distance between memecoins load
User prompt
When the player picks up the closest coin, the one behind her also disappears. Fix it
User prompt
When the player picks up the closest coin, the one behind her also disappears.
User prompt
The level difference between the signals is too large.
User prompt
each coin type appears once during a round and then the round starts again
User prompt
reverse the spin of the coins to the other direction
User prompt
Add Shib asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Add dogmeme asset to the game. Add it to the memecoins class in the game logic and in the map
User prompt
Add more types of memecoin assets to the memecoin class
User prompt
Change signals long more diversify
User prompt
Ensure every signal line should be vertical.
User prompt
Change signals long a little bit more diversify
User prompt
Change signals long a little bit more diversify
User prompt
Add more types of memecoins to the memecoin class
User prompt
Ensure signals cannot overlaps player in the display order
User prompt
The distance between greensignals and redsignals in height is too much!!!
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Memecoin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('memecoin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.active = true; self.collected = false; self.update = function () { if (!self.active) { return; } self.x -= self.speed; // Rotate coin coinGraphics.rotation += 0.03; // Remove when off screen if (self.x < -100) { self.active = false; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.gravity = 0.5; self.jumpPower = -25; // Increased jump power from -15 to -25 self.isJumping = false; self.isDead = false; self.lastWasIntersecting = false; self.jump = function () { // Find if player is standing on a green signal var standingOnGreenSignal = signals.some(function (s) { return player && s.type === 'green' && player.intersects(s) && Math.abs(player.y - (s.y - 275)) < 10; }); if (!self.isDead && (self.vy === 0 || standingOnGreenSignal)) { self.vy = self.jumpPower; self.isJumping = true; LK.getSound('jump').play(); } }; self.update = function () { if (self.isDead) { return; } // Store last position for collision detection self.lastY = self.y; // Apply gravity self.vy += self.gravity; // Apply movement self.y += self.vy; // Track if player is jumping or falling self.isJumping = self.vy !== 0; // Ground collision detection if (self.y > 2732 - playerGraphics.height / 2) { // Bottom of screen self.y = 2732 - playerGraphics.height / 2; self.vy = 0; self.isJumping = false; } }; return self; }); var Shark = Container.expand(function () { var self = Container.call(this); var sharkGraphics = self.attachAsset('shark', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = 1; self.centerY = 2732 - sharkGraphics.height / 2; self.update = function () { // Keep shark at constant y position self.y = self.centerY; // Check if player exists and has fallen to shark's height level if (player && player.y > 2732 - 350) { // Shark hunts player - move toward player position self.direction = player.x > self.x ? 1 : -1; self.speed = 8; // Increase speed when hunting // Set correct shark orientation based on direction sharkGraphics.scale.x = self.direction; } else { // Normal back-and-forth movement when player isn't at shark level self.speed = 5; // Check if shark reached boundaries and change direction if (self.x > 1800 && self.direction === 1) { self.direction = -1; sharkGraphics.scale.x = -1; } else if (self.x < 200 && self.direction === -1) { self.direction = 1; sharkGraphics.scale.x = 1; } } // Apply movement self.x += self.speed * self.direction; }; return self; }); var Signal = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'green'; var assetId = self.type === 'green' ? 'greenSignal' : 'redSignal'; var signalGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1 / 1.2, scaleY: 1 / 1.2 }); // Rotate signal by 90 degrees to the left signalGraphics.rotation = -Math.PI / 2; // -90 degrees in radians self.speed = 3.5; self.active = true; self.update = function () { if (!self.active) { return; } self.x -= self.speed; // Remove when off screen only if player is not jumping/falling // Make sure we keep signals visible while player is falling if (self.x < -200) { // Only deactivate if player doesn't exist or if player is not jumping/falling if (!player || !player.isJumping && player.vy <= 0) { self.active = false; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x00142A }); /**** * Game Code ****/ // Game variables var player; var signals = []; var memecoins = []; var shark; var isGameActive = true; var gameSpeed = 1; var lastSignalTime = 0; var lastCoinTime = 0; var score = 0; var scoreIncrement = 0.1; var distanceTraveled = 0; // UI elements var scoreTxt; var highScoreTxt; // Initialize UI function initUI() { // Score text scoreTxt = new Text2('SCORE: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 0; // High score text var highScore = storage.highScore || 0; highScoreTxt = new Text2('HIGH SCORE: ' + Math.floor(highScore), { size: 50, fill: 0xFFD700 }); highScoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(highScoreTxt); highScoreTxt.y = 80; } // Initialize game world function initGame() { isGameActive = true; score = 0; distanceTraveled = 0; gameSpeed = 1; // Create player at top left, ready to fall player = new Player(); player.x = 200; player.y = 100; player.vy = 5; // Start with downward velocity game.addChild(player); // Create shark shark = new Shark(); shark.y = 2732 - 100; game.addChild(shark); // Clear signals and coins clearEntities(); // Create initial signals that have already reached the left side var recentHeights = []; var heightThreshold = 150; // Increased threshold for better staggering var baseY = 1500; // Starting Y position var lastSignalType = null; for (var i = 0; i < 44; i++) { // Force alternating signal types for better staggering var signalType; if (lastSignalType === 'green') { signalType = 'red'; } else if (lastSignalType === 'red') { signalType = 'green'; } else { signalType = Math.random() < 0.5 ? 'green' : 'red'; } lastSignalType = signalType; var lastY = baseY; if (signals.length > 0) { lastY = signals[signals.length - 1].y; } var newY; // Create a zig-zag pattern with more pronounced height differences if (signalType === 'green') { // Green signals go higher with less extreme variation var heightDiff = 100 + Math.random() * 100; newY = lastY - heightDiff; } else { // Red signals go lower with less extreme variation var heightDiff = 100 + Math.random() * 100; newY = lastY + heightDiff; } // Check if this height is too similar to recent heights var isTooSimilar = recentHeights.length > 0 && recentHeights.some(function (height) { return Math.abs(newY - height) < heightThreshold; }); // If too similar, adjust the height to avoid repetition, but with smaller offsets if (isTooSimilar) { if (signalType === 'green') { newY -= 100 + Math.random() * 50; // Reduced offset for more moderate separation } else { newY += 100 + Math.random() * 50; // Reduced offset for more moderate separation } } // Secondary check - verify we don't overlap with ANY recent height var stillOverlapping = recentHeights.some(function (height) { return Math.abs(newY - height) < heightThreshold; }); if (stillOverlapping) { // Apply additional vertical offset if still overlapping - with smaller offsets if (signalType === 'green') { newY -= 100; } else { newY += 100; } } // Ensure signal stays within playable area newY = Math.max(800, Math.min(2200, newY)); // Store this height for future comparison recentHeights.push(newY); if (recentHeights.length > 10) { recentHeights.shift(); // Keep only last 10 heights } var signal = new Signal(signalType); // Position signals already at the left side of the screen signal.x = -150 + i * 50; // Distribute signals across the left edge signal.y = newY; signals.push(signal); game.addChild(signal); } // Start game music LK.playMusic('gameMusic'); } // Clear all entities function clearEntities() { for (var i = signals.length - 1; i >= 0; i--) { signals[i].destroy(); signals.splice(i, 1); } for (var i = memecoins.length - 1; i >= 0; i--) { memecoins[i].destroy(); memecoins.splice(i, 1); } } // Spawn signals function spawnSignal() { var currentTime = Date.now(); // Spawn signals at intervals that maintain consistent spacing regardless of score // At higher scores (1000+), we need to keep a minimum time between signals var baseInterval = 300; var minInterval = 150; var adjustedInterval = score > 1000 ? Math.max(minInterval, baseInterval / gameSpeed) : baseInterval / gameSpeed; if (currentTime - lastSignalTime > adjustedInterval) { // This ensures spacing remains consistent even at high scores var signal; var lastSignalY = 1500; // Default Y position if no signals exist // Get the Y position of the last signal to compare with if (signals.length > 0) { var lastSignal = signals[signals.length - 1]; lastSignalY = lastSignal.y; } // Calculate a new Y position var newY; // Determine last signal type to force alternating pattern var lastSignalType = signals.length > 0 ? signals[signals.length - 1].type : null; // Track height differences for staggering var heightOffset = 250; // Base height difference between signals // Count consecutive red signals var redSignalCount = 0; // Find the last signal of each type for height comparison var lastGreenY = null; var lastRedY = null; // Track recent signal heights to prevent repetition var recentHeights = []; var heightThreshold = 150; // Increased threshold for better staggering detection // Collect the last few signal heights for comparison for (var i = signals.length - 1; i >= Math.max(0, signals.length - 15); i--) { recentHeights.push(signals[i].y); } // Find the last green and red signal Y positions for (var i = signals.length - 1; i >= 0; i--) { if (signals[i].type === 'green' && lastGreenY === null) { lastGreenY = signals[i].y; } if (signals[i].type === 'red' && lastRedY === null) { lastRedY = signals[i].y; } if (lastGreenY !== null && lastRedY !== null) { break; } } for (var i = signals.length - 1; i >= Math.max(0, signals.length - 5); i--) { if (signals[i] && signals[i].type === 'red') { redSignalCount++; } else { break; } } // Force alternating pattern for more staggered layout with smaller vertical differences if (redSignalCount >= 3 || lastSignalType === 'red') { // Force green signal with moderate height difference newY = lastSignalY - (heightOffset + Math.random() * 80); signal = new Signal('green'); } else if (lastSignalType === 'green') { // Force red signal with moderate height difference var heightDiff = heightOffset + Math.random() * 80; // Moderate height difference for staggering if (lastRedY !== null) { // Ensure we don't get too close to the last red signal var minDiff = 150; if (Math.abs(lastSignalY + heightDiff - lastRedY) < minDiff) { heightDiff += minDiff; // Add more height difference if too close } } newY = lastSignalY + heightDiff; signal = new Signal('red'); } else { // First signal or when we need more variety // 70% chance for green (upward) which encourages more up/down pattern if (Math.random() < 0.7) { // This signal will be higher (ascending) with moderate difference var heightDiff = heightOffset + Math.random() * 80; // Moderate height difference for staggering newY = lastSignalY - heightDiff; signal = new Signal('green'); } else { // This signal will be lower (descending) with moderate difference var heightDiff = heightOffset + Math.random() * 80; // Moderate height difference for staggering newY = lastSignalY + heightDiff; // Check if we would have too many consecutive red signals var wouldBeConsecutiveReds = redSignalCount + 1; if (wouldBeConsecutiveReds >= 3) { // Force green signal instead newY = lastSignalY - (heightOffset + Math.random() * 150); signal = new Signal('green'); } else { signal = new Signal('red'); } } } // Ensure signal stays within playable area newY = Math.max(800, Math.min(2200, newY)); // Additional check for signals that might be about to overlap (increase threshold to 100px) var potentialOverlap = signals.filter(function (s) { // Only check signals that are still on screen or about to enter return s.active && s.x > -200 && s.x < 2300 && Math.abs(s.y - newY) < 100; }); // If there's potential overlap, adjust the Y position with smaller changes if (potentialOverlap.length > 0) { if (signal.type === 'green') { newY -= 100 + Math.random() * 50; // Move green signals moderately higher } else { newY += 100 + Math.random() * 50; // Move red signals moderately lower } // Re-check playable area boundaries newY = Math.max(800, Math.min(2200, newY)); // Verify we've resolved the overlap var stillOverlapping = signals.some(function (s) { return s.active && s.x > -200 && s.x < 2300 && Math.abs(s.y - newY) < 100; }); // If still overlapping, try one more adjustment with smaller changes if (stillOverlapping) { if (signal.type === 'green') { newY -= 100; } else { newY += 100; } // Final boundary check newY = Math.max(800, Math.min(2200, newY)); } } // Add height variation to signals and prevent consecutive similar heights if (signal.type === 'green') { // Green signals with moderate height variations for better height distribution var greenOffset = Math.random() * 80 + 30; // Reduced base variation // Check if this height is too similar to recent heights var isTooSimilar = recentHeights.some(function (height) { return Math.abs(newY - greenOffset - height) < heightThreshold; }); // If too similar, moderately increase the offset to ensure different height if (isTooSimilar) { greenOffset += 100 + Math.random() * 80; // Moderate offset for balanced staggering } newY -= greenOffset; // Double-check after adjustment var stillTooSimilar = recentHeights.some(function (height) { return Math.abs(newY - height) < heightThreshold; }); if (stillTooSimilar) { newY -= 200; // Apply larger additional offset if still too similar } } else if (signal.type === 'red') { // Red signals with moderate height variations for better height distribution var redOffset = Math.random() * 80 + 30; // Reduced base variation // Check if this height is too similar to recent heights var isTooSimilar = recentHeights.some(function (height) { return Math.abs(newY + redOffset - height) < heightThreshold; }); // If too similar, moderately increase the offset to ensure different height if (isTooSimilar) { redOffset += 100 + Math.random() * 80; // Moderate offset for balanced staggering } newY += redOffset; // Double-check after adjustment var stillTooSimilar = recentHeights.some(function (height) { return Math.abs(newY - height) < heightThreshold; }); if (stillTooSimilar) { newY += 200; // Apply larger additional offset if still too similar } } signal.x = 2048 + 150; signal.y = newY; signals.push(signal); game.addChild(signal); lastSignalTime = currentTime; } } // Spawn memecoins function spawnMemecoin() { var currentTime = Date.now(); // Spawn coins less frequently than signals - doubled interval from 3000 to 6000 if (currentTime - lastCoinTime > 6000 / gameSpeed) { // Find green signals that are still on screen (or about to enter) var greenSignals = signals.filter(function (signal) { return signal.type === 'green' && signal.x > -200 && signal.x < 2300; }); // Only spawn coin if we have green signals if (greenSignals.length > 0) { // Pick a random green signal var randomGreenSignal = greenSignals[Math.floor(Math.random() * greenSignals.length)]; var coin = new Memecoin(); coin.x = 2048 + 150; // Position coin above the green signal (50-150px higher) coin.y = randomGreenSignal.y - randomGreenSignal.width / 2 - 100 - Math.random() * 100; memecoins.push(coin); game.addChild(coin); lastCoinTime = currentTime; } } } // Check collisions between player and signals/coins/shark function checkCollisions() { if (!isGameActive) { return; } // Check signal collisions for (var i = 0; i < signals.length; i++) { var signal = signals[i]; if (signal.active && player.intersects(signal)) { // Store previous intersection state var wasIntersecting = player.lastWasIntersecting; player.lastWasIntersecting = true; // Only handle collision if this is a new intersection if (!wasIntersecting) { // Check if player is above the signal and falling down // The signal is rotated 90 degrees left, so we need to detect its height properly // Signal's height is now its width because of the rotation var signalHeight = 50 / 1.2; // Original height divided by scale factor var signalWidth = 500 / 1.2; // Original width divided by scale factor var playerHeight = 150; // Player height // Calculate where the top of the signal is considering rotation if (player.y < signal.y - signalWidth / 2 && player.vy > 0) { if (signal.type === 'green') { // Land on green signals but don't automatically jump // Position player properly on top of the signal player.y = signal.y - signalWidth / 2 - playerHeight / 2; player.vy = 0; player.isJumping = false; } else if (signal.type === 'red') { // Pass through red signals, ignore collision // Don't land on red signals, continue falling player.vy += player.gravity; player.isJumping = true; } } } } else if (signal.active) { // If not intersecting this signal, reset lastWasIntersecting player.lastWasIntersecting = false; } } // Check memecoin collisions for (var i = 0; i < memecoins.length; i++) { var coin = memecoins[i]; if (coin.active && !coin.collected && player.intersects(coin)) { // Collect coin coin.collected = true; // Add points score += 50; scoreTxt.setText('SCORE: ' + Math.floor(score)); // Flash coin and remove LK.effects.flashObject(coin, 0xFFFFFF, 300); LK.getSound('coinCollect').play(); tween(coin, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, onFinish: function onFinish() { coin.active = false; } }); } } // Check shark collision if (player.y > 2732 - player.height && player.intersects(shark)) { // Game over if player touches shark gameOver(); } } // Clean up inactive entities function cleanupEntities() { // Remove inactive signals for (var i = signals.length - 1; i >= 0; i--) { // Only remove signals if player is not jumping or falling if (!signals[i].active) { // Add extra conditions to ensure we don't remove signals that player might need to land on if (!player || !player.isJumping && player.vy <= 0) { signals[i].destroy(); signals.splice(i, 1); } } } // Remove inactive coins for (var i = memecoins.length - 1; i >= 0; i--) { if (!memecoins[i].active) { memecoins[i].destroy(); memecoins.splice(i, 1); } } } // Game over function gameOver() { isGameActive = false; player.isDead = true; // Play crash sound LK.getSound('crash').play(); // Flash screen red LK.effects.flashScreen(0xFF0000, 500); // Update high score var highScore = storage.highScore || 0; if (score > highScore) { storage.highScore = score; highScoreTxt.setText('HIGH SCORE: ' + Math.floor(score)); } // Show game over after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 800); } // Input handling game.down = function (x, y, obj) { // Jump when tapping/clicking player.jump(); }; // Main game update loop game.update = function () { if (!isGameActive) { return; } // Update score based on distance distanceTraveled += gameSpeed; score += scoreIncrement * gameSpeed; // Update score display occasionally to avoid text updates every frame if (Math.floor(score) % 5 === 0) { scoreTxt.setText('SCORE: ' + Math.floor(score)); } // Increase game speed gradually gameSpeed = 1 + distanceTraveled / 10000; // Spawn entities spawnSignal(); spawnMemecoin(); // Check collisions checkCollisions(); // Remove inactive entities cleanupEntities(); // Check if player fell off screen if (player.y > 2732 + 200) { gameOver(); } }; // Initialize UI and game initUI(); initGame(); // Track signal status globally game.onEntityDestroyed = function (entity) { // Keep track of destroyed entities if needed if (entity instanceof Signal && player) { // Keep signals around longer if player is falling or jumping if (player.isJumping || player.vy > 0) { // Return false to prevent deletion when player might need to land return false; } } return true; };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Memecoin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('memecoin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.active = true;
self.collected = false;
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Rotate coin
coinGraphics.rotation += 0.03;
// Remove when off screen
if (self.x < -100) {
self.active = false;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.gravity = 0.5;
self.jumpPower = -25; // Increased jump power from -15 to -25
self.isJumping = false;
self.isDead = false;
self.lastWasIntersecting = false;
self.jump = function () {
// Find if player is standing on a green signal
var standingOnGreenSignal = signals.some(function (s) {
return player && s.type === 'green' && player.intersects(s) && Math.abs(player.y - (s.y - 275)) < 10;
});
if (!self.isDead && (self.vy === 0 || standingOnGreenSignal)) {
self.vy = self.jumpPower;
self.isJumping = true;
LK.getSound('jump').play();
}
};
self.update = function () {
if (self.isDead) {
return;
}
// Store last position for collision detection
self.lastY = self.y;
// Apply gravity
self.vy += self.gravity;
// Apply movement
self.y += self.vy;
// Track if player is jumping or falling
self.isJumping = self.vy !== 0;
// Ground collision detection
if (self.y > 2732 - playerGraphics.height / 2) {
// Bottom of screen
self.y = 2732 - playerGraphics.height / 2;
self.vy = 0;
self.isJumping = false;
}
};
return self;
});
var Shark = Container.expand(function () {
var self = Container.call(this);
var sharkGraphics = self.attachAsset('shark', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.direction = 1;
self.centerY = 2732 - sharkGraphics.height / 2;
self.update = function () {
// Keep shark at constant y position
self.y = self.centerY;
// Check if player exists and has fallen to shark's height level
if (player && player.y > 2732 - 350) {
// Shark hunts player - move toward player position
self.direction = player.x > self.x ? 1 : -1;
self.speed = 8; // Increase speed when hunting
// Set correct shark orientation based on direction
sharkGraphics.scale.x = self.direction;
} else {
// Normal back-and-forth movement when player isn't at shark level
self.speed = 5;
// Check if shark reached boundaries and change direction
if (self.x > 1800 && self.direction === 1) {
self.direction = -1;
sharkGraphics.scale.x = -1;
} else if (self.x < 200 && self.direction === -1) {
self.direction = 1;
sharkGraphics.scale.x = 1;
}
}
// Apply movement
self.x += self.speed * self.direction;
};
return self;
});
var Signal = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'green';
var assetId = self.type === 'green' ? 'greenSignal' : 'redSignal';
var signalGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1 / 1.2,
scaleY: 1 / 1.2
});
// Rotate signal by 90 degrees to the left
signalGraphics.rotation = -Math.PI / 2; // -90 degrees in radians
self.speed = 3.5;
self.active = true;
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Remove when off screen only if player is not jumping/falling
// Make sure we keep signals visible while player is falling
if (self.x < -200) {
// Only deactivate if player doesn't exist or if player is not jumping/falling
if (!player || !player.isJumping && player.vy <= 0) {
self.active = false;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x00142A
});
/****
* Game Code
****/
// Game variables
var player;
var signals = [];
var memecoins = [];
var shark;
var isGameActive = true;
var gameSpeed = 1;
var lastSignalTime = 0;
var lastCoinTime = 0;
var score = 0;
var scoreIncrement = 0.1;
var distanceTraveled = 0;
// UI elements
var scoreTxt;
var highScoreTxt;
// Initialize UI
function initUI() {
// Score text
scoreTxt = new Text2('SCORE: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 0;
// High score text
var highScore = storage.highScore || 0;
highScoreTxt = new Text2('HIGH SCORE: ' + Math.floor(highScore), {
size: 50,
fill: 0xFFD700
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.y = 80;
}
// Initialize game world
function initGame() {
isGameActive = true;
score = 0;
distanceTraveled = 0;
gameSpeed = 1;
// Create player at top left, ready to fall
player = new Player();
player.x = 200;
player.y = 100;
player.vy = 5; // Start with downward velocity
game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
game.addChild(shark);
// Clear signals and coins
clearEntities();
// Create initial signals that have already reached the left side
var recentHeights = [];
var heightThreshold = 150; // Increased threshold for better staggering
var baseY = 1500; // Starting Y position
var lastSignalType = null;
for (var i = 0; i < 44; i++) {
// Force alternating signal types for better staggering
var signalType;
if (lastSignalType === 'green') {
signalType = 'red';
} else if (lastSignalType === 'red') {
signalType = 'green';
} else {
signalType = Math.random() < 0.5 ? 'green' : 'red';
}
lastSignalType = signalType;
var lastY = baseY;
if (signals.length > 0) {
lastY = signals[signals.length - 1].y;
}
var newY;
// Create a zig-zag pattern with more pronounced height differences
if (signalType === 'green') {
// Green signals go higher with less extreme variation
var heightDiff = 100 + Math.random() * 100;
newY = lastY - heightDiff;
} else {
// Red signals go lower with less extreme variation
var heightDiff = 100 + Math.random() * 100;
newY = lastY + heightDiff;
}
// Check if this height is too similar to recent heights
var isTooSimilar = recentHeights.length > 0 && recentHeights.some(function (height) {
return Math.abs(newY - height) < heightThreshold;
});
// If too similar, adjust the height to avoid repetition, but with smaller offsets
if (isTooSimilar) {
if (signalType === 'green') {
newY -= 100 + Math.random() * 50; // Reduced offset for more moderate separation
} else {
newY += 100 + Math.random() * 50; // Reduced offset for more moderate separation
}
}
// Secondary check - verify we don't overlap with ANY recent height
var stillOverlapping = recentHeights.some(function (height) {
return Math.abs(newY - height) < heightThreshold;
});
if (stillOverlapping) {
// Apply additional vertical offset if still overlapping - with smaller offsets
if (signalType === 'green') {
newY -= 100;
} else {
newY += 100;
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
// Store this height for future comparison
recentHeights.push(newY);
if (recentHeights.length > 10) {
recentHeights.shift(); // Keep only last 10 heights
}
var signal = new Signal(signalType);
// Position signals already at the left side of the screen
signal.x = -150 + i * 50; // Distribute signals across the left edge
signal.y = newY;
signals.push(signal);
game.addChild(signal);
}
// Start game music
LK.playMusic('gameMusic');
}
// Clear all entities
function clearEntities() {
for (var i = signals.length - 1; i >= 0; i--) {
signals[i].destroy();
signals.splice(i, 1);
}
for (var i = memecoins.length - 1; i >= 0; i--) {
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at intervals that maintain consistent spacing regardless of score
// At higher scores (1000+), we need to keep a minimum time between signals
var baseInterval = 300;
var minInterval = 150;
var adjustedInterval = score > 1000 ? Math.max(minInterval, baseInterval / gameSpeed) : baseInterval / gameSpeed;
if (currentTime - lastSignalTime > adjustedInterval) {
// This ensures spacing remains consistent even at high scores
var signal;
var lastSignalY = 1500; // Default Y position if no signals exist
// Get the Y position of the last signal to compare with
if (signals.length > 0) {
var lastSignal = signals[signals.length - 1];
lastSignalY = lastSignal.y;
}
// Calculate a new Y position
var newY;
// Determine last signal type to force alternating pattern
var lastSignalType = signals.length > 0 ? signals[signals.length - 1].type : null;
// Track height differences for staggering
var heightOffset = 250; // Base height difference between signals
// Count consecutive red signals
var redSignalCount = 0;
// Find the last signal of each type for height comparison
var lastGreenY = null;
var lastRedY = null;
// Track recent signal heights to prevent repetition
var recentHeights = [];
var heightThreshold = 150; // Increased threshold for better staggering detection
// Collect the last few signal heights for comparison
for (var i = signals.length - 1; i >= Math.max(0, signals.length - 15); i--) {
recentHeights.push(signals[i].y);
}
// Find the last green and red signal Y positions
for (var i = signals.length - 1; i >= 0; i--) {
if (signals[i].type === 'green' && lastGreenY === null) {
lastGreenY = signals[i].y;
}
if (signals[i].type === 'red' && lastRedY === null) {
lastRedY = signals[i].y;
}
if (lastGreenY !== null && lastRedY !== null) {
break;
}
}
for (var i = signals.length - 1; i >= Math.max(0, signals.length - 5); i--) {
if (signals[i] && signals[i].type === 'red') {
redSignalCount++;
} else {
break;
}
}
// Force alternating pattern for more staggered layout with smaller vertical differences
if (redSignalCount >= 3 || lastSignalType === 'red') {
// Force green signal with moderate height difference
newY = lastSignalY - (heightOffset + Math.random() * 80);
signal = new Signal('green');
} else if (lastSignalType === 'green') {
// Force red signal with moderate height difference
var heightDiff = heightOffset + Math.random() * 80; // Moderate height difference for staggering
if (lastRedY !== null) {
// Ensure we don't get too close to the last red signal
var minDiff = 150;
if (Math.abs(lastSignalY + heightDiff - lastRedY) < minDiff) {
heightDiff += minDiff; // Add more height difference if too close
}
}
newY = lastSignalY + heightDiff;
signal = new Signal('red');
} else {
// First signal or when we need more variety
// 70% chance for green (upward) which encourages more up/down pattern
if (Math.random() < 0.7) {
// This signal will be higher (ascending) with moderate difference
var heightDiff = heightOffset + Math.random() * 80; // Moderate height difference for staggering
newY = lastSignalY - heightDiff;
signal = new Signal('green');
} else {
// This signal will be lower (descending) with moderate difference
var heightDiff = heightOffset + Math.random() * 80; // Moderate height difference for staggering
newY = lastSignalY + heightDiff;
// Check if we would have too many consecutive red signals
var wouldBeConsecutiveReds = redSignalCount + 1;
if (wouldBeConsecutiveReds >= 3) {
// Force green signal instead
newY = lastSignalY - (heightOffset + Math.random() * 150);
signal = new Signal('green');
} else {
signal = new Signal('red');
}
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
// Additional check for signals that might be about to overlap (increase threshold to 100px)
var potentialOverlap = signals.filter(function (s) {
// Only check signals that are still on screen or about to enter
return s.active && s.x > -200 && s.x < 2300 && Math.abs(s.y - newY) < 100;
});
// If there's potential overlap, adjust the Y position with smaller changes
if (potentialOverlap.length > 0) {
if (signal.type === 'green') {
newY -= 100 + Math.random() * 50; // Move green signals moderately higher
} else {
newY += 100 + Math.random() * 50; // Move red signals moderately lower
}
// Re-check playable area boundaries
newY = Math.max(800, Math.min(2200, newY));
// Verify we've resolved the overlap
var stillOverlapping = signals.some(function (s) {
return s.active && s.x > -200 && s.x < 2300 && Math.abs(s.y - newY) < 100;
});
// If still overlapping, try one more adjustment with smaller changes
if (stillOverlapping) {
if (signal.type === 'green') {
newY -= 100;
} else {
newY += 100;
}
// Final boundary check
newY = Math.max(800, Math.min(2200, newY));
}
}
// Add height variation to signals and prevent consecutive similar heights
if (signal.type === 'green') {
// Green signals with moderate height variations for better height distribution
var greenOffset = Math.random() * 80 + 30; // Reduced base variation
// Check if this height is too similar to recent heights
var isTooSimilar = recentHeights.some(function (height) {
return Math.abs(newY - greenOffset - height) < heightThreshold;
});
// If too similar, moderately increase the offset to ensure different height
if (isTooSimilar) {
greenOffset += 100 + Math.random() * 80; // Moderate offset for balanced staggering
}
newY -= greenOffset;
// Double-check after adjustment
var stillTooSimilar = recentHeights.some(function (height) {
return Math.abs(newY - height) < heightThreshold;
});
if (stillTooSimilar) {
newY -= 200; // Apply larger additional offset if still too similar
}
} else if (signal.type === 'red') {
// Red signals with moderate height variations for better height distribution
var redOffset = Math.random() * 80 + 30; // Reduced base variation
// Check if this height is too similar to recent heights
var isTooSimilar = recentHeights.some(function (height) {
return Math.abs(newY + redOffset - height) < heightThreshold;
});
// If too similar, moderately increase the offset to ensure different height
if (isTooSimilar) {
redOffset += 100 + Math.random() * 80; // Moderate offset for balanced staggering
}
newY += redOffset;
// Double-check after adjustment
var stillTooSimilar = recentHeights.some(function (height) {
return Math.abs(newY - height) < heightThreshold;
});
if (stillTooSimilar) {
newY += 200; // Apply larger additional offset if still too similar
}
}
signal.x = 2048 + 150;
signal.y = newY;
signals.push(signal);
game.addChild(signal);
lastSignalTime = currentTime;
}
}
// Spawn memecoins
function spawnMemecoin() {
var currentTime = Date.now();
// Spawn coins less frequently than signals - doubled interval from 3000 to 6000
if (currentTime - lastCoinTime > 6000 / gameSpeed) {
// Find green signals that are still on screen (or about to enter)
var greenSignals = signals.filter(function (signal) {
return signal.type === 'green' && signal.x > -200 && signal.x < 2300;
});
// Only spawn coin if we have green signals
if (greenSignals.length > 0) {
// Pick a random green signal
var randomGreenSignal = greenSignals[Math.floor(Math.random() * greenSignals.length)];
var coin = new Memecoin();
coin.x = 2048 + 150;
// Position coin above the green signal (50-150px higher)
coin.y = randomGreenSignal.y - randomGreenSignal.width / 2 - 100 - Math.random() * 100;
memecoins.push(coin);
game.addChild(coin);
lastCoinTime = currentTime;
}
}
}
// Check collisions between player and signals/coins/shark
function checkCollisions() {
if (!isGameActive) {
return;
}
// Check signal collisions
for (var i = 0; i < signals.length; i++) {
var signal = signals[i];
if (signal.active && player.intersects(signal)) {
// Store previous intersection state
var wasIntersecting = player.lastWasIntersecting;
player.lastWasIntersecting = true;
// Only handle collision if this is a new intersection
if (!wasIntersecting) {
// Check if player is above the signal and falling down
// The signal is rotated 90 degrees left, so we need to detect its height properly
// Signal's height is now its width because of the rotation
var signalHeight = 50 / 1.2; // Original height divided by scale factor
var signalWidth = 500 / 1.2; // Original width divided by scale factor
var playerHeight = 150; // Player height
// Calculate where the top of the signal is considering rotation
if (player.y < signal.y - signalWidth / 2 && player.vy > 0) {
if (signal.type === 'green') {
// Land on green signals but don't automatically jump
// Position player properly on top of the signal
player.y = signal.y - signalWidth / 2 - playerHeight / 2;
player.vy = 0;
player.isJumping = false;
} else if (signal.type === 'red') {
// Pass through red signals, ignore collision
// Don't land on red signals, continue falling
player.vy += player.gravity;
player.isJumping = true;
}
}
}
} else if (signal.active) {
// If not intersecting this signal, reset lastWasIntersecting
player.lastWasIntersecting = false;
}
}
// Check memecoin collisions
for (var i = 0; i < memecoins.length; i++) {
var coin = memecoins[i];
if (coin.active && !coin.collected && player.intersects(coin)) {
// Collect coin
coin.collected = true;
// Add points
score += 50;
scoreTxt.setText('SCORE: ' + Math.floor(score));
// Flash coin and remove
LK.effects.flashObject(coin, 0xFFFFFF, 300);
LK.getSound('coinCollect').play();
tween(coin, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
coin.active = false;
}
});
}
}
// Check shark collision
if (player.y > 2732 - player.height && player.intersects(shark)) {
// Game over if player touches shark
gameOver();
}
}
// Clean up inactive entities
function cleanupEntities() {
// Remove inactive signals
for (var i = signals.length - 1; i >= 0; i--) {
// Only remove signals if player is not jumping or falling
if (!signals[i].active) {
// Add extra conditions to ensure we don't remove signals that player might need to land on
if (!player || !player.isJumping && player.vy <= 0) {
signals[i].destroy();
signals.splice(i, 1);
}
}
}
// Remove inactive coins
for (var i = memecoins.length - 1; i >= 0; i--) {
if (!memecoins[i].active) {
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
}
// Game over
function gameOver() {
isGameActive = false;
player.isDead = true;
// Play crash sound
LK.getSound('crash').play();
// Flash screen red
LK.effects.flashScreen(0xFF0000, 500);
// Update high score
var highScore = storage.highScore || 0;
if (score > highScore) {
storage.highScore = score;
highScoreTxt.setText('HIGH SCORE: ' + Math.floor(score));
}
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 800);
}
// Input handling
game.down = function (x, y, obj) {
// Jump when tapping/clicking
player.jump();
};
// Main game update loop
game.update = function () {
if (!isGameActive) {
return;
}
// Update score based on distance
distanceTraveled += gameSpeed;
score += scoreIncrement * gameSpeed;
// Update score display occasionally to avoid text updates every frame
if (Math.floor(score) % 5 === 0) {
scoreTxt.setText('SCORE: ' + Math.floor(score));
}
// Increase game speed gradually
gameSpeed = 1 + distanceTraveled / 10000;
// Spawn entities
spawnSignal();
spawnMemecoin();
// Check collisions
checkCollisions();
// Remove inactive entities
cleanupEntities();
// Check if player fell off screen
if (player.y > 2732 + 200) {
gameOver();
}
};
// Initialize UI and game
initUI();
initGame();
// Track signal status globally
game.onEntityDestroyed = function (entity) {
// Keep track of destroyed entities if needed
if (entity instanceof Signal && player) {
// Keep signals around longer if player is falling or jumping
if (player.isJumping || player.vy > 0) {
// Return false to prevent deletion when player might need to land
return false;
}
}
return true;
};
Grey shark, sideview. In-Game asset. 2d. High contrast. No shadows
Golden Dogecoin
Golden memecoin with sunglasses
shiba inu golden memecoin
Golden memecoin with Pepe
Golden coin with Floki
Golden coin with volt
Golden coin with cute catface
Golden coin with Trump and 'WILL FIX IT' Text
Lightning line. In-Game asset. 2d. High contrast. No shadows