User prompt
Whenever someone plays the game they should be at level 1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make level 2
User prompt
Now after level one there's level 2 and then after bunch up to 50
User prompt
The movement and jump system should only works if you use the buttons
User prompt
Make a movement and jump system that is ultra good ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove the problem that keeps making the player jump automatically
User prompt
Remove the movement system and jump system
User prompt
Just a block no body a block with eyes and a happy face
User prompt
Change the character to a block with eyes and a smiley face
User prompt
Fill in the rest of the ground
User prompt
I still see the character glitching through the ground
User prompt
The character is glitching again
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(part, {' Line Number: 460
User prompt
It won't stop glitching through the ground
User prompt
Reset the character and turn it into a pixilated kid
User prompt
When you start the game you should be at level 1
User prompt
Make the rest of the ground brown ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The character keeps glitching through the ground
User prompt
The character can't stop jumping low
User prompt
The game is lagging fix it
User prompt
Could you fix that
User prompt
Now make the character eyes
User prompt
Give the human hair
User prompt
The human legs are glitching through the ground
User prompt
Make the character a 128 bit human
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, coins: 0, highScore: 0 }); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); // Coin sprite var sprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Animate coin self.update = function () { sprite.rotation += 0.05; }; self.collect = function () { LK.getSound('coin').play(); self.destroy(); }; return self; }); var ControlButton = Container.expand(function (type) { var self = Container.call(this); // Control button properties self.type = type; // 'jump', 'left', or 'right' self.isPressed = false; // Button sprite var sprite = self.attachAsset(type + 'Button', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); // Button icon (text inside the button) var icon; if (type === 'jump') { icon = new Text2('↑', { size: 100, fill: 0xFFFFFF }); } else if (type === 'left') { icon = new Text2('←', { size: 100, fill: 0xFFFFFF }); } else if (type === 'right') { icon = new Text2('→', { size: 100, fill: 0xFFFFFF }); } if (icon) { icon.anchor.set(0.5, 0.5); self.addChild(icon); } self.down = function (x, y, obj) { self.isPressed = true; sprite.alpha = 0.8; }; self.up = function (x, y, obj) { self.isPressed = false; sprite.alpha = 0.5; }; return self; }); var Enemy = Container.expand(function (patrolDistance) { var self = Container.call(this); // Default parameter patrolDistance = patrolDistance || 200; // Enemy properties self.speed = 3; self.direction = 1; self.patrolDistance = patrolDistance; self.startX = 0; // Enemy sprite var sprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed * self.direction; // Check if we need to change direction if (Math.abs(self.x - self.startX) > self.patrolDistance) { self.direction *= -1; sprite.scaleX = -sprite.scaleX; // Flip the enemy when changing direction } }; self.setStartPosition = function (x, y) { self.x = x; self.y = y; self.startX = x; }; return self; }); var Goal = Container.expand(function () { var self = Container.call(this); // Goal sprite var sprite = self.attachAsset('goal', { anchorX: 0.5, anchorY: 0.5 }); self.reach = function () { LK.getSound('win').play(); LK.effects.flashObject(self, 0x00ff00, 1000); // Increment level and save progress var currentLevel = storage.currentLevel || 1; storage.currentLevel = currentLevel + 1; // Show win screen with delay LK.setTimeout(function () { LK.showYouWin(); }, 1000); }; return self; }); var Platform = Container.expand(function (width, height, isMoving) { var self = Container.call(this); // Default parameters width = width || 200; height = height || 30; isMoving = isMoving || false; // Platform properties self.isMoving = isMoving; self.moveSpeed = 2; self.direction = 1; self.moveDistance = 300; self.startX = 0; // Platform sprite var sprite = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5, width: width, height: height }); self.update = function () { if (self.isMoving) { self.x += self.moveSpeed * self.direction; // Check if we need to change direction if (Math.abs(self.x - self.startX) > self.moveDistance) { self.direction *= -1; } } }; self.setStartPosition = function (x, y) { self.x = x; self.y = y; self.startX = x; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); // Player properties self.vx = 0; self.vy = 0; self.speed = 8; self.jumpForce = -25; // Increased jump force from -20 to -25 self.gravity = 0.8; // Reduced gravity from 1 to 0.8 self.isJumping = false; self.isDead = false; self.facingRight = true; self.canJump = false; // Create a simple block character with eyes and smiley face // Main block (body) var block = self.addChild(LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80, tint: 0x4287f5 // Blue block color })); // Eyes (small white rectangles) var leftEye = self.addChild(LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 10, height: 10, x: -20, y: -15, tint: 0xFFFFFF // White eyes })); var rightEye = self.addChild(LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 10, height: 10, x: 20, y: -15, tint: 0xFFFFFF // White eyes })); // Smile (simple arc using three rectangles) var leftSmile = self.addChild(LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 15, height: 5, x: -15, y: 15, tint: 0x000000 // Black smile })); var rightSmile = self.addChild(LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 15, height: 5, x: 15, y: 15, tint: 0x000000 // Black smile })); var bottomSmile = self.addChild(LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 30, height: 5, x: 0, y: 20, tint: 0x000000 // Black smile })); // Store reference to all parts for animation self.parts = { block: block, leftEye: leftEye, rightEye: rightEye, leftSmile: leftSmile, rightSmile: rightSmile, bottomSmile: bottomSmile }; // Create a hitbox for collision detection (invisible) var sprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Make invisible, just for collision }); self.update = function () { if (self.isDead) { return; } // Apply gravity self.vy += self.gravity; // Update position based on velocity self.x += self.vx; self.y += self.vy; // Reset jump state if on ground if (self.canJump) { self.isJumping = false; } else { self.isJumping = true; } // Only update animations every other frame to reduce CPU load if (LK.ticks % 2 === 0) { // Keep player oriented based on direction if (self.vx > 0 && !self.facingRight) { self.facingRight = true; sprite.scaleX = 1; // Flip all parts to face right Object.values(self.parts).forEach(function (part) { part.scaleX = Math.abs(part.scaleX); }); self.parts.leftEye.x = -20; self.parts.rightEye.x = 20; self.parts.leftSmile.x = -15; self.parts.rightSmile.x = 15; self.parts.bottomSmile.x = 0; } else if (self.vx < 0 && self.facingRight) { self.facingRight = false; sprite.scaleX = -1; // Flip all parts to face left Object.values(self.parts).forEach(function (part) { part.scaleX = -Math.abs(part.scaleX); }); self.parts.leftEye.x = 20; self.parts.rightEye.x = -20; self.parts.leftSmile.x = 15; self.parts.rightSmile.x = -15; self.parts.bottomSmile.x = 0; } // Simple block rotation when moving if (self.vx !== 0) { // Slight tilt in direction of movement var tiltAmount = 0.05; self.parts.block.rotation = self.facingRight ? tiltAmount : -tiltAmount; } else { // Reset when standing still self.parts.block.rotation = 0; } // Animate jumping if (self.isJumping) { // Slight squish when jumping self.parts.block.scaleY = 0.9; self.parts.block.scaleX = self.facingRight ? 1.1 : -1.1; } else { // Reset scale when not jumping self.parts.block.scaleY = 1; self.parts.block.scaleX = self.facingRight ? 1 : -1; } // Simple pixel blinking - just disappear eyes briefly if (!self.nextBlinkTime) { self.nextBlinkTime = LK.ticks + Math.floor(Math.random() * 180) + 180; // 3-6 seconds at 60fps } if (LK.ticks >= self.nextBlinkTime) { // Hide eyes for blinking self.parts.leftEye.alpha = 0; self.parts.rightEye.alpha = 0; // Show eyes after 8 frames if (LK.ticks >= self.nextBlinkTime + 8) { self.parts.leftEye.alpha = 1; self.parts.rightEye.alpha = 1; // Set next blink time self.nextBlinkTime = LK.ticks + Math.floor(Math.random() * 180) + 180; } } } }; self.jump = function () { if (!self.isJumping && self.canJump) { self.vy = self.jumpForce; self.isJumping = true; self.canJump = false; LK.getSound('jump').play(); } }; self.moveLeft = function () { self.vx = -self.speed; }; self.moveRight = function () { self.vx = self.speed; }; self.stop = function () { self.vx = 0; }; self.die = function () { if (!self.isDead) { self.isDead = true; LK.getSound('hit').play(); LK.effects.flashObject(self, 0xff0000, 500); // Block death animation - scatter the block parts Object.values(self.parts).forEach(function (part) { // Use tween to create a scatter effect tween(part, { y: part.y + (Math.random() * 300 - 150), x: part.x + (Math.random() * 300 - 150), rotation: Math.floor(Math.random() * 4) * (Math.PI / 2), alpha: 0 }, { duration: 800, easing: 'easeInQuad' }); }); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue }); /**** * Game Code ****/ // Game variables var player; var platforms = []; var coins = []; var enemies = []; var goal; var jumpButton; var leftButton; var rightButton; var cameraPosX = 0; var cameraPosY = 0; var worldContainer; var uiContainer; var levelWidth = 5000; // The total width of the level var groundY = 2732 - 100; // Y position of the ground var score = 0; var level = 1; // Initialize UI var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -250; // Offset from topRight anchor var levelTxt = new Text2('Level: ' + level, { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); LK.gui.top.addChild(levelTxt); // Initialize world container to allow camera movement worldContainer = new Container(); game.addChild(worldContainer); // Create player player = new Player(); player.x = 200; player.y = groundY - 200; worldContainer.addChild(player); // Create control buttons jumpButton = new ControlButton('jump'); jumpButton.x = 2048 - 250; jumpButton.y = 2732 - 250; jumpButton.scale.set(1.5, 1.5); // Make jump button 50% larger game.addChild(jumpButton); leftButton = new ControlButton('left'); leftButton.x = 200; leftButton.y = 2732 - 250; leftButton.scale.set(1.5, 1.5); // Make left button 50% larger game.addChild(leftButton); rightButton = new ControlButton('right'); rightButton.x = 500; rightButton.y = 2732 - 250; rightButton.scale.set(1.5, 1.5); // Make right button 50% larger game.addChild(rightButton); // Create level function function createLevel(level) { // Clear previous level objects for (var i = platforms.length - 1; i >= 0; i--) { worldContainer.removeChild(platforms[i]); platforms.splice(i, 1); } for (var i = coins.length - 1; i >= 0; i--) { worldContainer.removeChild(coins[i]); coins.splice(i, 1); } for (var i = enemies.length - 1; i >= 0; i--) { worldContainer.removeChild(enemies[i]); enemies.splice(i, 1); } if (goal) { worldContainer.removeChild(goal); goal = null; } // Create ground - ensure complete coverage for (var i = 0; i < levelWidth; i += 400) { var ground = new Platform(400, 50, false); ground.setStartPosition(i + 200, groundY); // Apply brown color to ground platforms var groundSprite = ground.children[0]; tween(groundSprite, { tint: 0x8b4513 }, { duration: 0 }); // Make ground brown worldContainer.addChild(ground); platforms.push(ground); } // Add additional terrain features // Add dirt layer below ground for (var i = 0; i < levelWidth; i += 400) { var dirt = new Platform(400, 100, false); dirt.setStartPosition(i + 200, groundY + 75); var dirtSprite = dirt.children[0]; tween(dirtSprite, { tint: 0x5d3a1a // Darker brown for dirt }, { duration: 0 }); worldContainer.addChild(dirt); platforms.push(dirt); } // Add rocky foundation at the bottom for (var i = 0; i < levelWidth; i += 400) { var rock = new Platform(400, 200, false); rock.setStartPosition(i + 200, groundY + 225); var rockSprite = rock.children[0]; tween(rockSprite, { tint: 0x444444 // Dark gray for rocks }, { duration: 0 }); worldContainer.addChild(rock); platforms.push(rock); } // Level-specific configurations switch (level) { case 1: // Level 1: Basic platforms and coins createPlatform(600, groundY - 200, 200, 30, false); createPlatform(900, groundY - 350, 200, 30, false); createPlatform(1300, groundY - 500, 200, 30, false); createPlatform(1700, groundY - 350, 200, 30, false); createPlatform(2100, groundY - 200, 200, 30, false); createCoin(600, groundY - 300); createCoin(900, groundY - 450); createCoin(1300, groundY - 600); createCoin(1700, groundY - 450); createCoin(2100, groundY - 300); // Place goal at the end of level 1 createGoal(2400, groundY - 100); break; case 2: // Level 2: Moving platforms and enemies createPlatform(600, groundY - 200, 200, 30, true); createPlatform(1000, groundY - 350, 200, 30, false); createPlatform(1400, groundY - 500, 200, 30, true); createPlatform(1800, groundY - 350, 200, 30, false); createPlatform(2200, groundY - 200, 200, 30, true); createPlatform(2600, groundY - 350, 200, 30, false); createCoin(600, groundY - 300); createCoin(1000, groundY - 450); createCoin(1400, groundY - 600); createCoin(1800, groundY - 450); createCoin(2200, groundY - 300); createCoin(2600, groundY - 450); createEnemy(800, groundY - 50, 300); createEnemy(1600, groundY - 50, 400); // Place goal at the end of level 2 createGoal(3000, groundY - 100); break; case 3: // Level 3: Complex platforming with more enemies createPlatform(500, groundY - 200, 200, 30, false); createPlatform(800, groundY - 350, 200, 30, true); createPlatform(1200, groundY - 500, 200, 30, false); createPlatform(1600, groundY - 650, 200, 30, true); createPlatform(2000, groundY - 500, 200, 30, false); createPlatform(2400, groundY - 350, 200, 30, true); createPlatform(2800, groundY - 200, 200, 30, false); createPlatform(3200, groundY - 350, 200, 30, true); createCoin(500, groundY - 300); createCoin(800, groundY - 450); createCoin(1200, groundY - 600); createCoin(1600, groundY - 750); createCoin(2000, groundY - 600); createCoin(2400, groundY - 450); createCoin(2800, groundY - 300); createCoin(3200, groundY - 450); createEnemy(700, groundY - 50, 200); createEnemy(1400, groundY - 50, 300); createEnemy(2100, groundY - 50, 400); createEnemy(2800, groundY - 50, 500); // Place goal at the end of level 3 createGoal(3600, groundY - 100); break; default: // If level > 3, generate a procedural level with increasing difficulty var platformCount = level * 5; var enemyCount = level * 2; var coinCount = level * 5; // Create platforms with varying heights and spacing for (var i = 0; i < platformCount; i++) { var x = 500 + i * 500; var y = groundY - (Math.random() * 500 + 100); var isMoving = Math.random() > 0.5; createPlatform(x, y, 200, 30, isMoving); // Add a coin above each platform createCoin(x, y - 100); } // Add enemies for (var i = 0; i < enemyCount; i++) { var x = 800 + i * 800; var patrolDistance = 200 + Math.random() * 300; createEnemy(x, groundY - 50, patrolDistance); } // Place goal at the end createGoal(500 + platformCount * 500 + 200, groundY - 100); break; } // Reset player position player.x = 200; player.y = groundY - 200; player.vx = 0; player.vy = 0; player.isDead = false; // Reset camera cameraPosX = 0; worldContainer.x = 0; } // Helper functions for creating level elements function createPlatform(x, y, width, height, isMoving) { var platform = new Platform(width, height, isMoving); platform.setStartPosition(x, y); worldContainer.addChild(platform); platforms.push(platform); return platform; } function createCoin(x, y) { var coin = new Coin(); coin.x = x; coin.y = y; worldContainer.addChild(coin); coins.push(coin); return coin; } function createEnemy(x, y, patrolDistance) { var enemy = new Enemy(patrolDistance); enemy.setStartPosition(x, y); worldContainer.addChild(enemy); enemies.push(enemy); return enemy; } function createGoal(x, y) { goal = new Goal(); goal.x = x; goal.y = y; worldContainer.addChild(goal); return goal; } // Check collisions between player and platforms function checkPlatformCollisions() { player.canJump = false; // Pre-calculate player dimensions once var playerWidth = player.children[0].width; var playerHeight = player.children[0].height; var playerLeft = player.x - playerWidth / 2; var playerRight = player.x + playerWidth / 2; var playerTop = player.y - playerHeight / 2; var playerBottom = player.y + playerHeight / 2; // Only check platforms that are visible in the camera view (+ some margin) var cameraLeftX = cameraPosX - 200; var cameraRightX = cameraPosX + 2048 + 200; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; // Quick check if platform is in camera view if (platform.x + 200 < cameraLeftX || platform.x - 200 > cameraRightX) { continue; // Skip platforms outside camera view } // Get platform dimensions (adjust based on asset size) var platformWidth = platform.children[0].width; var platformHeight = platform.children[0].height; var platformLeft = platform.x - platformWidth / 2; var platformRight = platform.x + platformWidth / 2; var platformTop = platform.y - platformHeight / 2; var platformBottom = platform.y + platformHeight / 2; // Check for collision if (playerRight > platformLeft && playerLeft < platformRight && playerBottom > platformTop && playerTop < platformBottom) { // Calculate overlap on each side var overlapLeft = playerRight - platformLeft; var overlapRight = platformRight - playerLeft; var overlapTop = playerBottom - platformTop; var overlapBottom = platformBottom - playerTop; // Find the smallest overlap var minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom); // Resolve collision based on the smallest overlap if (minOverlap === overlapTop && player.vy >= 0) { // Landing on top of platform // Use a much larger fixed offset for legs to prevent glitching through platform var legOffset = 50; // Significantly increased offset value to ensure proper positioning player.y = platformTop - playerHeight / 2 - legOffset; player.vy = 0; player.canJump = true; // Apply slight downward force to keep player grounded player.lastGroundedY = player.y; // If platform is moving, adjust player x position if (platform.isMoving) { player.x += platform.moveSpeed * platform.direction; } } else if (minOverlap === overlapBottom && player.vy <= 0) { // Hitting bottom of platform player.y = platformBottom + playerHeight / 2; player.vy = 0; } else if (minOverlap === overlapLeft && player.vx > 0) { // Hitting left side of platform player.x = platformLeft - playerWidth / 2; player.vx = 0; } else if (minOverlap === overlapRight && player.vx < 0) { // Hitting right side of platform player.x = platformRight + playerWidth / 2; player.vx = 0; } } } } // Check collisions with coins function checkCoinCollisions() { // Only check coins that are visible in the camera view (+ some margin) var cameraLeftX = cameraPosX - 100; var cameraRightX = cameraPosX + 2048 + 100; for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; // Skip coins outside camera view if (coin.x < cameraLeftX || coin.x > cameraRightX) { continue; } if (player.intersects(coin)) { // Collect coin score += 10; scoreTxt.setText('Score: ' + score); storage.coins = (storage.coins || 0) + 1; coin.collect(); coins.splice(i, 1); } } } // Check collisions with enemies function checkEnemyCollisions() { // Only check enemies that are visible in the camera view (+ some margin) var cameraLeftX = cameraPosX - 100; var cameraRightX = cameraPosX + 2048 + 100; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Skip enemies outside camera view if (enemy.x < cameraLeftX || enemy.x > cameraRightX) { continue; } if (player.intersects(enemy) && !player.isDead) { // Check if player is landing on enemy (from above) var playerBottom = player.y + player.children[0].height / 2; var enemyTop = enemy.y - enemy.children[0].height / 2; if (player.vy > 0 && playerBottom - enemyTop < 20) { // Bounce off enemy player.vy = player.jumpForce * 0.7; // Remove enemy enemy.destroy(); enemies.splice(i, 1); // Add points score += 50; scoreTxt.setText('Score: ' + score); } else { // Player dies player.die(); } break; } } } // Check if player reached the goal function checkGoalCollision() { if (goal && player.intersects(goal)) { goal.reach(); } } // Update camera to follow player function updateCamera() { // Only follow horizontally var targetX = Math.max(0, Math.min(levelWidth - 2048, player.x - 2048 / 2)); cameraPosX += (targetX - cameraPosX) * 0.1; // Smooth camera movement worldContainer.x = -cameraPosX; } // Check if player fell off the level function checkFallOffLevel() { if (player.y > 2732 + 200 && !player.isDead) { player.die(); } } // Initialize the level createLevel(level); // Play background music LK.playMusic('gameMusic'); // Main game loop game.update = function () { // Handle controls if (leftButton.isPressed) { player.moveLeft(); } else if (rightButton.isPressed) { player.moveRight(); } else { player.stop(); } if (jumpButton.isPressed && !jumpButton.wasPressed) { player.jump(); jumpButton.wasPressed = true; } else if (!jumpButton.isPressed) { jumpButton.wasPressed = false; } // Update player player.update(); // Update camera first to determine what's visible updateCamera(); // Only update objects that are visible in the camera view (+ some margin) var cameraLeftX = cameraPosX - 200; var cameraRightX = cameraPosX + 2048 + 200; // Update platforms for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; // Only update platforms near the camera view if (platform.x + 200 >= cameraLeftX && platform.x - 200 <= cameraRightX) { platform.update(); } } // Update coins for (var i = 0; i < coins.length; i++) { var coin = coins[i]; // Only update coins near the camera view if (coin.x >= cameraLeftX && coin.x <= cameraRightX) { coin.update(); } } // Update enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Only update enemies near the camera view if (enemy.x + 200 >= cameraLeftX && enemy.x - 200 <= cameraRightX) { enemy.update(); } } // Check collisions checkPlatformCollisions(); checkCoinCollisions(); checkEnemyCollisions(); checkGoalCollision(); checkFallOffLevel(); }; // Game-wide touch events game.down = function (x, y, obj) { // Handle touch input for areas outside of control buttons var touchX = x; var touchY = y; // Check if we should handle this touch ourselves or if a control button will handle it var controlButtonPressed = false; if (!controlButtonPressed && touchY < 2732 - 300) { // If touch is in the game area (not on controls), treat it as jump player.jump(); } }; game.move = function (x, y, obj) { // No additional move handling needed at game level }; game.up = function (x, y, obj) { // No additional up handling needed at game level };
===================================================================
--- original.js
+++ change.js
@@ -166,145 +166,69 @@
self.isJumping = false;
self.isDead = false;
self.facingRight = true;
self.canJump = false;
- // Create simple block character with eyes and smiley face
- // Head (main block for face)
- var head = self.addChild(LK.getAsset('player', {
+ // Create a simple block character with eyes and smiley face
+ // Main block (body)
+ var block = self.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
- width: 60,
- height: 60,
- y: -50,
+ width: 80,
+ height: 80,
tint: 0x4287f5 // Blue block color
}));
- // Eyes (small rectangles)
+ // Eyes (small white rectangles)
var leftEye = self.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
width: 10,
height: 10,
- x: -15,
- y: -60,
+ x: -20,
+ y: -15,
tint: 0xFFFFFF // White eyes
}));
var rightEye = self.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
width: 10,
height: 10,
- x: 15,
- y: -60,
+ x: 20,
+ y: -15,
tint: 0xFFFFFF // White eyes
}));
- // Left part of smile
+ // Smile (simple arc using three rectangles)
var leftSmile = self.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
width: 15,
height: 5,
- x: -10,
- y: -35,
+ x: -15,
+ y: 15,
tint: 0x000000 // Black smile
}));
- // Right part of smile
var rightSmile = self.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
width: 15,
height: 5,
- x: 10,
- y: -35,
+ x: 15,
+ y: 15,
tint: 0x000000 // Black smile
}));
- // Bottom part of smile
var bottomSmile = self.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
- width: 20,
+ width: 30,
height: 5,
x: 0,
- y: -30,
+ y: 20,
tint: 0x000000 // Black smile
}));
- // Body (rectangle for torso)
- var body = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 36,
- height: 48,
- y: -10,
- tint: 0xFE4365 // Red/pink shirt
- }));
- // Arms (thin rectangles)
- var leftArm = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0,
- width: 12,
- height: 40,
- x: -24,
- y: -30,
- tint: 0xFFD3B5 // Skin tone
- }));
- var rightArm = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0,
- width: 12,
- height: 40,
- x: 24,
- y: -30,
- tint: 0xFFD3B5 // Skin tone
- }));
- // Legs (rectangles)
- var leftLeg = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0.0,
- width: 12,
- height: 40,
- x: -12,
- y: 14,
- tint: 0x4D77FF // Blue pants
- }));
- var rightLeg = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0.0,
- width: 12,
- height: 40,
- x: 12,
- y: 14,
- tint: 0x4D77FF // Blue pants
- }));
- // Add shoes (feet blocks)
- var leftFoot = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 16,
- height: 8,
- x: -12,
- y: 38,
- tint: 0x333333 // Dark shoes
- }));
- var rightFoot = self.addChild(LK.getAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 16,
- height: 8,
- x: 12,
- y: 38,
- tint: 0x333333 // Dark shoes
- }));
// Store reference to all parts for animation
self.parts = {
- head: head,
- body: body,
- leftArm: leftArm,
- rightArm: rightArm,
- leftLeg: leftLeg,
- rightLeg: rightLeg,
+ block: block,
leftEye: leftEye,
rightEye: rightEye,
- leftFoot: leftFoot,
- rightFoot: rightFoot,
leftSmile: leftSmile,
rightSmile: rightSmile,
bottomSmile: bottomSmile
};
@@ -338,67 +262,44 @@
// Flip all parts to face right
Object.values(self.parts).forEach(function (part) {
part.scaleX = Math.abs(part.scaleX);
});
- self.parts.leftArm.x = -24;
- self.parts.rightArm.x = 24;
- self.parts.leftLeg.x = -12;
- self.parts.rightLeg.x = 12;
- self.parts.leftFoot.x = -12;
- self.parts.rightFoot.x = 12;
- self.parts.leftEye.x = -15;
- self.parts.rightEye.x = 15;
- self.parts.leftSmile.x = -10;
- self.parts.rightSmile.x = 10;
+ self.parts.leftEye.x = -20;
+ self.parts.rightEye.x = 20;
+ self.parts.leftSmile.x = -15;
+ self.parts.rightSmile.x = 15;
self.parts.bottomSmile.x = 0;
} else if (self.vx < 0 && self.facingRight) {
self.facingRight = false;
sprite.scaleX = -1;
// Flip all parts to face left
Object.values(self.parts).forEach(function (part) {
part.scaleX = -Math.abs(part.scaleX);
});
- self.parts.leftArm.x = 24;
- self.parts.rightArm.x = -24;
- self.parts.leftLeg.x = 12;
- self.parts.rightLeg.x = -12;
- self.parts.leftFoot.x = 12;
- self.parts.rightFoot.x = -12;
- self.parts.leftEye.x = 15;
- self.parts.rightEye.x = -15;
- self.parts.leftSmile.x = 10;
- self.parts.rightSmile.x = -10;
+ self.parts.leftEye.x = 20;
+ self.parts.rightEye.x = -20;
+ self.parts.leftSmile.x = 15;
+ self.parts.rightSmile.x = -15;
self.parts.bottomSmile.x = 0;
}
- // Animate legs and arms while moving
+ // Simple block rotation when moving
if (self.vx !== 0) {
- var walkCycle = Math.sin(LK.ticks * 0.1) * 0.3; // Reduced amplitude for pixel look
- // Move legs in a simple up/down pattern
- self.parts.leftLeg.y = 14 + Math.abs(walkCycle * 10);
- self.parts.rightLeg.y = 14 + Math.abs(-walkCycle * 10);
- self.parts.leftFoot.y = 38 + Math.abs(walkCycle * 10);
- self.parts.rightFoot.y = 38 + Math.abs(-walkCycle * 10);
- // Swing arms back and forth
- self.parts.leftArm.rotation = -walkCycle;
- self.parts.rightArm.rotation = walkCycle;
+ // Slight tilt in direction of movement
+ var tiltAmount = 0.05;
+ self.parts.block.rotation = self.facingRight ? tiltAmount : -tiltAmount;
} else {
- // Reset animation when standing still
- self.parts.leftLeg.y = 14;
- self.parts.rightLeg.y = 14;
- self.parts.leftFoot.y = 38;
- self.parts.rightFoot.y = 38;
- self.parts.leftArm.rotation = 0;
- self.parts.rightArm.rotation = 0;
+ // Reset when standing still
+ self.parts.block.rotation = 0;
}
// Animate jumping
if (self.isJumping) {
- // Pixelated jump pose
- self.parts.leftLeg.y = 18; // Pull legs up slightly
- self.parts.rightLeg.y = 18;
- self.parts.leftFoot.y = 42;
- self.parts.rightFoot.y = 42;
- self.parts.leftArm.rotation = -0.4;
- self.parts.rightArm.rotation = 0.4;
+ // Slight squish when jumping
+ self.parts.block.scaleY = 0.9;
+ self.parts.block.scaleX = self.facingRight ? 1.1 : -1.1;
+ } else {
+ // Reset scale when not jumping
+ self.parts.block.scaleY = 1;
+ self.parts.block.scaleX = self.facingRight ? 1 : -1;
}
// Simple pixel blinking - just disappear eyes briefly
if (!self.nextBlinkTime) {
self.nextBlinkTime = LK.ticks + Math.floor(Math.random() * 180) + 180; // 3-6 seconds at 60fps
@@ -438,11 +339,11 @@
if (!self.isDead) {
self.isDead = true;
LK.getSound('hit').play();
LK.effects.flashObject(self, 0xff0000, 500);
- // Pixelated death animation - scatter the blocks in different directions
+ // Block death animation - scatter the block parts
Object.values(self.parts).forEach(function (part) {
- // Use tween to create a pixel-scatter effect
+ // Use tween to create a scatter effect
tween(part, {
y: part.y + (Math.random() * 300 - 150),
x: part.x + (Math.random() * 300 - 150),
rotation: Math.floor(Math.random() * 4) * (Math.PI / 2),