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Whenever someone plays the game they should be at level 1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Make level 2
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Now after level one there's level 2 and then after bunch up to 50
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The movement and jump system should only works if you use the buttons
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Make a movement and jump system that is ultra good ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove the problem that keeps making the player jump automatically
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Remove the movement system and jump system
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Just a block no body a block with eyes and a happy face
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Change the character to a block with eyes and a smiley face
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Fill in the rest of the ground
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I still see the character glitching through the ground
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The character is glitching again
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(part, {' Line Number: 460
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It won't stop glitching through the ground
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Reset the character and turn it into a pixilated kid
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When you start the game you should be at level 1
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Make the rest of the ground brown ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The character keeps glitching through the ground
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The character can't stop jumping low
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The game is lagging fix it
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Could you fix that
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Now make the character eyes
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Give the human hair
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The human legs are glitching through the ground
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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; // Create level completion message var levelCompleteTxt = new Text2('Level ' + currentLevel + ' Complete!', { size: 80, fill: 0xFFFFFF }); levelCompleteTxt.anchor.set(0.5, 0.5); levelCompleteTxt.x = 2048 / 2; levelCompleteTxt.y = 2732 / 2 - 100; game.addChild(levelCompleteTxt); // Add next level text if not at the max level if (currentLevel < 50) { var nextLevelTxt = new Text2('Get Ready for Level ' + (currentLevel + 1) + '!', { size: 60, fill: 0xFFFFFF }); nextLevelTxt.anchor.set(0.5, 0.5); nextLevelTxt.x = 2048 / 2; nextLevelTxt.y = 2732 / 2; game.addChild(nextLevelTxt); } else { var gameCompleteTxt = new Text2('Congratulations! You completed all levels!', { size: 60, fill: 0xFFFFFF }); gameCompleteTxt.anchor.set(0.5, 0.5); gameCompleteTxt.x = 2048 / 2; gameCompleteTxt.y = 2732 / 2; game.addChild(gameCompleteTxt); } // Show win screen with delay LK.setTimeout(function () { LK.showYouWin(); }, 3000); }; 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; } // Store previous position to track changes self.lastX = self.x; self.lastY = self.y; // Apply gravity with terminal velocity to prevent falling too fast self.vy = Math.min(self.vy + self.gravity, 25); // Apply air resistance when jumping if (self.isJumping) { self.vx *= 0.98; // Less friction in air } else { self.vx *= 0.85; // More friction on ground } // Add coyote time for more forgiving jumps if (self.canJump) { self.lastOnGroundTime = LK.ticks; } // Allow jump within 7 frames of leaving a platform (coyote time) if (self.lastOnGroundTime && LK.ticks - self.lastOnGroundTime < 7) { self.canJump = true; } // Update position based on velocity with subpixel movement for smoother motion 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 > 0.5 && !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 < -0.5 && 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; } // Dynamic block rotation based on velocity if (Math.abs(self.vx) > 0.5) { // Proportional tilt based on speed var tiltAmount = Math.min(Math.abs(self.vx) * 0.01, 0.15); self.parts.block.rotation = self.vx > 0 ? tiltAmount : -tiltAmount; } else { // Reset when standing still if (self.parts.block.rotation !== 0) { tween(self.parts.block, { rotation: 0 }, { duration: 150, easing: tween.easeOutQuad }); } } // Enhanced jumping animation if (self.isJumping) { // Dynamic squish based on vertical velocity var jumpSquish = Math.min(Math.abs(self.vy) * 0.02, 0.3); // Rising vs falling animation if (self.vy < 0) { // Rising - stretch vertically self.parts.block.scaleY = 1 + jumpSquish; self.parts.block.scaleX = self.facingRight ? 1 - jumpSquish * 0.5 : -(1 - jumpSquish * 0.5); } else { // Falling - compress horizontally self.parts.block.scaleY = 1 - jumpSquish * 0.7; self.parts.block.scaleX = self.facingRight ? 1 + jumpSquish : -(1 + jumpSquish); } } else { // Subtle bounce when on ground and moving if (Math.abs(self.vx) > 1) { var bounceAmount = Math.sin(LK.ticks * 0.2) * 0.05; self.parts.block.scaleY = 1 + bounceAmount; self.parts.block.scaleX = self.facingRight ? 1 - bounceAmount * 0.5 : -(1 - bounceAmount * 0.5); } else { // Reset scale when not jumping or moving self.parts.block.scaleY = 1; self.parts.block.scaleX = self.facingRight ? 1 : -1; } } // Enhanced blinking system 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 with smooth animation tween(self.parts.leftEye, { scaleY: 0.1 }, { duration: 100 }); tween(self.parts.rightEye, { scaleY: 0.1 }, { duration: 100 }); // Show eyes after blink with smooth animation if (LK.ticks >= self.nextBlinkTime + 5) { tween(self.parts.leftEye, { scaleY: 1 }, { duration: 100 }); tween(self.parts.rightEye, { scaleY: 1 }, { duration: 100 }); // Set next blink time self.nextBlinkTime = LK.ticks + Math.floor(Math.random() * 180) + 180; } } } }; self.jump = function () { if (self.canJump && !self.isDead) { self.vy = self.jumpForce; self.isJumping = true; LK.getSound('jump').play(); // Add jump animation with tween tween(self.parts.block, { scaleY: 0.7, scaleX: self.facingRight ? 1.3 : -1.3 }, { duration: 200, easing: tween.elasticOut, onFinish: function onFinish() { // Return to normal after the jump animation tween(self.parts.block, { scaleY: 1, scaleX: self.facingRight ? 1 : -1 }, { duration: 300, easing: tween.easeOutQuad }); } }); // Make the face look excited during jump tween(self.parts.leftEye, { y: -20 }, { duration: 300, easing: tween.easeOutQuad }); tween(self.parts.rightEye, { y: -20 }, { duration: 300, easing: tween.easeOutQuad }); tween(self.parts.bottomSmile, { y: 15 }, { duration: 300, easing: tween.easeOutQuad }); // Reset face after jump animation LK.setTimeout(function () { if (!self.isDead) { tween(self.parts.leftEye, { y: -15 }, { duration: 300, easing: tween.easeInOutQuad }); tween(self.parts.rightEye, { y: -15 }, { duration: 300, easing: tween.easeInOutQuad }); tween(self.parts.bottomSmile, { y: 20 }, { duration: 300, easing: tween.easeInOutQuad }); } }, 350); self.canJump = false; } }; self.moveLeft = function () { if (!self.isDead) { // Smooth acceleration to the left self.vx = Math.max(self.vx - 1.5, -self.speed); // Add slight lean effect when moving left if (self.facingRight) { self.facingRight = false; tween(self.parts.block, { rotation: -0.1 }, { duration: 200, easing: tween.easeOutQuad }); } } }; self.moveRight = function () { if (!self.isDead) { // Smooth acceleration to the right self.vx = Math.min(self.vx + 1.5, self.speed); // Add slight lean effect when moving right if (!self.facingRight) { self.facingRight = true; tween(self.parts.block, { rotation: 0.1 }, { duration: 200, easing: tween.easeOutQuad }); } } }; self.stop = function () { if (!self.isDead) { // Smooth deceleration to stop if (Math.abs(self.vx) < 0.5) { self.vx = 0; } else { self.vx *= 0.8; // Gradually slow down } // Return to upright position when stopping tween(self.parts.block, { rotation: 0 }, { duration: 200, easing: tween.easeOutQuad }); } }; 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; // Get level from storage (defaults to 1 if not set) var level = storage.currentLevel || 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; case 4: // Level 4: Vertical challenge with higher platforms createPlatform(500, groundY - 200, 200, 30, false); createPlatform(800, groundY - 400, 200, 30, false); createPlatform(1100, groundY - 600, 200, 30, true); createPlatform(1400, groundY - 800, 200, 30, false); createPlatform(1700, groundY - 600, 200, 30, true); createPlatform(2000, groundY - 400, 200, 30, false); createPlatform(2300, groundY - 200, 200, 30, true); createPlatform(2600, groundY - 400, 200, 30, false); createPlatform(2900, groundY - 600, 200, 30, true); createPlatform(3200, groundY - 800, 200, 30, false); createPlatform(3500, groundY - 600, 200, 30, true); createPlatform(3800, groundY - 400, 200, 30, false); createPlatform(4100, groundY - 200, 200, 30, true); createCoin(500, groundY - 300); createCoin(800, groundY - 500); createCoin(1100, groundY - 700); createCoin(1400, groundY - 900); createCoin(1700, groundY - 700); createCoin(2000, groundY - 500); createCoin(2300, groundY - 300); createCoin(2600, groundY - 500); createCoin(2900, groundY - 700); createCoin(3200, groundY - 900); createCoin(3500, groundY - 700); createCoin(3800, groundY - 500); createCoin(4100, groundY - 300); createEnemy(600, groundY - 50, 200); createEnemy(1500, groundY - 50, 300); createEnemy(2500, groundY - 50, 400); createEnemy(3500, groundY - 50, 500); createGoal(4400, groundY - 100); break; case 5: // Level 5: Zigzag challenge with moving platforms createPlatform(500, groundY - 300, 200, 30, true); createPlatform(1000, groundY - 450, 200, 30, false); createPlatform(1500, groundY - 300, 200, 30, true); createPlatform(2000, groundY - 450, 200, 30, false); createPlatform(2500, groundY - 300, 200, 30, true); createPlatform(3000, groundY - 450, 200, 30, false); createPlatform(3500, groundY - 300, 200, 30, true); createPlatform(4000, groundY - 450, 200, 30, false); createCoin(500, groundY - 400); createCoin(1000, groundY - 550); createCoin(1500, groundY - 400); createCoin(2000, groundY - 550); createCoin(2500, groundY - 400); createCoin(3000, groundY - 550); createCoin(3500, groundY - 400); createCoin(4000, groundY - 550); createEnemy(750, groundY - 50, 250); createEnemy(1750, groundY - 50, 350); createEnemy(2750, groundY - 50, 450); createEnemy(3750, groundY - 50, 550); createGoal(4500, groundY - 100); break; default: // Levels 6-50: Procedurally generated with increasing difficulty var platformCount; var enemyCount; var maxHeight; var movingPlatformChance; // Scale difficulty based on level if (level <= 10) { platformCount = level * 4; enemyCount = level; maxHeight = 500 + (level - 6) * 50; movingPlatformChance = 0.3 + (level - 6) * 0.05; } else if (level <= 20) { platformCount = level * 3; enemyCount = level; maxHeight = 750 + (level - 11) * 25; movingPlatformChance = 0.5 + (level - 11) * 0.03; } else if (level <= 30) { platformCount = level * 2; enemyCount = level; maxHeight = 1000 + (level - 21) * 20; movingPlatformChance = 0.7 + (level - 21) * 0.01; } else { platformCount = level * 1.5; enemyCount = level * 1.2; maxHeight = 1200 + (level - 31) * 15; movingPlatformChance = 0.8; } // Set pattern type based on level (creates variety) var pattern = level % 5; // Create platforms with varying heights and spacing for (var i = 0; i < platformCount; i++) { var x; var y; // Different patterns based on level modulo switch (pattern) { case 0: // Zigzag x = 500 + i * 400; y = groundY - (i % 2 === 0 ? maxHeight * 0.5 : maxHeight); break; case 1: // Ascending then descending x = 500 + i * 400; var mid = platformCount / 2; var heightFactor = i < mid ? i / mid : (platformCount - i) / mid; y = groundY - maxHeight * heightFactor; break; case 2: // Random heights x = 500 + i * 400; y = groundY - (Math.random() * maxHeight + 100); break; case 3: // Stepped platforms x = 500 + i * 400; y = groundY - Math.floor(i / 3) * (maxHeight / (platformCount / 3)); break; case 4: // Wave pattern x = 500 + i * 400; y = groundY - (Math.sin(i * 0.5) * maxHeight * 0.5 + maxHeight * 0.5); break; } // More moving platforms at higher levels var isMoving = Math.random() < movingPlatformChance; // Platforms get narrower at higher levels (but not too narrow) var width = Math.max(120, 200 - (level - 5) * 2); createPlatform(x, y, width, 30, isMoving); // Add coins with some randomization if (i % 2 === 0 || level > 20) { createCoin(x, y - 100); // Add bonus coins at higher levels if (level > 25 && i % 3 === 0) { createCoin(x + 50, y - 150); } if (level > 35 && i % 5 === 0) { createCoin(x - 50, y - 150); } } } // Add enemies with varying patrol distances for (var i = 0; i < enemyCount; i++) { var x = 800 + i * Math.floor(levelWidth / (enemyCount + 1)); var patrolDistance = 200 + Math.min(500, level * 10); // Smarter enemy placement to avoid impossible jumps if (i % 3 === 0 && level > 15) { // Some enemies on platforms at higher levels var platformIndex = Math.floor(Math.random() * platforms.length); var platform = platforms[platformIndex]; createEnemy(platform.x, platform.y - 50, patrolDistance * 0.6); } else { createEnemy(x, groundY - 50, patrolDistance); } } // Place goal at the end, higher for harder levels var goalHeight = Math.min(300, (level - 5) * 15); createGoal(500 + platformCount * 400 + 200, groundY - goalHeight); break; } // Update level width based on level levelWidth = Math.max(5000, 4000 + level * 300); // 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; // Update level text levelTxt.setText('Level: ' + level); } // 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 () { // Process player controls - only move when buttons are explicitly pressed if (jumpButton.isPressed) { player.jump(); } if (leftButton.isPressed) { player.moveLeft(); } else if (rightButton.isPressed) { player.moveRight(); } else { player.stop(); } // 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) { // Only process direct button presses // No automatic button activation when touching the game area // Store the touch ID only if touching a control button if (obj.target && (obj.target === jumpButton || obj.target === leftButton || obj.target === rightButton)) { game.activeTouchId = obj.event ? obj.event.pointerId : null; } }; game.move = function (x, y, obj) { // No additional move handling needed at game level }; game.up = function (x, y, obj) { // Only process the button that was actually released // Don't reset all buttons on any touch release if (obj.target === leftButton) { leftButton.up(x, y, obj); } else if (obj.target === rightButton) { rightButton.up(x, y, obj); } else if (obj.target === jumpButton) { jumpButton.up(x, y, obj); } // Reset the touch ID only if this is the touch we're tracking if (game.activeTouchId === (obj.event ? obj.event.pointerId : null)) { game.activeTouchId = null; } };
===================================================================
--- original.js
+++ change.js
@@ -112,12 +112,41 @@
LK.effects.flashObject(self, 0x00ff00, 1000);
// Increment level and save progress
var currentLevel = storage.currentLevel || 1;
storage.currentLevel = currentLevel + 1;
+ // Create level completion message
+ var levelCompleteTxt = new Text2('Level ' + currentLevel + ' Complete!', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ levelCompleteTxt.anchor.set(0.5, 0.5);
+ levelCompleteTxt.x = 2048 / 2;
+ levelCompleteTxt.y = 2732 / 2 - 100;
+ game.addChild(levelCompleteTxt);
+ // Add next level text if not at the max level
+ if (currentLevel < 50) {
+ var nextLevelTxt = new Text2('Get Ready for Level ' + (currentLevel + 1) + '!', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ nextLevelTxt.anchor.set(0.5, 0.5);
+ nextLevelTxt.x = 2048 / 2;
+ nextLevelTxt.y = 2732 / 2;
+ game.addChild(nextLevelTxt);
+ } else {
+ var gameCompleteTxt = new Text2('Congratulations! You completed all levels!', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ gameCompleteTxt.anchor.set(0.5, 0.5);
+ gameCompleteTxt.x = 2048 / 2;
+ gameCompleteTxt.y = 2732 / 2;
+ game.addChild(gameCompleteTxt);
+ }
// Show win screen with delay
LK.setTimeout(function () {
LK.showYouWin();
- }, 1000);
+ }, 3000);
};
return self;
});
var Platform = Container.expand(function (width, height, isMoving) {
@@ -542,9 +571,10 @@
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;
+// Get level from storage (defaults to 1 if not set)
+var level = storage.currentLevel || 1;
// Initialize UI
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
@@ -702,32 +732,168 @@
createEnemy(2800, groundY - 50, 500);
// Place goal at the end of level 3
createGoal(3600, groundY - 100);
break;
+ case 4:
+ // Level 4: Vertical challenge with higher platforms
+ createPlatform(500, groundY - 200, 200, 30, false);
+ createPlatform(800, groundY - 400, 200, 30, false);
+ createPlatform(1100, groundY - 600, 200, 30, true);
+ createPlatform(1400, groundY - 800, 200, 30, false);
+ createPlatform(1700, groundY - 600, 200, 30, true);
+ createPlatform(2000, groundY - 400, 200, 30, false);
+ createPlatform(2300, groundY - 200, 200, 30, true);
+ createPlatform(2600, groundY - 400, 200, 30, false);
+ createPlatform(2900, groundY - 600, 200, 30, true);
+ createPlatform(3200, groundY - 800, 200, 30, false);
+ createPlatform(3500, groundY - 600, 200, 30, true);
+ createPlatform(3800, groundY - 400, 200, 30, false);
+ createPlatform(4100, groundY - 200, 200, 30, true);
+ createCoin(500, groundY - 300);
+ createCoin(800, groundY - 500);
+ createCoin(1100, groundY - 700);
+ createCoin(1400, groundY - 900);
+ createCoin(1700, groundY - 700);
+ createCoin(2000, groundY - 500);
+ createCoin(2300, groundY - 300);
+ createCoin(2600, groundY - 500);
+ createCoin(2900, groundY - 700);
+ createCoin(3200, groundY - 900);
+ createCoin(3500, groundY - 700);
+ createCoin(3800, groundY - 500);
+ createCoin(4100, groundY - 300);
+ createEnemy(600, groundY - 50, 200);
+ createEnemy(1500, groundY - 50, 300);
+ createEnemy(2500, groundY - 50, 400);
+ createEnemy(3500, groundY - 50, 500);
+ createGoal(4400, groundY - 100);
+ break;
+ case 5:
+ // Level 5: Zigzag challenge with moving platforms
+ createPlatform(500, groundY - 300, 200, 30, true);
+ createPlatform(1000, groundY - 450, 200, 30, false);
+ createPlatform(1500, groundY - 300, 200, 30, true);
+ createPlatform(2000, groundY - 450, 200, 30, false);
+ createPlatform(2500, groundY - 300, 200, 30, true);
+ createPlatform(3000, groundY - 450, 200, 30, false);
+ createPlatform(3500, groundY - 300, 200, 30, true);
+ createPlatform(4000, groundY - 450, 200, 30, false);
+ createCoin(500, groundY - 400);
+ createCoin(1000, groundY - 550);
+ createCoin(1500, groundY - 400);
+ createCoin(2000, groundY - 550);
+ createCoin(2500, groundY - 400);
+ createCoin(3000, groundY - 550);
+ createCoin(3500, groundY - 400);
+ createCoin(4000, groundY - 550);
+ createEnemy(750, groundY - 50, 250);
+ createEnemy(1750, groundY - 50, 350);
+ createEnemy(2750, groundY - 50, 450);
+ createEnemy(3750, groundY - 50, 550);
+ createGoal(4500, 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;
+ // Levels 6-50: Procedurally generated with increasing difficulty
+ var platformCount;
+ var enemyCount;
+ var maxHeight;
+ var movingPlatformChance;
+ // Scale difficulty based on level
+ if (level <= 10) {
+ platformCount = level * 4;
+ enemyCount = level;
+ maxHeight = 500 + (level - 6) * 50;
+ movingPlatformChance = 0.3 + (level - 6) * 0.05;
+ } else if (level <= 20) {
+ platformCount = level * 3;
+ enemyCount = level;
+ maxHeight = 750 + (level - 11) * 25;
+ movingPlatformChance = 0.5 + (level - 11) * 0.03;
+ } else if (level <= 30) {
+ platformCount = level * 2;
+ enemyCount = level;
+ maxHeight = 1000 + (level - 21) * 20;
+ movingPlatformChance = 0.7 + (level - 21) * 0.01;
+ } else {
+ platformCount = level * 1.5;
+ enemyCount = level * 1.2;
+ maxHeight = 1200 + (level - 31) * 15;
+ movingPlatformChance = 0.8;
+ }
+ // Set pattern type based on level (creates variety)
+ var pattern = 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);
+ var x;
+ var y;
+ // Different patterns based on level modulo
+ switch (pattern) {
+ case 0:
+ // Zigzag
+ x = 500 + i * 400;
+ y = groundY - (i % 2 === 0 ? maxHeight * 0.5 : maxHeight);
+ break;
+ case 1:
+ // Ascending then descending
+ x = 500 + i * 400;
+ var mid = platformCount / 2;
+ var heightFactor = i < mid ? i / mid : (platformCount - i) / mid;
+ y = groundY - maxHeight * heightFactor;
+ break;
+ case 2:
+ // Random heights
+ x = 500 + i * 400;
+ y = groundY - (Math.random() * maxHeight + 100);
+ break;
+ case 3:
+ // Stepped platforms
+ x = 500 + i * 400;
+ y = groundY - Math.floor(i / 3) * (maxHeight / (platformCount / 3));
+ break;
+ case 4:
+ // Wave pattern
+ x = 500 + i * 400;
+ y = groundY - (Math.sin(i * 0.5) * maxHeight * 0.5 + maxHeight * 0.5);
+ break;
+ }
+ // More moving platforms at higher levels
+ var isMoving = Math.random() < movingPlatformChance;
+ // Platforms get narrower at higher levels (but not too narrow)
+ var width = Math.max(120, 200 - (level - 5) * 2);
+ createPlatform(x, y, width, 30, isMoving);
+ // Add coins with some randomization
+ if (i % 2 === 0 || level > 20) {
+ createCoin(x, y - 100);
+ // Add bonus coins at higher levels
+ if (level > 25 && i % 3 === 0) {
+ createCoin(x + 50, y - 150);
+ }
+ if (level > 35 && i % 5 === 0) {
+ createCoin(x - 50, y - 150);
+ }
+ }
}
- // Add enemies
+ // Add enemies with varying patrol distances
for (var i = 0; i < enemyCount; i++) {
- var x = 800 + i * 800;
- var patrolDistance = 200 + Math.random() * 300;
- createEnemy(x, groundY - 50, patrolDistance);
+ var x = 800 + i * Math.floor(levelWidth / (enemyCount + 1));
+ var patrolDistance = 200 + Math.min(500, level * 10);
+ // Smarter enemy placement to avoid impossible jumps
+ if (i % 3 === 0 && level > 15) {
+ // Some enemies on platforms at higher levels
+ var platformIndex = Math.floor(Math.random() * platforms.length);
+ var platform = platforms[platformIndex];
+ createEnemy(platform.x, platform.y - 50, patrolDistance * 0.6);
+ } else {
+ createEnemy(x, groundY - 50, patrolDistance);
+ }
}
- // Place goal at the end
- createGoal(500 + platformCount * 500 + 200, groundY - 100);
+ // Place goal at the end, higher for harder levels
+ var goalHeight = Math.min(300, (level - 5) * 15);
+ createGoal(500 + platformCount * 400 + 200, groundY - goalHeight);
break;
}
+ // Update level width based on level
+ levelWidth = Math.max(5000, 4000 + level * 300);
// Reset player position
player.x = 200;
player.y = groundY - 200;
player.vx = 0;
@@ -735,8 +901,10 @@
player.isDead = false;
// Reset camera
cameraPosX = 0;
worldContainer.x = 0;
+ // Update level text
+ levelTxt.setText('Level: ' + level);
}
// Helper functions for creating level elements
function createPlatform(x, y, width, height, isMoving) {
var platform = new Platform(width, height, isMoving);