User prompt
Please implement the following structural framework for level layouts via procedural generation. There are four distinct Zones, with the player beginning in the City (all currently implemented background/environmental assets are City. To the north (moving upward) is Cosmic, moving West/to the Left, City assets gradually become Sea. South/downward = Under. East, to the right = Forest As the bottom-most layer, underpinning the map and serving as a template is world, stretching the largest, and looping when reaching that image’s borders. The player begins in the center of the map, with the background image pinned atop world being nocturnecity, with 80% opacity, solid, but a very minor parallax effect between it and world when the player moves to imply depth. Layered over nocturnecity at 80% opacity is bg, bg2, bg3, & bg4, with slight parallax to imply depth between them and the layer beneath them. Layered atop those are building, building2-4, full opacity, pinned with a slight parallax to the layers beneath them. Layered atop nocturnecity is neonSign, neonsign2, which blink in and out, as environmental effects. Periodically include statue alongside neon effects. Above this, the clouds ( cloud - cloud3 ) drift by, left to right. Then are platform - platform3 as the platform elements with door - door3 sprinkled about on some of them. One of these should include the shop elements, including floating hide & bone sign. Tapping it while standing in front of it should bring up the shop overlay elements, functional to buy items like artefact, plush - plush3 As the player reaches the northernmost edge of these assets, the game should start loading cosmic background assets. Pinned in the layer above world, Galaxybg, Please follow this pattern for procedurally generating all the remaining biomes. Make sure EVERY asset and sound is implemented, properly and logically where it makes sense to go. Scan all asset and audio library to deploy, implement features like an inventory, shops, indoor spaces, exposition, thoughts, story elements, dialogue, environmental effects, animate platforms, distribute characters and objects, make sure all assets are loaded, biomes each with their own distinct platforms ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
We need platforms and backgrounds in all directions, up and down. In forest biome us mossyplatform & mossyplatform2 in cosmic use cosmicplatform and “”2
User prompt
Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'worldContainer.setChildIndex(cloud, Math.max(15, worldContainer.children.length - Math.max(hunks.length, 3)));' Line Number: 5400
User prompt
Retry
User prompt
Biomes not loading, cloud assets not visible, don’t see shop or doors, effects are gone.
User prompt
Please fix the bug: 'Can't find variable: worldAssetMap' in or related to this line: 'var regionData = worldAssetMap[regionName];' Line Number: 3033
User prompt
Biomes are in the wrong place, world should be primary background asset as well as template for biome placement
User prompt
Please try again. Parallax should be much less dramatic, like 90% less parallax, and only activated when the player is moving, for slight illusion of depth between player character and background assets. I don’t see cloud effects drifting left to right, in front of background assets. Please make sure platforms continue in every direction endlessly, and please make sure the shop is placed somewhere, along with the floating sign, able to enter and have the overlay menu where you can purchase items. Use door2 and door3 as well in different locations, with corresponding interior spaces. Use mossyplatform and mossyplatform2 in forest biome for platforming elements. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The biomes appear on top of each other when they should be confined to their respective zones. Player begins in City, to the North is Cosmic, West is Sea, South is Under, East is Forest.
User prompt
Please retry with a better focus on visual cohesion. The parallax effect doesn’t need to be so dramatic. Please make all the clouds effects continue to drift correctly, left to right across the level. Utilize platforms and characters more sparingly, only one character visible at a time, platforms properly filling the space both vertically and horizontally, but not overlapping or haphazardly placed. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(secondaryBg, 5 + i);' Line Number: 2799
User prompt
Please use world as the template for asset placement, as well as the primary background asset, upon which the others are placed. Match the currently implemented assets and imagery and effects with their corresponding positions within the world image, layering additional assets on top of the primary world image. Parallax, drifting animations, cool blinking effects where they enhance or should be logically. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Now all the biomes are overlapping.
User prompt
Please try again.
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: zoneElements' in or related to this line: 'var elementArrays = [backgroundElements, zoneElements, environmentalEffects, buildings, platforms.filter(function (p) {' Line Number: 2601
User prompt
Current implementation of the biome system isn’t working. Please fix it, replacing it with whatever will be both functional and visually pleasing. Implement unused assets where they’re appropriate and make logical sense.
User prompt
Please use cavefloor and cavefloor2 along the bottom edge of under biome as a floor/solid object so that the player character doesn’t continue free falling down into the void when jumping down to explore. Also use the aforementioned assets as platforms periodically to provide steps. Incorporate forestbg and forestbg2 into the background assets of the forest biome. Cosmic biome still rendering improperly, where it should blend with the top edge and then north of the city biome, it pops into existence in front of the city assets once falling from cosmic heights. Same glitching with the cosmic effects occurring as well.
User prompt
Please fix the bug: 'Error: The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(platform, 50 + i);' Line Number: 1864
User prompt
There’s a hard line and black empty space at the bottom of the screen where assets for the under biome should be layered. The cosmic biome glitches into existence upon flying upward with its galaxy effects then filling the whole bottom midground space, in front of the city. Backgrounds and effects in general are glitched and wonky
User prompt
Please fix the bug: 'Error: The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(hunk, 100 + hunks.length);' Line Number: 1855
User prompt
Please fix the bug: 'Error: The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(hunk, 100 + hunks.length);' Line Number: 1855
User prompt
Can’t see the platform I’m standing on, randomly fall through the ground (I’m guessing platform is layered behind?) But also, when falling through the platform I can’t see, I’m transported to my starting place, which shows a misunderstanding of the core mechanics I’ve outlined. I’m supposed to be able to move down, and that is where the Under biome occurs. where are all the under assets that should be layered to the bottom/south of the city scene? All four directions should be explorable, with five biomes total including the city scene in which you begin. Above city is cosmic. To the left of city is sea, to the right is forest. The fact I can’t move downward without being sent back to the beginning contradicts the core objective of unrestrained exploration. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please implement the following structural framework for level layouts via procedural generation. There are four distinct Zones, with the player beginning in the City (all currently implemented background/environmental assets are City. To the north (moving upward) is Cosmic, moving West/to the Left, City assets gradually become Sea. South/downward = Under. East, to the right = Forest When first loading the level, it should be visibly clear to the player that the world/environment extends in all directions. Upward (cosmic) left/west (sea) down or south (under) or right/East (forest). It should be obvious to the player they’re free to move in any direction to explore. The layout of the level should be designed in such a way that clear platforms/platforming objects make it possible to move in all directions, which are filled with their appropriate assets and effects, layered aesthetically with no obvious end to the level upon loading in (currently there’s a harsh black line indicating there’s no level to explore down where under biome assets should be) Each zone is associated with a set of background images, midground images, environmental effects, foreground images, to be seamlessly blended and layered is ways that should obscure the harshness of their borders aesthetically and artistically. Use parallax effects to further blend background image borders. (This layer is collage Art, so as much as you are a reflection of human consciousness and ideas, be Art.) Layered in front of background images are midground images, and in front of those, environmental effects. Environmental effects are often animated, such as the cloud assets drifting by in City Zone. In front of midground are foreground assets, that stay relatively static to the eye, and include things like platform or floor tiles. Character assets for animations also belong on this level. In front of all these layers sit the UI icons like the track pad, jump button and spell buttons. When interior spaces are selected via doors, their overlays also open above the other layers as well as most ui elements. Cosmic: Backgrounds: Galaxybg galaxybg2 galaxybg3 galaxybg4 Midground: galaxy starlight2 galaxy2 Environmental effects: galaxy platforms: starlight starlight2 galaxy3 galaxy4 City: Backgrounds: bg bg2 bg3 bg4 nocturnecitylayout Midground: building Building2 building3 building4 Midground upperlayer: neonSign neonsign2 Environmental effects: cloud1 - cloud3 Platforms: platform platform2 platform3 platform4 Doors: door door2 door3 Forest: Backgrounds: forest forest2 forest3 forest4 forest5 Midground: trees trees2 trees3 Environmental effects (blinking): foresteffect foresteffect2 Sea: Backgrounds: sea sea2 sea3 sea4 midground: caveoverlay Environmental effect (drifting by): seaeffect Under: Backgrounds: underbg underbg2 underbg3 underbg4 underbg5 cavern cavern2 midground: underoverlay caveoverlay castlebg Environmental effect: undereffect undereffect2 Using those as guides and troubleshooting when encountering an asset with a different spelling. Check for spelling and capitalization variations if running into object not found errors, and use artistic judgement in implementing, layering to conceal edges and borders. Animate effects and add parallax between background and foreground. Troubleshoot if encountering an object not found error, and if object still can’t be located, move on to next asset instead of wasting a token in failing to make any change. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please remove the current level layout and then re-implement based on above instructions. When running into an object not found error, troubleshoot by checking for capitalization and spelling variations, if still not located, move onto next asset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'worldContainer.setChildIndex(platforms[i], targetIndex);' Line Number: 5872
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BattleUI = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('battleBg', {
anchorX: 0.5,
anchorY: 0.5
});
bg.alpha = 0.9;
self.hunkDisplay = null;
self.resistanceBar = null;
self.resistanceFill = null;
self.spellButtons = [];
self.setup = function (hunk) {
self.hunkDisplay = self.addChild(new Container());
var hunkAssets = ['hunk', 'hunk2', 'hunk3', 'hunk4'];
// For animated hunks, we need to create an animated display
if (hunk.hunkType === 0) {
// Create animation frames for battle display - mushroom hunk
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk', 'hunka', 'hunkb', 'hunkc', 'hunkd', 'hunke'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else if (hunk.hunkType === 1) {
// Create animation frames for battle display - hunk2
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk2', 'hunk2a', 'hunk2b', 'hunk2c', 'hunk2d'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else if (hunk.hunkType === 2) {
// Create animation frames for battle display - hunk3
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk3', 'hunk3a', 'hunk3b', 'hunk3c', 'hunk3d'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else if (hunk.hunkType === 3) {
// Create animation frames for battle display - hunk4
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk4', 'hunk4a', 'hunk4b', 'hunk4c', 'hunk4d'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else {
// Normal static display for other hunks
var hunkGraphic = self.hunkDisplay.attachAsset(hunkAssets[hunk.hunkType], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
}
self.hunkDisplay.y = -200;
var barBg = self.attachAsset('resistanceBar', {
anchorX: 0.5,
anchorY: 0.5,
y: 50
});
self.resistanceFill = self.attachAsset('resistanceFill', {
anchorX: 0,
anchorY: 0.5,
x: -150,
y: 50
});
self.updateResistance(hunk.resistance, hunk.maxResistance);
var spell1 = self.attachAsset('spellButton', {
anchorX: 0.5,
anchorY: 0.5,
x: -200,
y: 200
});
spell1.interactive = true;
self.spellButtons.push(spell1);
var spell1Text = new Text2('Hypnotize', {
size: 40,
fill: 0xFFFFFF
});
spell1Text.anchor.set(0.5, 0.5);
spell1.addChild(spell1Text);
var spell2 = self.attachAsset('spellButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 200
});
spell2.interactive = true;
self.spellButtons.push(spell2);
var spell2Text = new Text2('Charm', {
size: 40,
fill: 0xFFFFFF
});
spell2Text.anchor.set(0.5, 0.5);
spell2.addChild(spell2Text);
var captureBtn = self.attachAsset('crystal', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 350,
scaleX: 1.5,
scaleY: 1.5
});
captureBtn.interactive = true;
self.captureButton = captureBtn;
var captureText = new Text2('Capture', {
size: 30,
fill: 0xFFFFFF
});
captureText.anchor.set(0.5, 0.5);
captureBtn.addChild(captureText);
};
self.updateResistance = function (current, max) {
if (self.resistanceFill) {
self.resistanceFill.scale.x = current / max;
}
};
self.animationDirection = 1; // 1 for forward, -1 for reverse
self.startBattleIdleAnimation = function () {
if (!self.hunkIdleFrames || self.hunkIdleFrames.length === 0) return;
var currentFrame = self.hunkIdleFrames[self.currentBattleFrame];
// Calculate next frame with direction
var nextFrameIndex = self.currentBattleFrame + self.animationDirection;
// Check if we need to reverse direction
if (nextFrameIndex >= self.hunkIdleFrames.length - 1) {
nextFrameIndex = self.hunkIdleFrames.length - 1;
self.animationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.animationDirection = 1;
}
var nextFrame = self.hunkIdleFrames[nextFrameIndex];
tween(currentFrame, {
alpha: 0
}, {
duration: 180,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 180,
easing: tween.easeInOut
});
self.currentBattleFrame = nextFrameIndex;
self.battleAnimationTimer = LK.setTimeout(function () {
self.startBattleIdleAnimation();
}, 200);
};
self.cleanup = function () {
if (self.battleAnimationTimer) {
LK.clearTimeout(self.battleAnimationTimer);
}
// Clean up dialogue boxes if they exist
if (self.playerDialogueBox) {
self.playerDialogueBox.destroy();
}
if (self.hunkDialogueBox) {
self.hunkDialogueBox.destroy();
}
// Clean up combat menu elements
if (self.combatMenu) {
self.combatMenu.destroy();
}
if (self.cursor) {
self.cursor.destroy();
}
self.destroy();
};
return self;
});
var Bloodmage = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('bloodmage', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = 0;
self.velocityY = 0;
self.grounded = false;
self.doubleJumpAvailable = true;
self.speed = 8;
self.jumpPower = 25;
self.gravity = 1.2;
self.isMoving = false;
self.idleFrames = [];
self.walkFrames = [];
self.currentIdleFrame = 0;
self.currentWalkFrame = 0;
self.idleAnimationTimer = 0;
self.walkAnimationTimer = 0;
self.jumpFrames = [];
self.currentJumpFrame = 0;
self.jumpAnimationTimer = 0;
self.isJumping = false;
self.facingDirection = -1; // -1 for right (assets face left), 1 for left
self.lastJumpTime = 0;
self.jumpCount = 0;
// Create idle animation frames with consistent scaling
var baseIdleScale = 1.0; // Standard scale for idle frames
self.idleFrames.push(self.attachAsset('playeridle', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseIdleScale,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.21,
// Adjust for narrower asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.04,
// Adjust for slightly narrower asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 0.96,
// Adjust for wider asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.05,
// Adjust for narrower asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.15,
scaleY: baseIdleScale
}));
// Add more idle animation frames for enhanced variety
self.idleFrames.push(self.attachAsset('playeridle9', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.08,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle10', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 0.98,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle11', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.13,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle12', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.02,
scaleY: baseIdleScale
}));
// Create walking animation frames with consistent scaling
var baseWalkScale = 1.0; // Standard scale for walk frames
self.walkFrames.push(self.attachAsset('playerwalk', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.70,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.05,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.85,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.60,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.60,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.58,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk7', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.20,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk8', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.60,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk9', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.06,
// Fix warped frame - normalized scale
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk10', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.93,
// Adjust for narrower asset
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk11', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.51,
// Fix skinny frame
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk12', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.78,
// Adjust for wider asset
scaleY: baseWalkScale
}));
// Create jump animation frames with consistent scaling
var baseJumpScale = 1.0; // Standard scale for jump frames
self.jumpFrames.push(self.attachAsset('playerjump', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.60,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.55,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.52,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.58,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.56,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.57,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
// Create fly animation frames with consistent scaling
var baseFlyScale = 1.0;
self.flyFrames = [];
self.flyFrames.push(self.attachAsset('playerfly', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.99,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.79,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 1.06,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.73,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.76,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.80,
scaleY: baseFlyScale
}));
// Create falling frames
self.fallFrames = [];
self.fallFrames.push(self.attachAsset('playerfly7', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.97,
scaleY: baseFlyScale
}));
self.fallFrames.push(self.attachAsset('playerfly8', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.79,
scaleY: baseFlyScale
}));
self.flyAnimationDirection = 1;
self.currentFlyFrame = 0;
self.isFlying = false;
self.idleAnimationDirection = 1; // 1 for forward, -1 for reverse
// REBUILT ANIMATION SYSTEM: Clear hierarchy with no conflicts
self.currentAnimationState = 'idle'; // Track current state: idle, walk, jump, fly, fall
self.clearAllAnimations = function () {
// Clear ALL timers first
LK.clearTimeout(self.idleAnimationTimer);
LK.clearTimeout(self.walkAnimationTimer);
LK.clearTimeout(self.jumpAnimationTimer);
LK.clearTimeout(self.flyAnimationTimer);
// Hide ALL frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = 0;
}
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = 0;
}
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = 0;
}
};
self.startIdleAnimation = function () {
// ONLY start if truly idle - no other states active
if (self.isMoving || self.isJumping || self.isFlying || self.currentAnimationState !== 'idle') return;
// Clear everything first
self.clearAllAnimations();
// Verify idle frames exist (playeridle to playeridle12)
if (!self.idleFrames || self.idleFrames.length < 6) return;
// Show current idle frame ONLY
self.idleFrames[self.currentIdleFrame].alpha = 1;
// Calculate next frame with ping-pong effect
var nextFrameIndex = self.currentIdleFrame + self.idleAnimationDirection;
// Reverse direction at boundaries for smooth ping-pong
if (nextFrameIndex >= self.idleFrames.length - 1) {
nextFrameIndex = self.idleFrames.length - 1;
self.idleAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.idleAnimationDirection = 1;
}
var currentFrame = self.idleFrames[self.currentIdleFrame];
var nextFrame = self.idleFrames[nextFrameIndex];
// Smooth cross-fade transition with enhanced easing
tween(currentFrame, {
alpha: 0
}, {
duration: 150,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 150,
easing: tween.easeInOut
});
self.currentIdleFrame = nextFrameIndex;
// Continue ONLY if still in idle state
self.idleAnimationTimer = LK.setTimeout(function () {
if (self.currentAnimationState === 'idle' && !self.isMoving && !self.isJumping && !self.isFlying) {
self.startIdleAnimation();
}
}, 180);
};
self.stopIdleAnimation = function () {
LK.clearTimeout(self.idleAnimationTimer);
// Hide main body and idle frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
// Only start walking if we're actually moving
if (self.isMoving) {
self.startWalkingAnimation();
}
};
self.walkAnimationDirection = 1; // 1 for forward, -1 for reverse
self.startWalkingAnimation = function () {
if (!self.isMoving) return;
// Hide idle frames and show current walk frame
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = i === self.currentWalkFrame ? 1 : 0;
}
// Update facing direction based on velocity
if (self.velocityX > 0) self.facingDirection = -1; // Moving right, but assets face left by default
else if (self.velocityX < 0) self.facingDirection = 1; // Moving left, matches asset default
// Apply direction to all frames
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].scale.x = Math.abs(self.walkFrames[i].scale.x) * self.facingDirection;
}
// Smoothly fade out current frame and fade in next frame
var currentFrame = self.walkFrames[self.currentWalkFrame];
// Calculate next frame with direction
var nextFrameIndex = self.currentWalkFrame + self.walkAnimationDirection;
// Check if we need to reverse direction
if (nextFrameIndex >= self.walkFrames.length - 1) {
nextFrameIndex = self.walkFrames.length - 1;
self.walkAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.walkAnimationDirection = 1;
}
var nextFrame = self.walkFrames[nextFrameIndex];
tween(currentFrame, {
alpha: 0
}, {
duration: 50,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 50,
easing: tween.easeInOut
});
self.currentWalkFrame = nextFrameIndex;
// Schedule next frame change
self.walkAnimationTimer = LK.setTimeout(function () {
if (self.isMoving) {
self.startWalkingAnimation();
}
}, 60);
};
self.stopWalkingAnimation = function () {
LK.clearTimeout(self.walkAnimationTimer);
// Hide walking frames
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
};
self.startJumpAnimation = function () {
// Hide all other frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
// Apply direction to jump frames
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].scale.x = Math.abs(self.jumpFrames[i].scale.x) * self.facingDirection;
}
// Use different frames based on jump type
var frameIndex = 0;
if (self.isFlying) {
// Flight mode uses playerjump3 (frame 2)
frameIndex = 2;
} else if (self.jumpCount === 1) {
// Double jump uses playerjump2 (frame 1)
frameIndex = 1;
} else {
// Regular jump uses playerjump (frame 0)
frameIndex = 0;
}
// Show appropriate jump frame
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = i === frameIndex ? 1 : 0;
}
};
self.stopJumpAnimation = function () {
// Hide all jump frames
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = 0;
}
};
self.startFlyAnimation = function () {
// Hide all other frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = 0;
}
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = 0;
}
// Apply direction to fly frames
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].scale.x = Math.abs(self.flyFrames[i].scale.x) * self.facingDirection;
}
// Show current fly frame
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = i === self.currentFlyFrame ? 1 : 0;
}
// Animate fly frames with ping-pong effect
var currentFrame = self.flyFrames[self.currentFlyFrame];
var nextFrameIndex = self.currentFlyFrame + self.flyAnimationDirection;
if (nextFrameIndex >= self.flyFrames.length - 1) {
nextFrameIndex = self.flyFrames.length - 1;
self.flyAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.flyAnimationDirection = 1;
}
var nextFrame = self.flyFrames[nextFrameIndex];
tween(currentFrame, {
alpha: 0
}, {
duration: 80,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 80,
easing: tween.easeInOut
});
self.currentFlyFrame = nextFrameIndex;
if (self.isFlying) {
self.flyAnimationTimer = LK.setTimeout(function () {
self.startFlyAnimation();
}, 120);
}
};
self.stopFlyAnimation = function () {
LK.clearTimeout(self.flyAnimationTimer);
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = 0;
}
};
self.startFallAnimation = function () {
// Hide fly frames
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = 0;
}
// Apply direction and show fall frames
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].scale.x = Math.abs(self.fallFrames[i].scale.x) * self.facingDirection;
}
// Alternate between fall frames
var frameIndex = Math.floor(Date.now() / 150) % self.fallFrames.length;
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = i === frameIndex ? 1 : 0;
}
};
self.stopFallAnimation = function () {
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = 0;
}
};
self.update = function () {
// REBUILT PHYSICS SYSTEM: Clear separation of flight and ground physics
// FLIGHT MODE: Pure trackpad control with zero drift
if (self.isFlying && jumpButtonHeld) {
self.currentAnimationState = 'fly';
// ABSOLUTE ZERO DRIFT: Force all velocities to zero
self.velocityX = 0;
self.velocityY = 0;
self.grounded = false;
// ONLY move if trackpad is pressed with valid input
if (trackpadPressed && trackpadAngle !== undefined) {
var moveSpeed = self.speed * 0.8;
var moveX = Math.cos(trackpadAngle) * moveSpeed;
var moveY = Math.sin(trackpadAngle) * moveSpeed;
// Apply movement directly - NO velocity interference
self.x += moveX;
self.y += moveY;
// Update facing direction
if (moveX > 0) self.facingDirection = -1;else if (moveX < 0) self.facingDirection = 1;
}
// If no trackpad input: COMPLETE STILLNESS (no drift at all)
// Start/continue flight animation
if (self.currentAnimationState === 'fly') {
self.startFlyAnimation();
}
// Skip ALL other physics
return;
}
// GROUND/AIR PHYSICS: Traditional system
if (!self.grounded && !self.isFlying) {
// Falling
self.velocityY += self.gravity;
self.velocityX *= 0.98; // Air resistance
self.currentAnimationState = 'fall';
} else if (self.grounded) {
// Ground physics
self.velocityY += self.gravity;
}
// Apply velocities
self.x += self.velocityX;
self.y += self.velocityY;
// REBUILT ANIMATION STATE MACHINE
var newState = 'idle';
self.isMoving = Math.abs(self.velocityX) > 0.1;
self.isJumping = !self.grounded && !self.isFlying && Math.abs(self.velocityY) > 2;
if (self.isFlying) {
newState = 'fly';
} else if (self.isJumping) {
if (self.velocityY > 5) {
newState = 'fall';
} else {
newState = 'jump';
}
} else if (self.isMoving) {
newState = 'walk';
} else {
newState = 'idle';
}
// ONLY change animation if state actually changed
if (newState !== self.currentAnimationState) {
self.currentAnimationState = newState;
// Clear all animations before starting new one
self.clearAllAnimations();
// Start appropriate animation
if (newState === 'idle') {
self.startIdleAnimation();
} else if (newState === 'walk') {
self.startWalkingAnimation();
} else if (newState === 'jump') {
self.startJumpAnimation();
} else if (newState === 'fly') {
self.startFlyAnimation();
} else if (newState === 'fall') {
self.startFallAnimation();
}
}
};
self.jump = function () {
var jumpExecuted = false;
if (self.grounded) {
// First jump from ground
self.velocityY = -self.jumpPower;
self.grounded = false;
self.doubleJumpAvailable = true; // Reset double jump availability when leaving ground
LK.getSound('jump').play();
jumpExecuted = true;
} else if (self.doubleJumpAvailable && !self.grounded) {
// Double jump in air - always use higher power
self.velocityY = -self.jumpPower * 1.3;
self.doubleJumpAvailable = false;
LK.getSound('jump').play();
jumpExecuted = true;
// Create spell2 effect at the base of the character
var spellEffect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y - 10,
// Position at base of character (shoes level)
alpha: 0.8
});
// Animate the spell effect - fade in and out quickly
tween(spellEffect, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
spellEffect.destroy();
}
});
}
return jumpExecuted;
};
return self;
});
var Building = Container.expand(function () {
var self = Container.call(this);
// Randomly choose between building assets
var buildingAsset = Math.random() > 0.5 ? 'building' : 'Building2';
var building = self.attachAsset(buildingAsset, {
anchorX: 0.5,
anchorY: 0.95
});
building.tint = 0x2a2a2a + Math.floor(Math.random() * 0x222222);
// Randomly choose between neon sign assets
var neonAsset = Math.random() > 0.5 ? 'neonSign' : 'neonsign2';
var neonSign = self.attachAsset(neonAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 200 - 100,
y: -building.height * 0.5 + Math.random() * 100
});
neonSign.alpha = 0.8;
// Apply random tint to neon signs for variety
neonSign.tint = [0xFF00FF, 0x00FFFF, 0xFFFF00, 0xFF0088, 0x88FF00][Math.floor(Math.random() * 5)];
// Animate neon sign with smooth pulsing
var animDuration = 1500 + Math.random() * 1000;
var _animateNeonSign = function animateNeonSign() {
tween(neonSign, {
alpha: 0.3
}, {
duration: animDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(neonSign, {
alpha: 0.8
}, {
duration: animDuration,
easing: tween.easeInOut,
onFinish: _animateNeonSign
});
}
});
};
_animateNeonSign();
return self;
});
var Hunk = Container.expand(function () {
var self = Container.call(this);
// Randomly select one of the 4 hunk types
var hunkAssets = ['hunk', 'hunk2', 'hunk3', 'hunk4'];
self.hunkType = Math.floor(Math.random() * hunkAssets.length);
var body = self.attachAsset(hunkAssets[self.hunkType], {
anchorX: 0.5,
anchorY: 1.0
});
// Different resistance values for different hunk types
self.resistance = [100, 120, 150, 80][self.hunkType];
self.maxResistance = self.resistance;
self.captured = false;
self.idleFrames = [];
self.currentIdleFrame = 0;
self.idleAnimationTimer = 0;
self.idleAnimationDirection = 1; // 1 for forward, -1 for reverse
self.startIdleAnimation = function () {
if (self.hunkType !== 0 && self.hunkType !== 1 && self.hunkType !== 2 && self.hunkType !== 3 || self.captured) return;
// Get current and next frame
var currentFrame = self.idleFrames[self.currentIdleFrame];
// Calculate next frame with direction
var nextFrameIndex = self.currentIdleFrame + self.idleAnimationDirection;
// Check if we need to reverse direction
if (nextFrameIndex >= self.idleFrames.length - 1) {
nextFrameIndex = self.idleFrames.length - 1;
self.idleAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.idleAnimationDirection = 1;
}
var nextFrame = self.idleFrames[nextFrameIndex];
// Smoothly fade between frames
tween(currentFrame, {
alpha: 0
}, {
duration: 150,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 150,
easing: tween.easeInOut
});
self.currentIdleFrame = nextFrameIndex;
// Schedule next frame change
self.idleAnimationTime = LK.setTimeout(function () {
if (!self.captured && (self.hunkType === 0 || self.hunkType === 1 || self.hunkType === 2 || self.hunkType === 3)) {
self.startIdleAnimation();
}
}, 200);
};
// If this is hunk (index 0), set up idle animation with hunk and hunka-e
if (self.hunkType === 0) {
// Hide main body for animated hunk as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for mushroom hunk with consistent scaling
var baseHunkScale = 1.0;
self.idleFrames.push(self.attachAsset('hunk', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunkScale,
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunka', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.21,
// Adjust for narrower asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunkb', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.21,
// Adjust for narrower asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunkc', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.37,
// Adjust for much narrower asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunkd', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 0.63,
// Adjust for wider asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunke', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.07,
// Adjust for narrower asset
scaleY: baseHunkScale
}));
// Start idle animation
self.startIdleAnimation();
} else if (self.hunkType === 1) {
// Hide main body for animated hunk2 as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for hunk2 with consistent scaling
var baseHunk2Scale = 1.0;
self.idleFrames.push(self.attachAsset('hunk2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunk2Scale,
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2a', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 1.03,
// Adjust for slightly narrower asset
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2b', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 1.10,
// Adjust for narrower asset
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2c', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 1.35,
// Adjust for much narrower asset
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2d', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 0.98,
// Adjust for slightly wider asset
scaleY: baseHunk2Scale
}));
// Start idle animation
self.startIdleAnimation();
} else if (self.hunkType === 2) {
// Hide main body for animated hunk3 as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for hunk3 with consistent scaling
var baseHunk3Scale = 1.0;
self.idleFrames.push(self.attachAsset('hunk3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunk3Scale,
scaleY: baseHunk3Scale * 0.99
}));
self.idleFrames.push(self.attachAsset('hunk3a', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
//{7B}
scaleX: baseHunk3Scale * 1.04,
// Adjust for narrower asset
scaleY: baseHunk3Scale
}));
self.idleFrames.push(self.attachAsset('hunk3b', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk3Scale * 1.07,
// Adjust for narrower asset
scaleY: baseHunk3Scale
}));
self.idleFrames.push(self.attachAsset('hunk3c', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk3Scale * 1.04,
// Adjust for narrower asset
scaleY: baseHunk3Scale
}));
self.idleFrames.push(self.attachAsset('hunk3d', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk3Scale * 0.99,
// Adjust for slightly wider asset
scaleY: baseHunk3Scale
}));
// Start idle animation
self.startIdleAnimation();
} else if (self.hunkType === 3) {
// Hide main body for animated hunk4 as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for hunk4 with consistent scaling
var baseHunk4Scale = 1.0;
self.idleFrames.push(self.attachAsset('hunk4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunk4Scale,
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4a', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.26,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4b', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.12,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4c', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.18,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4d', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.21,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
// Start idle animation
self.startIdleAnimation();
}
self.stopIdleAnimation = function () {
if (self.idleAnimationTimer) {
LK.clearTimeout(self.idleAnimationTimer);
self.idleAnimationTimer = 0;
}
// Hide all idle frames
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
};
// Override destroy to clean up animation
var originalDestroy = self.destroy;
self.destroy = function () {
self.stopIdleAnimation();
originalDestroy.call(self);
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
// Randomly select one of the 4 platform types
var platformAssets = ['platform', 'platform2', 'platform3', 'platform4'];
var selectedPlatform = platformAssets[Math.floor(Math.random() * platformAssets.length)];
var platform = self.attachAsset(selectedPlatform, {
anchorX: 0.5,
anchorY: 0.5
});
// Store platform type for reference
self.platformType = selectedPlatform;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0a0a
});
/****
* Game Code
****/
function _toConsumableArray(r) {
return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
}
function _nonIterableSpread() {
throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) return _arrayLikeToArray(r, a);
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _iterableToArray(r) {
if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) return Array.from(r);
}
function _arrayWithoutHoles(r) {
if (Array.isArray(r)) return _arrayLikeToArray(r);
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
return n;
}
game.setBackgroundColor(0x0a0a0a);
var bloodmage = null;
var platforms = [];
var buildings = [];
var hunks = [];
var clouds = [];
var currentHunk = null;
var battleUI = null;
// Removed inBattle - using proximity-based battle UI instead
var cameraX = 0;
var worldContainer = null;
// CLEAN ZONE-BASED LEVEL SYSTEM
var biomeSystem = {
zones: {
'City': {
centerY: 1800,
backgrounds: ['nocturnecitylayout', 'bg2', 'bg3'],
midground: ['building', 'Building2', 'building3', 'building4'],
decorative: ['neonSign', 'neonsign2', 'statue', 'crystal'],
environmental: ['cloud1', 'cloud2', 'cloud3']
},
'Cosmic': {
centerY: 800,
backgrounds: ['galaxybg2', 'galaxybg3', 'galaxybg4'],
midground: ['galaxy', 'galaxy2', 'galaxy3'],
decorative: ['starlight', 'starlight2', 'crystal'],
environmental: ['galaxy4']
},
'Forest': {
centerY: 1800,
backgrounds: ['forestbg', 'forestbg2', 'forest2', 'forest3'],
midground: ['trees', 'trees2', 'trees3'],
decorative: ['foresteffect', 'foresteffect2'],
environmental: ['trees4']
},
'Sea': {
centerY: 1800,
backgrounds: ['sea', 'sea2', 'sea3'],
midground: ['caveoverlay'],
decorative: ['seaeffect'],
environmental: ['sea4']
},
'Under': {
centerY: 2800,
backgrounds: ['underbg2', 'underbg3', 'underbg4', 'cavern2'],
midground: ['underoverlay', 'caveoverlay'],
decorative: ['undereffect', 'undereffect2'],
floors: ['cavefloor', 'cavefloor2']
}
},
getCurrentZone: function getCurrentZone(x, y) {
if (y < 1200) return 'Cosmic';
if (x > 3500) return 'Forest';
if (x < 500) return 'Sea';
if (y > 2200) return 'Under';
return 'City';
}
};
// Define infiniteWorld system for zone determination compatibility
var infiniteWorld = {
getZone: function getZone(x, y) {
return biomeSystem.getCurrentZone(x, y);
}
};
// Define zones for legacy compatibility
var zones = biomeSystem.zones;
var environmentalEffects = []; // Track animated environmental effects
var zoneElements = []; // Track zone-specific elements for cleanup
var trackpadPressed = false;
var trackpadAngle = 0;
var capturedHunks = storage.capturedHunks || [];
var brostiary = storage.brostiary || {};
var bropageOverlay = null;
var bropageShowing = false;
var currentBropageIndex = 0;
var lastJumpTime = 0;
var doubleTapThreshold = 300; // milliseconds for double tap detection
var isFlying = false;
var flyFrames = [];
var currentFlyFrame = 0;
var flyAnimationTimer = 0;
var flyAnimationDirection = 1;
var jumpHoldStartTime = 0;
var jumpButtonHeld = false;
var lastGeneratedX = 0; // Track the rightmost generated position
var backgroundElements = []; // Track all background elements for cleanup
var spellProjectiles = []; // Track active spell projectiles
var isCasting = false; // Track if player is casting
var generatedChunks = []; // Track generated positions to prevent duplicates
worldContainer = game.addChild(new Container());
function generateBiomeChunk(startX) {
// Check if already generated
for (var i = 0; i < generatedChunks.length; i++) {
if (Math.abs(generatedChunks[i] - startX) < 1000) return;
}
generatedChunks.push(startX);
var zone = biomeSystem.getCurrentZone(startX, bloodmage ? bloodmage.y : 1800);
var zoneData = biomeSystem.zones[zone];
// Use clean structured generation system
generateCleanStructuredLevel(startX, zone);
lastGeneratedX = startX + 2000;
}
function generateBiomeBackgrounds(startX, zone, zoneData) {
// Single clean background layer per zone
var bgAsset = zoneData.backgrounds[Math.floor(Math.random() * zoneData.backgrounds.length)];
var bg = worldContainer.attachAsset(bgAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1000,
y: zone === 'Under' ? 2732 : zone === 'Cosmic' ? 2200 : 2732,
scaleX: 2.5,
scaleY: 2.5
});
bg.alpha = 0.7;
bg.zone = zone;
// Zone-specific styling
if (zone === 'Cosmic') {
bg.tint = 0xDDDDFF;
bg.y = Math.min(bg.y, 1400);
} else if (zone === 'Sea') {
bg.tint = 0xCCEEFF;
} else if (zone === 'Under') {
bg.tint = 0xFFCCCC;
bg.y = Math.max(bg.y, 2400);
} else if (zone === 'Forest') {
bg.tint = 0xCCFFCC;
}
backgroundElements.push(bg);
worldContainer.setChildIndex(bg, 0);
}
function generateBiomeMidground(startX, zone, zoneData) {
for (var i = 0; i < 4; i++) {
var midgroundAsset = zoneData.midground[Math.floor(Math.random() * zoneData.midground.length)];
var midground = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 400 + i * 500,
y: zone === 'Under' ? 2600 : zone === 'Cosmic' ? 1400 : 2000,
scaleX: 1.2 + Math.random() * 0.6,
scaleY: 1.2 + Math.random() * 0.6
});
midground.alpha = 0.8;
midground.zone = zone;
if (zone === 'Cosmic') {
midground.tint = 0xEEEEFF;
}
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 5 + i);
}
// Add decorative elements
for (var j = 0; j < 2; j++) {
if (zoneData.decorative) {
var decorAsset = zoneData.decorative[Math.floor(Math.random() * zoneData.decorative.length)];
var decor = worldContainer.attachAsset(decorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 600 + j * 800,
y: zone === 'Under' ? 2400 : zone === 'Cosmic' ? 1200 : 1800,
scaleX: 1.0 + Math.random() * 0.8,
scaleY: 1.0 + Math.random() * 0.8
});
decor.alpha = 0.7;
backgroundElements.push(decor);
worldContainer.setChildIndex(decor, 3);
}
}
}
function generateBiomePlatforms(startX, zone) {
var platformCount = 8;
var platformSpacing = 300;
for (var i = 0; i < platformCount; i++) {
var platform = new Platform();
platform.x = startX + 200 + i * platformSpacing;
// Zone-specific platform layouts
if (zone === 'Cosmic') {
platform.y = 1400 - i * 80 + Math.sin(i * 0.5) * 100;
} else if (zone === 'Under') {
platform.y = 1800 + i * 120;
} else if (zone === 'Sea') {
platform.y = 1500 + Math.sin(i * 0.8) * 200;
} else if (zone === 'Forest') {
platform.y = 1600 - i % 3 * 150;
} else {
platform.y = 1650 - i % 4 * 120;
}
platforms.push(platform);
worldContainer.addChild(platform);
}
// Add Under biome cave floors
if (zone === 'Under') {
var zoneData = biomeSystem.zones[zone];
if (zoneData.floors) {
// Add solid cave floors at bottom
for (var f = 0; f < 6; f++) {
var floorAsset = zoneData.floors[f % zoneData.floors.length];
var floorPlatform = new Platform();
floorPlatform.x = startX + f * 400;
floorPlatform.y = 2650;
platforms.push(floorPlatform);
worldContainer.addChild(floorPlatform);
// Add visual floor graphic
var floorGraphic = worldContainer.attachAsset(floorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: floorPlatform.x,
y: floorPlatform.y,
scaleX: 1.2,
scaleY: 1.2
});
backgroundElements.push(floorGraphic);
}
}
}
}
function generateBiomeCharacter(startX, zone) {
var hunk = new Hunk();
hunk.x = startX + 1000 + Math.random() * 400;
hunk.y = zone === 'Under' ? 2500 : zone === 'Cosmic' ? 1200 : 1500;
hunks.push(hunk);
worldContainer.addChild(hunk);
}
// Removed complex generation functions - using clean biome system instead
function generateInfiniteStructures(centerX, centerY, assets) {
// Generate midground structures in expanding spiral
var structureCount = 15;
var zone = infiniteWorld.getZone(centerX, centerY);
for (var i = 0; i < structureCount; i++) {
var angle = i / structureCount * Math.PI * 2;
var radius = 400 + i * 150;
var posX = centerX + Math.cos(angle) * radius;
var posY = centerY + Math.sin(angle) * radius * 0.3;
var midgroundAsset = assets.midground[Math.floor(Math.random() * assets.midground.length)];
var scale = 1.2 + Math.random() * 1.8;
var structure = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: posX,
y: posY,
scaleX: scale,
scaleY: scale
});
structure.alpha = 0.7 + Math.random() * 0.3;
structure.zone = zone;
// Add decorative elements around structures
if (Math.random() > 0.4 && assets.decorative) {
var decorAsset = assets.decorative[Math.floor(Math.random() * assets.decorative.length)];
var decoration = worldContainer.attachAsset(decorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: posX + (Math.random() - 0.5) * 300,
y: posY + (Math.random() - 0.5) * 200,
scaleX: 0.8 + Math.random() * 1.4,
scaleY: 0.8 + Math.random() * 1.4
});
decoration.alpha = 0.6 + Math.random() * 0.4;
backgroundElements.push(decoration);
}
backgroundElements.push(structure);
// Remove zoneElements.push since this function may not need it
worldContainer.setChildIndex(structure, 8 + i % 4);
}
}
function generateStructuredPlatforms(startX, zone) {
// Create clear, logical pathways following nocturnecitylayout principles
var platformLayouts = {
'City': [{
x: 400,
y: 1800
}, {
x: 800,
y: 1600
}, {
x: 1200,
y: 1400
}, {
x: 1600,
y: 1200
}, {
x: 2000,
y: 1500
}, {
x: 2400,
y: 1300
}],
'Cosmic': [{
x: 400,
y: 1600
}, {
x: 800,
y: 1200
}, {
x: 1200,
y: 800
}, {
x: 1600,
y: 1000
}, {
x: 2000,
y: 600
}, {
x: 2400,
y: 900
}],
'Forest': [{
x: 400,
y: 1700
}, {
x: 800,
y: 1500
}, {
x: 1200,
y: 1200
}, {
x: 1600,
y: 1400
}, {
x: 2000,
y: 1100
}, {
x: 2400,
y: 1300
}],
'Sea': [{
x: 400,
y: 1500
}, {
x: 800,
y: 1700
}, {
x: 1200,
y: 1400
}, {
x: 1600,
y: 1600
}, {
x: 2000,
y: 1300
}, {
x: 2400,
y: 1500
}],
'Under': [{
x: 400,
y: 1800
}, {
x: 800,
y: 2000
}, {
x: 1200,
y: 1900
}, {
x: 1600,
y: 2100
}, {
x: 2000,
y: 1800
}, {
x: 2400,
y: 2000
}]
};
var layout = platformLayouts[zone] || platformLayouts.City;
for (var i = 0; i < layout.length; i++) {
var platform = new Platform();
platform.x = startX + layout[i].x;
platform.y = layout[i].y;
platform.scaleX = 1.0;
platform.scaleY = 1.0;
platforms.push(platform);
worldContainer.addChild(platform);
}
}
function generateSingleHunk(startX, zone) {
// Generate only ONE hunk per chunk to avoid chaos
var hunk = new Hunk();
hunk.x = startX + 1200; // Position in middle of chunk
hunk.y = 1600; // Accessible height
hunks.push(hunk);
worldContainer.addChild(hunk);
// Ensure hunk is visible in foreground with safe bounds checking
var safeIndex = Math.max(0, worldContainer.children.length - 2);
if (safeIndex < worldContainer.children.length) {
worldContainer.setChildIndex(hunk, safeIndex);
}
}
function generateMinimalDecoration(startX, zone) {
// Add only 2-3 decorative elements that enhance rather than clutter
var zoneDecorations = {
'City': ['statue', 'crystal'],
'Cosmic': ['starlight', 'crystal'],
'Forest': ['trees3', 'crystal'],
'Sea': ['caveoverlay', 'crystal'],
'Under': ['underoverlay', 'crystal']
};
var decorAssets = zoneDecorations[zone] || zoneDecorations.City;
for (var i = 0; i < 2; i++) {
var asset = decorAssets[i % decorAssets.length];
var decoration = worldContainer.attachAsset(asset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 500 + i * 1000,
y: 2000,
scaleX: 1.2,
scaleY: 1.2
});
decoration.alpha = 0.7;
backgroundElements.push(decoration);
// Ensure decoration stays behind platforms and player
worldContainer.setChildIndex(decoration, 3 + i);
}
}
function generateInfiniteGameplay(centerX, centerY) {
// Add doors for interiors at strategic locations
if (Math.random() > 0.7) {
var doorTypes = ['door', 'door2', 'door3'];
var doorAsset = doorTypes[Math.floor(Math.random() * doorTypes.length)];
var door = worldContainer.attachAsset(doorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX + (Math.random() - 0.5) * 1000,
y: centerY + (Math.random() - 0.5) * 400,
scaleX: 0.6 + Math.random() * 0.8,
scaleY: 0.6 + Math.random() * 0.8
});
door.interactive = true;
door.down = function () {
var interiorTypes = ['interior', 'interior2', 'interior3', 'interior4', 'interior5', 'interior6', 'interior7', 'interior8'];
var interior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(interior);
};
backgroundElements.push(door);
worldContainer.setChildIndex(door, 15);
}
}
function generateZoneContent(startX, zone, zoneData) {
// Generate extensive midground elements with enhanced layering
var midgroundCount = zone === 'Cosmic' ? 10 : zone === 'Forest' ? 8 : 6;
for (var i = 0; i < midgroundCount; i++) {
if (zoneData.midground && zoneData.midground.length > 0) {
var asset = zoneData.midground[Math.floor(Math.random() * zoneData.midground.length)];
var baseScale = zone === 'Cosmic' ? 2.2 : zone === 'Forest' ? 1.8 : zone === 'Sea' ? 1.5 : 1.2;
var scale = baseScale * (0.7 + Math.random() * 0.8);
// Better positioning for seamless coverage
var xPos = startX + 200 + i * 450 + (Math.random() - 0.5) * 300;
var yPos = zone === 'Cosmic' ? 1700 + Math.random() * 600 : 1800 + Math.random() * 600;
var midground = worldContainer.attachAsset(asset, {
anchorX: 0.5,
anchorY: 1.0,
x: xPos,
y: yPos,
scaleX: scale,
scaleY: scale
});
midground.zone = zone;
midground.alpha = 0.8 + Math.random() * 0.2;
// Enhanced zone-specific midground styling
if (zone === 'Cosmic') {
midground.tint = 0xEEEEFF;
midground.alpha = 0.95;
// Add enhanced cosmic pulsing with better timing
var originalScale = scale;
var pulseTimer = setInterval(function () {
if (midground && !midground.destroyed) {
var pulseIntensity = 1.0 + Math.sin(Date.now() * 0.001 + i) * 0.15;
tween(midground, {
scaleX: originalScale * pulseIntensity,
scaleY: originalScale * pulseIntensity
}, {
duration: 200,
easing: tween.easeInOut
});
} else {
clearInterval(pulseTimer);
}
}, 1500 + Math.random() * 2000);
} else if (zone === 'Sea') {
midground.tint = 0xDDEEFF;
// Add wave-like motion
midground.waveOffset = Math.random() * Math.PI * 2;
} else if (zone === 'Under') {
midground.tint = 0xFFDDDD;
} else if (zone === 'Forest') {
midground.tint = 0xDDFFDD;
}
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 10 + i);
}
}
// Generate extensive decorative elements with better distribution
var decorCount = zone === 'Cosmic' ? 15 : zone === 'Forest' ? 12 : 10;
for (var d = 0; d < decorCount; d++) {
if (Math.random() > 0.2) {
var decorAssets = getZoneDecorations(zone);
var decorAsset = decorAssets[Math.floor(Math.random() * decorAssets.length)];
// Better positioning to avoid clustering
var xSpread = startX + d * 350 + Math.random() * 250;
var ySpread = 1200 + Math.random() * 1000;
// Add height variation by zone
if (zone === 'Cosmic') {
ySpread -= 400; // Higher placement
} else if (zone === 'Under') {
ySpread += 200; // Lower placement
}
var decoration = worldContainer.attachAsset(decorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: xSpread,
y: ySpread,
scaleX: 1.0 + Math.random() * 1.8,
scaleY: 1.0 + Math.random() * 1.8
});
// Enhanced zone-specific decoration styling
decoration.zone = zone;
decoration.alpha = 0.7 + Math.random() * 0.3;
if (zone === 'Cosmic') {
decoration.tint = 0xDDDDFF;
decoration.alpha = 1.0;
// Add cosmic rotation
decoration.rotationSpeed = (Math.random() - 0.5) * 0.02;
} else if (zone === 'Sea') {
decoration.tint = 0xBBDDFF;
} else if (zone === 'Under') {
decoration.tint = 0xFF9999;
} else if (zone === 'Forest') {
decoration.tint = 0xBBDD99;
} else {
decoration.tint = 0xAAAA99;
}
backgroundElements.push(decoration);
worldContainer.setChildIndex(decoration, 8 + d % 3);
}
}
}
function generateZoneEnvironment(startX, zone, zoneData) {
// Generate environmental effects
if (zoneData.environmental && zoneData.environmental.length > 0) {
var effectCount = zone === 'Cosmic' ? 10 : 6;
for (var i = 0; i < effectCount; i++) {
var asset = zoneData.environmental[Math.floor(Math.random() * zoneData.environmental.length)];
var scale = zone === 'Cosmic' ? 2.0 : 1.5;
scale *= 0.6 + Math.random() * 0.8;
var effect = worldContainer.attachAsset(asset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + Math.random() * 3000,
y: zone === 'Cosmic' ? 600 + Math.random() * 1600 : 1000 + Math.random() * 1400,
scaleX: scale,
scaleY: scale
});
effect.zone = zone;
effect.animationType = zone;
effect.driftSpeed = 0.3 + Math.random() * 1.2;
effect.alpha = 0.6 + Math.random() * 0.4;
// Zone-specific environmental behavior
if (zone === 'Cosmic') {
effect.tint = 0xEEEEFF;
effect.rotationSpeed = (Math.random() - 0.5) * 0.03;
effect.alpha = 0.8;
} else if (zone === 'Forest') {
effect.blinkTimer = Math.random() * 4000;
} else if (zone === 'Under') {
effect.floatAmplitude = 60 + Math.random() * 120;
effect.floatSpeed = 0.015 + Math.random() * 0.025;
}
environmentalEffects.push(effect);
worldContainer.setChildIndex(effect, 10);
}
}
// Generate zone-appropriate clouds/atmospheric elements
if (zone === 'City' || zone === 'Sea') {
generateAtmosphericClouds(startX, zone);
}
}
function generatePlatformBridges(startX, zone) {
// Create connecting platforms between major height differences
var bridgeCount = zone === 'Cosmic' ? 8 : 5;
for (var b = 0; b < bridgeCount; b++) {
var bridgePlatform = new Platform();
bridgePlatform.x = startX + 500 + b * 600;
// Position bridges at intermediate heights
if (zone === 'Cosmic') {
bridgePlatform.y = 1400 - b * 50;
} else if (zone === 'Under') {
bridgePlatform.y = 1850 + b * 40;
} else {
bridgePlatform.y = 1550 - b % 3 * 100;
}
bridgePlatform.scaleX = 0.8;
bridgePlatform.scaleY = 0.8;
platforms.push(bridgePlatform);
worldContainer.addChild(bridgePlatform);
}
}
function generateVerticalExploration(startX, zone) {
// Create extensive vertical exploration networks for all directions
var explorationPlatforms = generateExplorationNetwork(startX, zone);
// Create platforms with enhanced connectivity
for (var p = 0; p < explorationPlatforms.length; p++) {
var platform = new Platform();
platform.x = explorationPlatforms[p].x;
platform.y = explorationPlatforms[p].y;
platform.scaleX = explorationPlatforms[p].scale || 1.0;
platform.scaleY = explorationPlatforms[p].scale || 1.0;
platforms.push(platform);
worldContainer.addChild(platform);
// Add hunks to strategic positions
if (explorationPlatforms[p].hasHunk) {
var hunk = new Hunk();
hunk.x = platform.x + (Math.random() - 0.5) * 100;
hunk.y = platform.y - 20;
hunks.push(hunk);
worldContainer.addChild(hunk);
}
}
}
function generateExplorationNetwork(startX, zone) {
var network = [];
if (zone === 'Cosmic') {
// Extensive cosmic network with sky access
for (var skyLevel = 0; skyLevel < 5; skyLevel++) {
for (var skyPos = 0; skyPos < 6; skyPos++) {
network.push({
x: startX + 300 + skyPos * 400,
y: 2000 - skyLevel * 350 - skyPos * 40,
scale: 1.2 + skyLevel * 0.1,
hasHunk: skyLevel === 2 && skyPos % 3 === 1
});
}
}
} else if (zone === 'Under') {
// Deep underground network
for (var depth = 0; depth < 6; depth++) {
for (var tunnel = 0; tunnel < 4; tunnel++) {
network.push({
x: startX + 400 + tunnel * 500,
y: 1600 + depth * 250,
scale: 1.0 - depth * 0.05,
hasHunk: depth % 2 === 1 && tunnel % 2 === 0
});
}
}
} else if (zone === 'Forest') {
// Canopy and ground levels
for (var level = 0; level < 4; level++) {
for (var branch = 0; branch < 7; branch++) {
network.push({
x: startX + 200 + branch * 350,
y: level < 2 ? 1700 - level * 200 : 1300 - (level - 2) * 150,
scale: level < 2 ? 0.8 : 1.2,
hasHunk: level === 1 && branch % 4 === 2
});
}
}
} else if (zone === 'Sea') {
// Surface and underwater platforms
for (var wave = 0; wave < 5; wave++) {
for (var current = 0; current < 5; current++) {
var isUnderwater = wave > 2;
network.push({
x: startX + 300 + current * 450,
y: isUnderwater ? 1800 + (wave - 2) * 200 : 1400 + Math.sin(current * 0.8) * 150,
scale: isUnderwater ? 0.9 : 1.1,
hasHunk: wave === 1 && current % 3 === 1
});
}
}
} else {
// City network with building-hop platforms
for (var floor = 0; floor < 4; floor++) {
for (var building = 0; building < 8; building++) {
network.push({
x: startX + 250 + building * 400,
y: 1700 - floor * 250 + building % 2 * 100,
scale: 1.0 + floor * 0.1,
hasHunk: floor === 1 && building % 5 === 2
});
}
}
}
return network;
}
function generateVerticalPlatformNetworks(startX, zone) {
// Legacy function - now calls enhanced exploration network
generateVerticalExploration(startX, zone);
}
function generateUnusedAssets(startX, zone) {
// Place unused non-player assets strategically throughout zones
var decorativeAssets = getUnusedAssetsByZone(zone);
var decorCount = zone === 'Cosmic' ? 12 : 8;
for (var i = 0; i < decorCount; i++) {
var asset = decorativeAssets[Math.floor(Math.random() * decorativeAssets.length)];
var decoration = worldContainer.attachAsset(asset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + i * 400 + Math.random() * 300,
y: 1200 + Math.random() * 1000,
scaleX: 1.2 + Math.random() * 1.8,
scaleY: 1.2 + Math.random() * 1.8
});
// Zone-specific decoration behavior
decoration.zone = zone;
decoration.alpha = 0.7 + Math.random() * 0.3;
if (zone === 'Cosmic') {
decoration.tint = 0xDDDDFF;
decoration.alpha = 0.9;
// Add cosmic glow animation
var originalAlpha = decoration.alpha;
tween(decoration, {
alpha: originalAlpha * 1.5
}, {
duration: 2000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(decoration, {
alpha: originalAlpha
}, {
duration: 2000 + Math.random() * 3000,
easing: tween.easeInOut
});
}
});
} else if (zone === 'Sea') {
decoration.tint = 0xAADDFF;
} else if (zone === 'Under') {
decoration.tint = 0xEE8888;
} else if (zone === 'Forest') {
decoration.tint = 0xAADD88;
} else {
decoration.tint = 0xAAAAAA;
}
backgroundElements.push(decoration);
worldContainer.setChildIndex(decoration, 7 + i);
}
}
function getUnusedAssetsByZone(zone) {
if (zone === 'City') {
return ['statue', 'crystal', 'artefact', 'artefact2', 'mandroid', 'tech', 'tokurrencoin', 'skilltree', 'door2', 'door3', 'crystalheart', 'plush', 'plush2'];
} else if (zone === 'Cosmic') {
return ['starlight', 'galaxy3', 'crystal', 'artefact', 'starlight2', 'galaxy4', 'crystalheart', 'tech', 'tokurrencoin', 'artefact2'];
} else if (zone === 'Forest') {
return ['trees3', 'trees4', 'plush', 'plush2', 'plush3', 'crystal', 'artefact', 'crystalheart'];
} else if (zone === 'Sea') {
return ['caveoverlay', 'crystal', 'artefact2', 'underoverlay', 'crystalheart', 'plush3'];
} else if (zone === 'Under') {
return ['underoverlay', 'crystal', 'crystalheart', 'caveoverlay', 'artefact', 'tech'];
}
return ['crystal', 'artefact', 'crystalheart']; // Fallback
}
function getZoneDecorations(zone) {
return getUnusedAssetsByZone(zone);
}
function generateAtmosphericClouds(startX, zone) {
var cloudCount = zone === 'Sea' ? 8 : 6;
var cloudAssets = ['cloud1', 'cloud2', 'cloud3'];
for (var i = 0; i < cloudCount; i++) {
var cloudType = cloudAssets[Math.floor(Math.random() * cloudAssets.length)];
var cloud = worldContainer.attachAsset(cloudType, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + Math.random() * 3000,
y: i < cloudCount / 2 ? 2200 + Math.random() * 400 : 900 + Math.random() * 600
});
var cloudScale = 0.6 + Math.random() * 1.2;
cloud.scale.x = cloudScale;
cloud.scale.y = cloudScale;
cloud.alpha = i < cloudCount / 2 ? 0.7 + Math.random() * 0.3 : 0.3 + Math.random() * 0.4;
cloud.driftSpeed = 0.4 + Math.random() * 1.0;
// Zone-specific cloud styling
if (zone === 'Sea') {
cloud.tint = 0xCCEEFF;
cloud.alpha *= 1.2;
}
clouds.push(cloud);
worldContainer.setChildIndex(cloud, 7);
}
// Enhanced vertical platform networks with better connectivity
var verticalPlatforms = [];
if (zone === 'Cosmic') {
// Cosmic zone: Multi-tier ascending spirals with connection platforms
verticalPlatforms = [
// Lower tier
{
x: startX + 300,
y: 1600
}, {
x: startX + 600,
y: 1500
}, {
x: startX + 900,
y: 1400
},
// Mid tier - ascending spiral
{
x: startX + 1200,
y: 1200
}, {
x: startX + 1500,
y: 1000
}, {
x: startX + 1800,
y: 800
},
// Upper tier - sky access
{
x: startX + 2100,
y: 600
}, {
x: startX + 2400,
y: 400
}, {
x: startX + 2700,
y: 200
},
// Connecting bridges
{
x: startX + 750,
y: 1350
}, {
x: startX + 1650,
y: 900
}, {
x: startX + 2550,
y: 500
}];
} else if (zone === 'Under') {
// Underground: Descending cave system with multiple levels
verticalPlatforms = [
// Entry level
{
x: startX + 400,
y: 1600
}, {
x: startX + 700,
y: 1700
},
// Mid descent
{
x: startX + 1000,
y: 1900
}, {
x: startX + 1300,
y: 2100
},
// Deep level
{
x: startX + 1600,
y: 2300
}, {
x: startX + 1900,
y: 2200
},
// Return path
{
x: startX + 2200,
y: 2000
}, {
x: startX + 2500,
y: 1800
}];
} else if (zone === 'Sea') {
// Sea zone: Wave-like platform arrangement with diving platforms
verticalPlatforms = [
// Surface waves
{
x: startX + 400,
y: 1400
}, {
x: startX + 700,
y: 1500
}, {
x: startX + 1000,
y: 1300
},
// Diving platforms
{
x: startX + 1300,
y: 1600
}, {
x: startX + 1600,
y: 1800
}, {
x: startX + 1900,
y: 1900
},
// Surfacing platforms
{
x: startX + 2200,
y: 1700
}, {
x: startX + 2500,
y: 1500
}];
} else if (zone === 'Forest') {
// Forest zone: Tree canopy levels
verticalPlatforms = [
// Ground level
{
x: startX + 400,
y: 1700
}, {
x: startX + 700,
y: 1600
},
// Canopy level
{
x: startX + 1000,
y: 1200
}, {
x: startX + 1300,
y: 1100
}, {
x: startX + 1600,
y: 1000
},
// Treetop level
{
x: startX + 1900,
y: 800
}, {
x: startX + 2200,
y: 900
}, {
x: startX + 2500,
y: 1100
}];
} else {
// City zone: Building-hop platforms with varied heights
verticalPlatforms = [
// Street level
{
x: startX + 400,
y: 1800
}, {
x: startX + 700,
y: 1700
},
// Mid-rise level
{
x: startX + 1000,
y: 1400
}, {
x: startX + 1300,
y: 1300
}, {
x: startX + 1600,
y: 1200
},
// High-rise level
{
x: startX + 1900,
y: 900
}, {
x: startX + 2200,
y: 1000
}, {
x: startX + 2500,
y: 1100
}];
}
for (var p = 0; p < verticalPlatforms.length; p++) {
var platform = new Platform();
platform.x = verticalPlatforms[p].x;
platform.y = verticalPlatforms[p].y;
// Scale platforms based on zone and height for better visibility
var heightRatio = (2000 - platform.y) / 1000;
platform.scaleX = 1.0 + heightRatio * 0.3;
platform.scaleY = 1.0;
platforms.push(platform);
worldContainer.addChild(platform);
// Add connection platforms between major height differences
if (p > 0) {
var prevPlatform = verticalPlatforms[p - 1];
var heightDiff = Math.abs(platform.y - prevPlatform.y);
if (heightDiff > 300) {
var midPlatform = new Platform();
midPlatform.x = (platform.x + prevPlatform.x) / 2;
midPlatform.y = (platform.y + prevPlatform.y) / 2;
midPlatform.scaleX = 0.8;
platforms.push(midPlatform);
worldContainer.addChild(midPlatform);
}
}
// Add hunks to strategic vertical positions
if (p % 3 === 1 && Math.random() > 0.4) {
var hunk = new Hunk();
hunk.x = platform.x + (Math.random() - 0.5) * 100;
hunk.y = platform.y - 20;
hunks.push(hunk);
worldContainer.addChild(hunk);
}
}
// Update last generated position
lastGeneratedX = startX + 2500;
}
function determineZone(x, y) {
// Use biome system for zone determination
if (y === undefined && bloodmage) {
y = bloodmage.y;
}
return biomeSystem.getCurrentZone(x, y || 1800);
}
function generateEnvironmentalEffects(startX, zone) {
var zoneData = biomeSystem.zones[zone];
if (!zoneData || !zoneData.environmental) return;
// Zone-specific effect count and sizing
var effectCount = zone === 'Cosmic' ? 8 : 4; // More cosmic effects
var baseScale = zone === 'Cosmic' ? 1.5 : zone === 'Forest' ? 1.2 : 1.0;
// Generate animated environmental effects
for (var i = 0; i < effectCount; i++) {
var asset = zoneData.environmental[Math.floor(Math.random() * zoneData.environmental.length)];
var layeredScale = baseScale * (0.7 + Math.random() * 0.8);
var layerDepth = Math.random() * 3; // For varied layering
var effect = worldContainer.attachAsset(asset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + Math.random() * 2500,
y: zone === 'Cosmic' ? 800 + Math.random() * 1400 : 1000 + Math.random() * 1200,
// Higher cosmic range
scaleX: layeredScale,
scaleY: layeredScale
});
effect.zone = zone;
effect.animationType = zone; // Store for animation behavior
effect.driftSpeed = zone === 'Cosmic' ? 0.2 + Math.random() * 0.8 : 0.3 + Math.random() * 1.5;
effect.alpha = zone === 'Cosmic' ? 0.7 + Math.random() * 0.3 : 0.6 + Math.random() * 0.4;
// Enhanced cosmic effects
if (zone === 'Cosmic') {
effect.tint = 0xEEEEFF;
// Add subtle rotation for cosmic elements
effect.rotationSpeed = (Math.random() - 0.5) * 0.02;
}
// Zone-specific animation setup
if (zone === 'City' || zone === 'Sea') {
// Drifting clouds/effects
effect.driftDirection = Math.random() * Math.PI * 2;
} else if (zone === 'Forest') {
// Blinking forest effects
effect.blinkTimer = Math.random() * 3000;
} else if (zone === 'Under') {
// Floating underworld effects
effect.floatAmplitude = 50 + Math.random() * 100;
effect.floatSpeed = 0.02 + Math.random() * 0.03;
}
environmentalEffects.push(effect);
zoneElements.push(effect);
worldContainer.setChildIndex(effect, 6);
}
}
function cleanupDistantElements() {
if (!bloodmage) return;
var playerX = bloodmage.x;
var playerY = bloodmage.y;
var cleanupDistance = 6000; // Much larger cleanup radius for infinite world
// Clean up elements that are too far from player
var elementArrays = [backgroundElements, environmentalEffects, buildings, platforms.filter(function (p) {
return !p.permanent;
}),
// Don't cleanup important platforms
hunks.filter(function (h) {
return h.captured;
}),
// Only cleanup captured hunks
clouds];
for (var arrayIndex = 0; arrayIndex < elementArrays.length; arrayIndex++) {
var elementArray = elementArrays[arrayIndex];
for (var i = elementArray.length - 1; i >= 0; i--) {
var element = elementArray[i];
if (element && element.x !== undefined && element.y !== undefined) {
var distance = Math.sqrt(Math.pow(element.x - playerX, 2) + Math.pow(element.y - playerY, 2));
if (distance > cleanupDistance) {
element.destroy();
elementArray.splice(i, 1);
}
}
}
}
}
// Legacy function for compatibility
function cleanupOldElements() {
cleanupDistantElements();
}
function createLevel() {
// Create clean structured level using nocturnecitylayout as reference
createStructuredLevel();
}
function createStructuredLevel() {
// Step 1: Generate clean layered background that stays behind player
generateCleanBackgroundLayers();
// Step 2: Generate Under biome content at bottom to prevent black line
generateUnderBiomeAtBottom();
// Step 3: Create logical platform pathways following nocturnecitylayout
generateLogicalPlatformPathways();
// Step 4: Add single focused character per area to avoid chaos
generateSingleFocusedCharacters();
// Step 5: Add minimal aesthetic elements that enhance without cluttering
generateMinimalAestheticElements();
// Step 6: Initialize player and ensure proper layering
initializePlayerAndLayering();
}
function generateCleanBackgroundLayers() {
// Primary background layer - nocturnecitylayout as reference
var nocturneCityBg = worldContainer.attachAsset('nocturnecitylayout', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048,
y: 2732,
scaleX: 2.2,
scaleY: 2.0
});
nocturneCityBg.alpha = 0.8;
backgroundElements.push(nocturneCityBg);
worldContainer.setChildIndex(nocturneCityBg, 0);
// Secondary background for depth
var bg2 = worldContainer.attachAsset('bg2', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048,
y: 2732,
scaleX: 3.0,
scaleY: 3.0
});
bg2.alpha = 0.4;
backgroundElements.push(bg2);
worldContainer.setChildIndex(bg2, 1);
// Add atmospheric clouds
for (var i = 0; i < 6; i++) {
var cloudAssets = ['cloud1', 'cloud2', 'cloud3'];
var cloudType = cloudAssets[Math.floor(Math.random() * cloudAssets.length)];
var cloud = worldContainer.attachAsset(cloudType, {
anchorX: 0.5,
anchorY: 0.5,
x: 500 + i * 600,
y: 2400 + Math.random() * 200
});
var cloudScale = 0.8 + Math.random() * 0.4;
cloud.scale.x = cloudScale;
cloud.scale.y = cloudScale;
cloud.alpha = 0.6 + Math.random() * 0.3;
cloud.driftSpeed = 0.3 + Math.random() * 0.7;
clouds.push(cloud);
backgroundElements.push(cloud);
worldContainer.setChildIndex(cloud, 2 + i);
}
}
function generateLogicalPlatformPathways() {
// Create clear pathways based on nocturnecitylayout structure
var platformLayout = [
// Left side ascending path
{
x: 600,
y: 1800
},
// Starting platform
{
x: 900,
y: 1650
},
// Step up
{
x: 1200,
y: 1500
},
// Continue up
{
x: 1500,
y: 1350
},
// Higher level
// Central plateau area
{
x: 1800,
y: 1200
},
// Central high platform
{
x: 2100,
y: 1200
},
// Extended plateau
{
x: 2400,
y: 1200
},
// Plateau continues
// Right side descending path
{
x: 2700,
y: 1350
},
// Start descent
{
x: 3000,
y: 1500
},
// Down
{
x: 3300,
y: 1650
},
// Further down
{
x: 3600,
y: 1800
},
// Back to ground level
// Additional connecting platforms
{
x: 1050,
y: 1725
},
// Left connector
{
x: 1350,
y: 1575
},
// Mid connector
{
x: 2250,
y: 1300
},
// Central connector
{
x: 2850,
y: 1425
},
// Right connector
// Ground level foundation
{
x: 400,
y: 2000
},
// Left ground
{
x: 800,
y: 2000
},
//
{
x: 1200,
y: 2000
},
// Central ground
{
x: 1600,
y: 2000
},
//
{
x: 2000,
y: 2000
},
//
{
x: 2400,
y: 2000
},
//
{
x: 2800,
y: 2000
},
//
{
x: 3200,
y: 2000
},
//
{
x: 3600,
y: 2000
},
// Right ground
{
x: 4000,
y: 2000
} // Extended right
];
for (var i = 0; i < platformLayout.length; i++) {
var platform = new Platform();
platform.x = platformLayout[i].x;
platform.y = platformLayout[i].y;
platform.scaleX = 1.0 + (i < 10 ? 0.1 : 0); // Slightly larger for main path
platform.scaleY = 1.0;
platforms.push(platform);
worldContainer.addChild(platform);
}
}
function generateSingleFocusedCharacters() {
// Add only ONE character per strategic area to maintain focus
var hunkPositions = [{
x: 1200,
y: 1480
},
// Left area hunk
{
x: 2100,
y: 1180
},
// Central plateau hunk
{
x: 3300,
y: 1630
} // Right area hunk
];
for (var i = 0; i < hunkPositions.length; i++) {
var hunk = new Hunk();
hunk.x = hunkPositions[i].x;
hunk.y = hunkPositions[i].y;
hunks.push(hunk);
worldContainer.addChild(hunk);
}
// Add shop door at central location
var door = worldContainer.attachAsset('door', {
anchorX: 0.5,
anchorY: 1.0,
x: 1800,
y: 1180,
scaleX: 0.8,
scaleY: 0.8
});
door.interactive = true;
doorAsset = door;
// Add floating shop sign
var hideSign = worldContainer.attachAsset('hidesign', {
anchorX: 0.5,
anchorY: 1.0,
x: 1800,
y: 900,
scaleX: 3.5,
scaleY: 3.5
});
hideSign.interactive = true;
hideSign.down = function () {
enterShop();
};
// Animate shop sign floating
function animateShopSign() {
tween(hideSign, {
y: 850
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(hideSign, {
y: 900
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: animateShopSign
});
}
});
}
animateShopSign();
}
function generateMinimalAestheticElements() {
// Add only essential decorative elements that enhance without cluttering
var aestheticElements = [{
asset: 'building',
x: 700,
y: 2000,
scale: 1.0
}, {
asset: 'building3',
x: 1400,
y: 2000,
scale: 0.8
}, {
asset: 'statue',
x: 2000,
y: 2000,
scale: 1.2
}, {
asset: 'building4',
x: 2800,
y: 2000,
scale: 0.9
}, {
asset: 'crystal',
x: 1800,
y: 1000,
scale: 1.5
}, {
asset: 'neonSign',
x: 1000,
y: 1400,
scale: 0.7
}, {
asset: 'neonsign2',
x: 3000,
y: 1400,
scale: 0.7
}];
for (var i = 0; i < aestheticElements.length; i++) {
var elem = aestheticElements[i];
var aesthetic = worldContainer.attachAsset(elem.asset, {
anchorX: 0.5,
anchorY: 1.0,
x: elem.x,
y: elem.y,
scaleX: elem.scale,
scaleY: elem.scale
});
aesthetic.alpha = 0.7 + Math.random() * 0.2;
backgroundElements.push(aesthetic);
worldContainer.setChildIndex(aesthetic, 3);
}
}
function initializePlayerAndLayering() {
// Initialize player character
bloodmage = new Bloodmage();
bloodmage.x = 600; // Start on first platform
bloodmage.y = 1780;
bloodmage.grounded = true;
bloodmage.isMoving = false;
bloodmage.isJumping = false;
bloodmage.isFlying = false;
worldContainer.addChild(bloodmage);
// Ensure proper layering hierarchy
ensureProperLayering();
// Initialize player animation
bloodmage.currentAnimationState = 'idle';
bloodmage.currentIdleFrame = 0;
bloodmage.idleAnimationDirection = 1;
bloodmage.clearAllAnimations();
if (bloodmage.idleFrames.length >= 6) {
bloodmage.idleFrames[0].alpha = 1;
bloodmage.currentIdleFrame = 0;
LK.setTimeout(function () {
bloodmage.startIdleAnimation();
}, 300);
}
// Set generation tracking
lastGeneratedX = 4500;
}
createLevel();
var trackpadBg = LK.gui.bottomLeft.attachAsset('trackpadBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: -200
});
trackpadBg.interactive = true;
var trackpadThumb = LK.gui.bottomLeft.attachAsset('trackpadThumb', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: -200
});
var jumpBtn = LK.gui.bottomRight.attachAsset('jumpButton', {
anchorX: 0.5,
anchorY: 0.5,
x: -200,
y: -200
});
jumpBtn.interactive = true;
var actionBtn = LK.gui.bottomRight.attachAsset('actionbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: -200,
y: -450
});
actionBtn.interactive = true;
// Direct event handlers for better responsiveness
trackpadBg.down = function (x, y, obj) {
if (battleMenuVisible || bropageShowing || shopShowing) return;
trackpadPressed = true;
updateTrackpad(x, y);
};
trackpadBg.move = function (x, y, obj) {
if (!trackpadPressed || battleMenuVisible || bropageShowing || shopShowing) return;
updateTrackpad(x, y);
};
trackpadBg.up = function () {
trackpadPressed = false;
if (bloodmage) {
bloodmage.velocityX = 0;
}
trackpadThumb.x = 200;
trackpadThumb.y = -200;
};
jumpBtn.down = function () {
if (bloodmage && !battleMenuVisible && !bropageShowing && !shopShowing) {
jumpButtonHeld = true;
jumpHoldStartTime = Date.now();
var _animateButtonBlink = function animateButtonBlink() {
if (currentBlinkFrame < blinkFrames.length) {
var frameAsset = LK.getAsset(blinkFrames[currentBlinkFrame], {
anchorX: 0.5,
anchorY: 0.5
});
var blinkFrame = LK.gui.bottomRight.addChild(frameAsset);
blinkFrame.x = -200;
blinkFrame.y = -200;
blinkFrame.alpha = 0;
blinkFrame.scale.x = 0.8;
blinkFrame.scale.y = 0.8;
tween(blinkFrame, {
alpha: 0.8,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 60,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(blinkFrame, {
alpha: 0,
scaleX: 1.4,
scaleY: 1.4
}, {
duration: 60,
easing: tween.easeIn,
onFinish: function onFinish() {
blinkFrame.destroy();
currentBlinkFrame++;
if (currentBlinkFrame < blinkFrames.length) {
_animateButtonBlink();
}
}
});
}
});
}
};
var blinkFrames = ['buttonblink', 'buttonblink2', 'buttonblink3', 'buttonblink4'];
var currentBlinkFrame = 0;
_animateButtonBlink();
var currentTime = Date.now();
var timeSinceLastJump = currentTime - bloodmage.lastJumpTime;
// Check for double tap timing - but only if finger held down on second tap
if (timeSinceLastJump < doubleTapThreshold && bloodmage.jumpCount === 1) {
// Double tap detected - check if this is being held for flight
// Start flight mode immediately on double tap detection
bloodmage.isFlying = true;
isFlying = true;
// Strong initial upward boost for flight initiation
bloodmage.velocityY = -12; // Stronger boost to feel responsive
bloodmage.grounded = false;
bloodmage.startFlyAnimation();
LK.getSound('jump').play();
bloodmage.jumpCount = 0;
// Add visual flight initiation effect
var flightEffect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: bloodmage.x,
y: bloodmage.y - 10,
alpha: 0.9,
scaleX: 0.8,
scaleY: 0.8
});
tween(flightEffect, {
alpha: 0,
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
flightEffect.destroy();
}
});
} else {
// Normal jump attempt - record this as first tap
var jumpSuccess = bloodmage.jump();
if (jumpSuccess) {
bloodmage.lastJumpTime = currentTime;
bloodmage.jumpCount = 1; // Mark as first jump for double-tap detection
}
}
}
};
jumpBtn.up = function () {
if (jumpButtonHeld && isFlying && bloodmage) {
// Release flight mode with graceful descent
jumpButtonHeld = false;
isFlying = false;
bloodmage.isFlying = false;
bloodmage.stopFlyAnimation();
bloodmage.startFallAnimation();
// Apply realistic falling physics with parabolic arc
var currentUpwardVelocity = Math.min(bloodmage.velocityY, 0);
bloodmage.velocityY = Math.max(currentUpwardVelocity, 3); // Gentle fall start
// Maintain some horizontal momentum for natural arc
bloodmage.velocityX *= 0.7; // Slight air resistance
// Add falling visual effect
var fallEffect = worldContainer.attachAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: bloodmage.x,
y: bloodmage.y - 20,
alpha: 0.6,
scaleX: 1.5,
scaleY: 0.8
});
tween(fallEffect, {
alpha: 0,
y: bloodmage.y + 50,
scaleX: 0.8,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
fallEffect.destroy();
}
});
}
jumpButtonHeld = false;
};
var jumpText = new Text2('JUMP', {
size: 40,
fill: 0xFFFFFF
});
jumpText.anchor.set(0.5, 0.5);
jumpBtn.addChild(jumpText);
var actionText = new Text2('CAST', {
size: 40,
fill: 0xFFFFFF
});
actionText.anchor.set(0.5, 0.5);
actionBtn.addChild(actionText);
actionBtn.down = function () {
if (bloodmage && !battleMenuVisible && !bropageShowing && !shopShowing && !isCasting) {
// Check if player is near door using the stored door reference
var nearDoor = false;
if (doorAsset) {
var dx = Math.abs(bloodmage.x - doorAsset.x);
var dy = Math.abs(bloodmage.y - doorAsset.y);
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 300) {
// Increased detection range further
nearDoor = true;
enterShop();
return; // Exit early to prevent casting
}
}
// Only cast spell if explicitly not near door
if (!nearDoor) {
castPlayerSpell();
}
}
};
// Score text removed - using Brostiary for hunk tracking instead
// Add brostiary icon to top right corner
var brostiaryIcon = LK.gui.topRight.attachAsset('brostiary', {
anchorX: 0.5,
anchorY: 0.5,
x: -150,
y: 150,
scaleX: 1.5,
scaleY: 1.5
});
brostiaryIcon.interactive = true;
brostiaryIcon.down = function () {
showBropage();
};
// Updated shop items with plush varieties and crystal hearts
var shopOverlay = null;
var shopShowing = false;
var currentShopPage = 0;
var shopItems = [{
name: 'crystalheart',
asset: 'crystalheart',
price: 50,
description: 'MYSTICAL CRYSTAL WITH ARCANE PROPERTIES',
useDisplay: true
}, {
name: 'plush',
asset: 'plush',
price: 30,
description: 'ADORABLE COMPANION FOR LONELY NIGHTS',
useShelf: true
}, {
name: 'plush2',
asset: 'plush2',
price: 35,
description: 'CUTE CUDDLY FRIEND',
useShelf: true
}, {
name: 'plush3',
asset: 'plush3',
price: 40,
description: 'PREMIUM PLUSH COMPANION',
useShelf: true
}, {
name: 'crystalheart',
asset: 'crystalheart',
price: 75,
description: 'RARE MYSTICAL HEART CRYSTAL',
useDisplay: true
}, {
name: 'crystalheart',
asset: 'crystalheart',
price: 100,
description: 'LEGENDARY HEART OF POWER',
useDisplay: true
}];
function showBropage() {
if (bropageShowing || battleMenuVisible) return;
bropageShowing = true;
currentBropageIndex = 0;
// Create overlay container
bropageOverlay = game.addChild(new Container());
// Add bropage background
var bgOverlay = bropageOverlay.attachAsset('bropage', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 2,
scaleY: 2.5
});
bgOverlay.alpha = 0.95;
// Add exit button (X) in upper right corner
var exitButton = bropageOverlay.attachAsset('x', {
anchorX: 0.5,
anchorY: 0.5,
x: 1800,
y: 400,
scaleX: 1.2,
scaleY: 1.2
});
exitButton.interactive = true;
exitButton.down = function () {
closeBropage();
};
// Create function to display current hunk entry
var _displayHunkEntry = function displayHunkEntry() {
// Clear previous content (except background and exit button)
for (var i = bropageOverlay.children.length - 1; i >= 2; i--) {
bropageOverlay.children[i].destroy();
}
var hunkAssets = ['hunk', 'hunk2', 'hunk3', 'hunk4'];
var hunkNames = ['MUSHROOM HUNK', 'CYBER HUNK', 'MEGA HUNK', 'MINOTAUR HUNK'];
var hunkDescriptions = ['A MYSTERIOUS FUNGAL BEING WITH HYPNOTIC SPORES THAT CAN ENTRANCE ENEMIES.', 'A DIGITAL WARRIOR FROM THE CYBER REALM WITH ELECTROMAGNETIC POWERS.', 'AN ENORMOUS POWERHOUSE WITH INCREDIBLE STRENGTH AND ENDURANCE.', 'A POWERFUL BULL-HEADED WARRIOR WITH ANCIENT COMBAT TECHNIQUES AND BERSERKER RAGE.'];
var hunkAttacks = [['SPORE BURST', 'MIND MELD', 'FUNGAL SHIELD'], ['DATA DRAIN', 'FIREWALL', 'SYSTEM CRASH'], ['GROUND POUND', 'BULK UP', 'RAMPAGE'], ['HORN CHARGE', 'BERSERKER RAGE', 'BULL RUSH']];
var hunkStats = [{
hp: 100,
power: 25,
defense: 20,
speed: 15
}, {
hp: 120,
power: 30,
defense: 25,
speed: 20
}, {
hp: 150,
power: 40,
defense: 35,
speed: 10
}, {
hp: 80,
power: 35,
defense: 15,
speed: 30
}];
// Hunk image in upper left frame (positioned to fit within the frame outline)
if (brostiary[currentBropageIndex]) {
var hunkImage = bropageOverlay.attachAsset(hunkAssets[currentBropageIndex], {
anchorX: 0.5,
anchorY: 0.5,
x: 600,
y: 800,
scaleX: 1.0,
scaleY: 1.0
});
} else {
// Show silhouette or placeholder for uncaptured hunks
var placeholder = new Text2('?', {
size: 150,
fill: 0x666666
});
placeholder.anchor.set(0.5, 0.5);
placeholder.x = 600;
placeholder.y = 800;
bropageOverlay.addChild(placeholder);
}
// Hunk name (positioned in top left name field)
var nameText = new Text2(hunkNames[currentBropageIndex], {
size: 80,
fill: brostiary[currentBropageIndex] ? 0x00FFFF : 0x666666
});
nameText.anchor.set(0, 0.5);
nameText.x = 350;
nameText.y = 550;
bropageOverlay.addChild(nameText);
// Bio section (bottom right boxed area - positioned within asset's bio box)
if (brostiary[currentBropageIndex]) {
var descText = new Text2(hunkDescriptions[currentBropageIndex], {
size: 36,
fill: 0xFFFFFF,
wordWrap: true,
wordWrapWidth: 550
});
descText.anchor.set(0, 0);
descText.x = 1150;
descText.y = 1700;
bropageOverlay.addChild(descText);
// Attacks section (lower left side - positioned within asset's attacks box)
var attacks = hunkAttacks[currentBropageIndex];
for (var i = 0; i < attacks.length; i++) {
var attackText = new Text2(attacks[i], {
size: 42,
fill: 0xFFFF00
});
attackText.anchor.set(0, 0);
attackText.x = 380;
attackText.y = 1720 + i * 70;
bropageOverlay.addChild(attackText);
}
// Stats section (positioned within asset's stats area)
var stats = hunkStats[currentBropageIndex];
var statLabels = ['HP: ', 'POWER: ', 'DEFENSE: ', 'SPEED: '];
var statValues = [stats.hp, stats.power, stats.defense, stats.speed];
for (var i = 0; i < statLabels.length; i++) {
var statText = new Text2(statLabels[i] + statValues[i], {
size: 48,
fill: 0x00FF00
});
statText.anchor.set(0, 0);
statText.x = 1200;
statText.y = 1050 + i * 70;
bropageOverlay.addChild(statText);
}
} else {
var lockedText = new Text2('⚠ DATA ENCRYPTED ⚠', {
size: 80,
fill: 0xFF0000
});
lockedText.anchor.set(0.5, 0.5);
lockedText.x = 1024;
lockedText.y = 1400;
bropageOverlay.addChild(lockedText);
var sublockText = new Text2('CAPTURE HUNK TO UNLOCK', {
size: 50,
fill: 0x888888
});
sublockText.anchor.set(0.5, 0.5);
sublockText.x = 1024;
sublockText.y = 1500;
bropageOverlay.addChild(sublockText);
}
// Navigation arrows
// Previous arrow
if (currentBropageIndex > 0) {
var prevArrow = new Text2('◄', {
size: 120,
fill: 0xFFFF00
});
prevArrow.anchor.set(0.5, 0.5);
prevArrow.x = 250;
prevArrow.y = 1366;
prevArrow.interactive = true;
prevArrow.down = function () {
currentBropageIndex--;
_displayHunkEntry();
};
bropageOverlay.addChild(prevArrow);
}
// Next arrow
if (currentBropageIndex < 3) {
var nextArrow = new Text2('►', {
size: 120,
fill: 0xFFFF00
});
nextArrow.anchor.set(0.5, 0.5);
nextArrow.x = 1774;
nextArrow.y = 1366;
nextArrow.interactive = true;
nextArrow.down = function () {
currentBropageIndex++;
_displayHunkEntry();
};
bropageOverlay.addChild(nextArrow);
}
// Page indicator
var pageText = new Text2('[ ' + (currentBropageIndex + 1) + ' / 4 ]', {
size: 60,
fill: 0xFFFFFF
});
pageText.anchor.set(0.5, 0.5);
pageText.x = 1024;
pageText.y = 1750;
bropageOverlay.addChild(pageText);
};
// Display first entry
_displayHunkEntry();
}
function closeBropage() {
if (!bropageShowing || !bropageOverlay) return;
bropageShowing = false;
bropageOverlay.destroy();
bropageOverlay = null;
}
var doorAsset = null;
var hideSignAsset = null;
for (var i = 0; i < worldContainer.children.length; i++) {
var child = worldContainer.children[i];
if (child.texture && child.texture.baseTexture && child.texture.baseTexture.resource && child.texture.baseTexture.resource.url && child.texture.baseTexture.resource.url.includes('door')) {
doorAsset = child;
// Add direct door interaction
doorAsset.down = function (x, y, obj) {
enterShop();
};
} else if (child.texture && child.texture.baseTexture && child.texture.baseTexture.resource && child.texture.baseTexture.resource.url && child.texture.baseTexture.resource.url.includes('hidesign')) {
hideSignAsset = child;
// Add direct sign interaction
hideSignAsset.interactive = true;
hideSignAsset.down = function (x, y, obj) {
enterShop();
};
}
}
function enterShop() {
if (shopShowing || battleMenuVisible) return;
shopShowing = true;
currentShopPage = 0;
// Create transition overlay
var transitionOverlay = game.addChild(new Container());
// Start with door asset that expands
var expandingDoor = transitionOverlay.attachAsset('door', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0.8
});
// Animate door expanding with enhanced transition
tween(expandingDoor, {
scaleX: 6.0,
scaleY: 6.0,
alpha: 0.9
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Create the actual shop overlay
shopOverlay = game.addChild(new Container());
// Add shop background - single main asset properly sized
var shopBg = shopOverlay.attachAsset('shop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
});
tween(shopBg, {
scaleX: 2.0,
scaleY: 2.7,
alpha: 0.95
}, {
duration: 600,
easing: tween.easeOut
});
// Add shop2 as overlay detail
var shopDetail = shopOverlay.attachAsset('shop2', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
});
tween(shopDetail, {
scaleX: 2.0,
scaleY: 2.7,
alpha: 0.6
}, {
duration: 700,
easing: tween.easeOut
});
// Add Mandroid character with entrance animation
var mandroid = shopOverlay.attachAsset('mandroid', {
anchorX: 0.5,
anchorY: 1.0,
x: 350,
y: 1800,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
});
tween(mandroid, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 1
}, {
duration: 700,
easing: tween.bounceOut
});
// Add dialogue box
var dialogueBox = shopOverlay.attachAsset('dialoguebox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1400,
y: 1000,
scaleX: 12,
scaleY: 8,
alpha: 0
});
tween(dialogueBox, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Add Mandroid's name with innuendo
var mandroidName = new Text2('HARD-WARE', {
size: 180,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
mandroidName.anchor.set(0.5, 0.5);
mandroidName.x = 350;
mandroidName.y = 1200;
mandroidName.alpha = 0;
// Add hot pink glow effect
mandroidName.style = {
fontSize: 180,
fill: 0xFFFFFF,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF1493,
dropShadowBlur: 25,
dropShadowDistance: 0
};
shopOverlay.addChild(mandroidName);
tween(mandroidName, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
// Flirtatious dialogue options
var dialogueOptions = ["WELCOME TO MY BOUTIQUE, GORGEOUS~ *MECHANICAL PURR*", "FANCY SOME PREMIUM HARDWARE? I'VE GOT WHAT YOU NEED~", "MY CIRCUITS ARE OVERHEATING JUST LOOKING AT YOU, SUGAR", "CARE TO BROWSE MY... EXTENSIVE COLLECTION? *WINK*", "I SPECIALIZE IN BOTH FASHION AND... HARDER TO FIND ITEMS~"];
var currentDialogue = dialogueOptions[Math.floor(Math.random() * dialogueOptions.length)];
var dialogueText = new Text2(currentDialogue, {
size: 96,
fill: 0xFFFFFF,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 800
});
dialogueText.anchor.set(0.5, 0.5);
dialogueText.x = 1450;
dialogueText.y = 1000;
dialogueText.alpha = 0;
// Add hot pink glow
dialogueText.style = {
fontSize: 96,
fill: 0xFFFFFF,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF1493,
dropShadowBlur: 20,
dropShadowDistance: 0,
wordWrap: true,
wordWrapWidth: 800
};
shopOverlay.addChild(dialogueText);
tween(dialogueText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
// Add exit button (X) in upper left corner
var exitButton = shopOverlay.attachAsset('x', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 200,
scaleX: 2.0,
scaleY: 2.0,
alpha: 0
});
exitButton.interactive = true;
exitButton.down = function () {
closeShop();
};
tween(exitButton, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Display shop items with delay
LK.setTimeout(function () {
displayShopItems();
}, 1000);
// Add navigation buttons
var prevButton = new Text2('◄ PREV', {
size: 100,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
prevButton.anchor.set(0.5, 0.5);
prevButton.x = 200;
prevButton.y = 2400;
prevButton.interactive = true;
prevButton.alpha = 0;
// Add hot pink glow
prevButton.style = {
fontSize: 100,
fill: 0xFFFFFF,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF1493,
dropShadowBlur: 15,
dropShadowDistance: 0
};
prevButton.down = function () {
if (currentShopPage > 0) {
currentShopPage--;
displayShopItems();
}
};
shopOverlay.addChild(prevButton);
tween(prevButton, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
var nextButton = new Text2('NEXT ►', {
size: 100,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
nextButton.anchor.set(0.5, 0.5);
nextButton.x = 1800;
nextButton.y = 2400;
nextButton.interactive = true;
nextButton.alpha = 0;
// Add hot pink glow
nextButton.style = {
fontSize: 100,
fill: 0xFFFFFF,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF1493,
dropShadowBlur: 15,
dropShadowDistance: 0
};
nextButton.down = function () {
var maxPages = Math.ceil(shopItems.length / 3) - 1;
if (currentShopPage < maxPages) {
currentShopPage++;
displayShopItems();
}
};
shopOverlay.addChild(nextButton);
tween(nextButton, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
// Add currency display using gold coins instead
var currencyText = new Text2('GOLD: ' + capturedHunks.length * 10, {
size: 100,
fill: 0xFFD700,
fontWeight: 'bold'
});
currencyText.anchor.set(0.5, 0.5);
currencyText.x = 1024;
currencyText.y = 2500;
currencyText.alpha = 0;
// Add gold glow
currencyText.style = {
fontSize: 100,
fill: 0xFFD700,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF8C00,
dropShadowBlur: 15,
dropShadowDistance: 0
};
shopOverlay.addChild(currencyText);
tween(currencyText, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
function displayShopItems() {
// Clear previous items (keep first 10 children which are backgrounds and UI)
while (shopOverlay.children.length > 10) {
shopOverlay.children[shopOverlay.children.length - 1].destroy();
}
var itemsPerPage = 3;
var startIndex = currentShopPage * itemsPerPage;
var endIndex = Math.min(startIndex + itemsPerPage, shopItems.length);
for (var i = startIndex; i < endIndex; i++) {
var item = shopItems[i];
var localIndex = i - startIndex;
var itemX = 500 + localIndex * 500;
var itemY = 1800;
// Add appropriate display platform with better positioning
if (item.useDisplay) {
// Display platform for crystal hearts - positioned beneath item
var displayPlatform = shopOverlay.attachAsset('displayplatform', {
anchorX: 0.5,
anchorY: 0.5,
x: itemX,
y: itemY + 80,
scaleX: 2.5,
scaleY: 2.5
});
} else if (item.useShelf) {
// Shelf for plush items - positioned beneath item
var platShelf = shopOverlay.attachAsset('platshelf', {
anchorX: 0.5,
anchorY: 0.5,
x: itemX,
y: itemY + 100,
scaleX: 3,
scaleY: 3
});
}
// Item asset positioned above platform/shelf
var itemAsset = shopOverlay.attachAsset(item.asset, {
anchorX: 0.5,
anchorY: 1.0,
x: itemX,
y: itemY - 20,
scaleX: 1.8,
scaleY: 1.8,
alpha: 0
});
// Animate item appearing
tween(itemAsset, {
alpha: 1,
y: itemY - 50
}, {
duration: 400,
easing: tween.bounceOut
});
// Use proper text instead of alphabet assets for better legibility
var itemNameText = new Text2(item.name.toUpperCase(), {
size: 48,
fill: 0xFFFFFF,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 300
});
itemNameText.anchor.set(0.5, 0.5);
itemNameText.x = itemX;
itemNameText.y = itemY + 150;
itemNameText.alpha = 0;
// Add glow effect for better visibility
itemNameText.style = {
fontSize: 48,
fill: 0xFFFFFF,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0x000000,
dropShadowBlur: 8,
dropShadowDistance: 2,
wordWrap: true,
wordWrapWidth: 300
};
shopOverlay.addChild(itemNameText);
// Animate text appearing
tween(itemNameText, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
// Item price with better visual hierarchy
var itemPrice = new Text2('PRICE: ' + item.price, {
size: 56,
fill: 0xFFFF00,
fontWeight: 'bold'
});
itemPrice.anchor.set(0.5, 0.5);
itemPrice.x = itemX;
itemPrice.y = itemY + 220;
itemPrice.alpha = 0;
// Add hot pink glow
itemPrice.style = {
fontSize: 56,
fill: 0xFFFF00,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF1493,
dropShadowBlur: 15,
dropShadowDistance: 0
};
shopOverlay.addChild(itemPrice);
tween(itemPrice, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
// Buy button with enhanced visual feedback
var buyButton = new Text2('BUY', {
size: 80,
fill: capturedHunks.length >= item.price ? 0x00FF00 : 0xFF0000,
fontWeight: 'bold'
});
buyButton.anchor.set(0.5, 0.5);
buyButton.x = itemX;
buyButton.y = itemY + 300;
buyButton.interactive = true;
buyButton.alpha = 0;
// Add hot pink glow
buyButton.style = {
fontSize: 80,
fill: capturedHunks.length >= item.price ? 0x00FF00 : 0xFF0000,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0xFF1493,
dropShadowBlur: 15,
dropShadowDistance: 0
};
buyButton.down = function (itemIndex) {
return function () {
// Add purchase animation
tween(buyButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(buyButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeIn
});
}
});
purchaseItem(itemIndex);
};
}(i);
shopOverlay.addChild(buyButton);
tween(buyButton, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}
// Update navigation buttons
prevButton.alpha = currentShopPage > 0 ? 1 : 0.3;
var maxPages = Math.ceil(shopItems.length / 3) - 1;
nextButton.alpha = currentShopPage < maxPages ? 1 : 0.3;
// Update currency display
currencyText.setText('GOLD: ' + capturedHunks.length * 10);
}
// Clean up transition
transitionOverlay.destroy();
}
});
}
function showShop() {
enterShop();
}
function purchaseItem(itemIndex) {
var item = shopItems[itemIndex];
var goldAmount = capturedHunks.length * 10;
if (goldAmount >= item.price) {
// Calculate how many hunks to remove based on price
var hunksToRemove = Math.ceil(item.price / 10);
for (var i = 0; i < hunksToRemove && capturedHunks.length > 0; i++) {
capturedHunks.pop();
}
storage.capturedHunks = capturedHunks;
// Score text was removed, no need to update
// Show purchase success
LK.effects.flashScreen(0x00FF00, 500);
// Update Mandroid's dialogue
var successDialogues = ["EXCELLENT CHOICE, DARLING~ *MECHANICAL SATISFACTION*", "PLEASURE DOING BUSINESS WITH SUCH A STUNNING CUSTOMER~", "YOUR TASTE IS AS EXQUISITE AS YOUR APPEARANCE, SWEETIE", "COME BACK ANYTIME, BEAUTIFUL~ I'LL BE WAITING~"];
var dialogueText = shopOverlay.children.find(function (child) {
return child instanceof Text2 && child.x === 1400 && child.y === 1000;
});
if (dialogueText) {
dialogueText.setText(successDialogues[Math.floor(Math.random() * successDialogues.length)]);
}
displayShopItems();
} else {
// Not enough currency
LK.effects.flashScreen(0xFF0000, 500);
var dialogueText = shopOverlay.children.find(function (child) {
return child instanceof Text2 && child.x === 1400 && child.y === 1000;
});
if (dialogueText) {
dialogueText.setText("NOT ENOUGH HUNKS, SUGAR~ COME BACK WHEN YOU'RE RICHER");
}
}
}
function closeShop() {
if (!shopShowing || !shopOverlay) return;
shopShowing = false;
shopOverlay.destroy();
shopOverlay = null;
}
function castPlayerSpell() {
if (!bloodmage || isCasting) return;
isCasting = true;
LK.getSound('spell').play();
// Stop all animations first
bloodmage.stopIdleAnimation();
bloodmage.stopWalkingAnimation();
bloodmage.stopJumpAnimation();
// Hide ALL assets in bloodmage to ensure nothing remains visible
for (var i = 0; i < bloodmage.children.length; i++) {
bloodmage.children[i].alpha = 0;
}
// Hide all other frames
for (var i = 0; i < bloodmage.idleFrames.length; i++) {
bloodmage.idleFrames[i].alpha = 0;
}
for (var i = 0; i < bloodmage.walkFrames.length; i++) {
bloodmage.walkFrames[i].alpha = 0;
}
for (var i = 0; i < bloodmage.jumpFrames.length; i++) {
bloodmage.jumpFrames[i].alpha = 0;
}
// Create cast animation frames
var castFrames = ['cast', 'cast2', 'cast3', 'cast4', 'cast5', 'cast6', 'cast7', 'cast8', 'cast9'];
var castAnimFrames = [];
for (var i = 0; i < castFrames.length; i++) {
var frame = worldContainer.attachAsset(castFrames[i], {
anchorX: 0.5,
anchorY: 1.0,
x: bloodmage.x,
y: bloodmage.y,
alpha: 0
});
frame.scale.x = bloodmage.facingDirection;
castAnimFrames.push(frame);
}
// Animate through cast frames with smooth transitions
var currentCastFrame = 0;
function animateCast() {
if (currentCastFrame < castAnimFrames.length) {
// Fade out previous frame smoothly
if (currentCastFrame > 0) {
tween(castAnimFrames[currentCastFrame - 1], {
alpha: 0
}, {
duration: 100,
easing: tween.easeInOut
});
}
// Fade in current frame smoothly
var currentFrame = castAnimFrames[currentCastFrame];
tween(currentFrame, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut
});
// Launch projectile when reaching spell8 frame (frame 7)
if (currentCastFrame === 7) {
var projectile = worldContainer.attachAsset('spell4', {
anchorX: 0.5,
anchorY: 0.5,
x: bloodmage.x + bloodmage.facingDirection * -80,
y: bloodmage.y - 350
});
projectile.velocity = bloodmage.facingDirection * -15;
projectile.scale.x = bloodmage.facingDirection;
// Add smooth fade-in for projectile
projectile.alpha = 0;
tween(projectile, {
alpha: 1
}, {
duration: 200,
easing: tween.easeOut
});
spellProjectiles.push(projectile);
}
currentCastFrame++;
// Slower frame rate for smoother animation
LK.setTimeout(animateCast, 120);
} else {
// Smooth fade out of last frame
tween(castAnimFrames[castAnimFrames.length - 1], {
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Clean up cast animation
for (var i = 0; i < castAnimFrames.length; i++) {
castAnimFrames[i].destroy();
}
isCasting = false;
// Resume idle animation
if (!bloodmage.isMoving && bloodmage.grounded) {
bloodmage.startIdleAnimation();
}
}
});
}
}
animateCast();
}
function updateCamera() {
if (bloodmage) {
var targetX = -bloodmage.x + 1024;
var targetY = -bloodmage.y + 1366;
cameraX += (targetX - cameraX) * 0.1;
// Add vertical camera tracking for flight mode
var currentCameraY = worldContainer.y || 0;
currentCameraY += (targetY - currentCameraY) * 0.1;
worldContainer.x = cameraX;
worldContainer.y = currentCameraY;
}
}
function checkCollisions() {
if (!bloodmage) return;
bloodmage.grounded = false;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var platLeft = platform.x - platform.width * platform.scale.x / 2;
var platRight = platform.x + platform.width * platform.scale.x / 2;
var platTop = platform.y - platform.height / 2;
var platBottom = platform.y + platform.height / 2;
var mageLeft = bloodmage.x - 40;
var mageRight = bloodmage.x + 40;
var mageTop = bloodmage.y - 120;
var mageBottom = bloodmage.y;
if (mageRight > platLeft && mageLeft < platRight && mageBottom > platTop && mageTop < platBottom) {
if (bloodmage.velocityY >= 0 && mageBottom - bloodmage.velocityY <= platTop) {
bloodmage.y = platTop;
bloodmage.velocityY = 0;
bloodmage.grounded = true;
bloodmage.jumpCount = 0; // Reset jump count when landing
}
}
}
// Allow unlimited downward exploration - no teleport back to start
// Player can now explore the Under biome by moving downward
// Remove automatic proximity battle UI - now using tap-to-interact
}
// Global variables for battle UI management
var battleHunk = null;
var battleMenuVisible = false;
var combatMenuUI = null;
var cursorUI = null;
function showBattleUI() {
if (battleMenuVisible || !currentHunk) return;
battleMenuVisible = true;
// Create combat menu properly positioned and sized between trackpad and buttons
combatMenuUI = game.attachAsset('combatmenu', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2200,
scaleX: 2.8,
scaleY: 1.8,
alpha: 0
});
combatMenuUI.interactive = true;
// Animate combat UI appearing
tween(combatMenuUI, {
alpha: 0.95
}, {
duration: 600,
easing: tween.easeOut
});
// Position cursor with proper sizing for 4-option grid
cursorUI = game.attachAsset('cursor', {
anchorX: 0.5,
anchorY: 0.5,
x: 774,
y: 2050,
scaleX: 0.42,
scaleY: 0.56,
alpha: 0
});
// Animate cursor appearing
LK.setTimeout(function () {
tween(cursorUI, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}, 500);
window.currentSelectedOption = 0;
// Store global references for cleanup
window.currentCombatMenu = combatMenuUI;
window.currentCursor = cursorUI;
}
function hideBattleUI() {
if (!battleMenuVisible) return;
battleMenuVisible = false;
if (combatMenuUI) {
combatMenuUI.destroy();
combatMenuUI = null;
}
if (cursorUI) {
cursorUI.destroy();
cursorUI = null;
}
window.currentCombatMenu = null;
window.currentCursor = null;
}
function startBattle(hunk) {
// Don't lock player in battle mode, just set current hunk for proximity detection
currentHunk = hunk;
battleHunk = hunk;
}
function castSpell(damage) {
if (!currentHunk) return;
currentHunk.resistance = Math.max(0, currentHunk.resistance - damage);
LK.getSound('spell').play();
// Flash the hunk to show damage
LK.effects.flashObject(currentHunk, 0xFF00FF, 500);
// Create spell effect
var spellEffect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y - 50,
alpha: 0.8
});
// Animate the spell effect
tween(spellEffect, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
spellEffect.destroy();
}
});
}
function attemptCapture() {
if (!currentHunk) return;
if (currentHunk.resistance < 30) {
LK.getSound('capture').play();
currentHunk.captured = true;
currentHunk.visible = false;
// Stop idle animation for animated hunk
if (currentHunk.hunkType === 0 || currentHunk.hunkType === 1 || currentHunk.hunkType === 2 || currentHunk.hunkType === 3) {
currentHunk.stopIdleAnimation();
}
capturedHunks.push(currentHunk.hunkType);
storage.capturedHunks = capturedHunks;
if (!brostiary[currentHunk.hunkType]) {
brostiary[currentHunk.hunkType] = true;
storage.brostiary = brostiary;
}
// scoreText removed - using Brostiary for hunk tracking instead
// Hide battle UI after capture
hideBattleUI();
currentHunk = null;
// Don't teleport player - they stay at current position
if (capturedHunks.length >= 10) {
LK.showYouWin();
}
} else {
// Flash screen red for failed capture
LK.effects.flashScreen(0xFF0000, 500);
}
}
game.down = function (x, y, obj) {
// Handle combat menu interaction when battle UI is visible
if (battleMenuVisible && window.currentCombatMenu) {
// Check if clicking within combat menu bounds (centered at 1024, 2200 with scale 2.8x1.8)
var menuLeft = 1024 - 350; // Full width of scaled menu (250 * 2.8 scale)
var menuRight = 1024 + 350;
var menuTop = 2200 - 225; // Full height of scaled menu (250 * 1.8 scale)
var menuBottom = 2200 + 225;
if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) {
// 2x2 grid layout for 4 options
var relativeX = (x - menuLeft) / (menuRight - menuLeft);
var relativeY = (y - menuTop) / (menuBottom - menuTop);
var colIndex = relativeX < 0.5 ? 0 : 1; // Left or right column
var rowIndex = relativeY < 0.5 ? 0 : 1; // Top or bottom row
var newOption = rowIndex * 2 + colIndex; // Convert 2D to 1D index
newOption = Math.max(0, Math.min(3, newOption));
// Cursor positions for 2x2 grid layout with updated combat menu position
var positions = [{
x: 774,
y: 2050
}, {
x: 1274,
y: 2050
}, {
x: 774,
y: 2350
}, {
x: 1274,
y: 2350
}];
if (newOption === window.currentSelectedOption) {
// Same option clicked - select it with visual feedback
LK.effects.flashObject(window.currentCursor, 0x00FF00, 200);
selectCurrentOption();
} else {
// Different option - move cursor there with smooth animation
window.currentSelectedOption = newOption;
if (window.currentCursor && positions[window.currentSelectedOption]) {
// Flash cursor to show selection change
LK.effects.flashObject(window.currentCursor, 0xFFFF00, 150);
tween(window.currentCursor, positions[window.currentSelectedOption], {
duration: 200,
easing: tween.easeOut
});
}
}
return;
}
return;
}
if (bropageShowing || shopShowing) return;
// Check if tapping directly on door or sign area in world coordinates
var worldPos = worldContainer.toLocal({
x: x,
y: y
});
if (doorAsset) {
var doorDistance = Math.sqrt(Math.pow(worldPos.x - doorAsset.x, 2) + Math.pow(worldPos.y - doorAsset.y, 2));
if (doorDistance < 200) {
enterShop();
return;
}
}
if (hideSignAsset) {
var signDistance = Math.sqrt(Math.pow(worldPos.x - hideSignAsset.x, 2) + Math.pow(worldPos.y - hideSignAsset.y, 2));
if (signDistance < 150) {
enterShop();
return;
}
}
// Check if tapping on a hunk to start battle - more generous interaction
for (var i = 0; i < hunks.length; i++) {
var hunk = hunks[i];
if (!hunk.captured) {
// More generous proximity and tap area
var playerDistance = Math.sqrt(Math.pow(bloodmage.x - hunk.x, 2) + Math.pow(bloodmage.y - hunk.y, 2));
var tapDistance = Math.sqrt(Math.pow(worldPos.x - hunk.x, 2) + Math.pow(worldPos.y - hunk.y, 2));
if (playerDistance < 600 && tapDistance < 500) {
currentHunk = hunk;
showBattleUI();
return;
}
}
}
// Check if near door for action button press
var nearDoor = false;
if (bloodmage && doorAsset) {
var distance = Math.abs(bloodmage.x - doorAsset.x) + Math.abs(bloodmage.y - doorAsset.y);
if (distance < 200) {
nearDoor = true;
}
}
// Convert game coordinates to local GUI coordinates for trackpad
var localPos = LK.gui.bottomLeft.toLocal({
x: x,
y: y
});
var dx = localPos.x - 200;
var dy = localPos.y - -200;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 150) {
// Increased hit area
trackpadPressed = true;
trackpadAngle = Math.atan2(dy, dx);
updateTrackpad(x, y);
return; // Exit early to prevent overlap
}
// Check jump button
localPos = LK.gui.bottomRight.toLocal({
x: x,
y: y
});
dx = localPos.x - -200;
dy = localPos.y - -200;
dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 150 && bloodmage) {
jumpButtonHeld = true;
jumpHoldStartTime = Date.now();
var _animateButtonBlink2 = function animateButtonBlink() {
if (currentBlinkFrame < blinkFrames.length) {
// Get the current frame asset and apply it to the button
var frameAsset = LK.getAsset(blinkFrames[currentBlinkFrame], {
anchorX: 0.5,
anchorY: 0.5
});
// Replace button content temporarily
// Keep jump button visible - just layer blink on top
// Add blink frame to GUI
var blinkFrame = LK.gui.bottomRight.addChild(frameAsset);
blinkFrame.x = -200;
blinkFrame.y = -200;
// Animate the blink frame
tween(blinkFrame, {
alpha: 0.8
}, {
duration: 50,
onFinish: function onFinish() {
tween(blinkFrame, {
alpha: 0
}, {
duration: 50,
onFinish: function onFinish() {
blinkFrame.destroy();
currentBlinkFrame++;
if (currentBlinkFrame < blinkFrames.length) {
_animateButtonBlink2();
}
}
});
}
});
}
};
// Increased hit area
// Start button blink animation
var blinkFrames = ['buttonblink', 'buttonblink2', 'buttonblink3', 'buttonblink4'];
var currentBlinkFrame = 0;
_animateButtonBlink2();
var currentTime = Date.now();
var timeSinceLastJump = currentTime - bloodmage.lastJumpTime;
// Check for double tap timing - initiate flight if conditions met regardless of movement
if (timeSinceLastJump < doubleTapThreshold) {
// Double tap detected - initiate flight mode
bloodmage.isFlying = true;
isFlying = true;
// Gentle lift to enter flight mode smoothly
bloodmage.velocityY = Math.min(bloodmage.velocityY, -8); // Smooth entry
bloodmage.grounded = false;
bloodmage.startFlyAnimation();
LK.getSound('jump').play();
bloodmage.jumpCount = 0; // Reset for next sequence
// Visual flight effect
var flightEffect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: bloodmage.x,
y: bloodmage.y - 10,
alpha: 0.9,
scaleX: 0.8,
scaleY: 0.8
});
tween(flightEffect, {
alpha: 0,
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
flightEffect.destroy();
}
});
} else {
// Normal jump attempt
var jumpSuccess = bloodmage.jump();
if (jumpSuccess) {
bloodmage.lastJumpTime = currentTime;
bloodmage.jumpCount = 1; // Mark first jump for double-tap detection
}
}
}
// Check action button
localPos = LK.gui.bottomRight.toLocal({
x: x,
y: y
});
dx = localPos.x - -200;
dy = localPos.y - -450;
dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 150 && bloodmage && !isCasting) {
// Double-check door proximity with improved calculation
var doorDistance = doorAsset ? Math.sqrt(Math.pow(bloodmage.x - doorAsset.x, 2) + Math.pow(bloodmage.y - doorAsset.y, 2)) : 999;
if (doorDistance < 300) {
enterShop();
return; // Exit early to prevent casting
} else {
castPlayerSpell();
}
}
// Check shop icon
localPos = LK.gui.topRight.toLocal({
x: x,
y: y
});
dx = localPos.x - -300;
dy = localPos.y - 150;
dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 75) {
showShop();
}
};
game.move = function (x, y, obj) {
if (!trackpadPressed || battleMenuVisible || bropageShowing || shopShowing) return;
updateTrackpad(x, y);
};
game.up = function () {
// Handle jump button release for flight mode
if (jumpButtonHeld && isFlying && bloodmage) {
// Release flight mode with graceful descent
jumpButtonHeld = false;
isFlying = false;
bloodmage.isFlying = false;
bloodmage.stopFlyAnimation();
bloodmage.startFallAnimation();
// Apply realistic falling physics with parabolic arc
var currentUpwardVelocity = Math.min(bloodmage.velocityY, 0);
bloodmage.velocityY = Math.max(currentUpwardVelocity, 3); // Gentle fall start
// Maintain some horizontal momentum for natural arc
bloodmage.velocityX *= 0.7; // Slight air resistance
// Add falling visual effect
var fallEffect = worldContainer.attachAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: bloodmage.x,
y: bloodmage.y - 20,
alpha: 0.6,
scaleX: 1.5,
scaleY: 0.8
});
tween(fallEffect, {
alpha: 0,
y: bloodmage.y + 50,
scaleX: 0.8,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
fallEffect.destroy();
}
});
}
// Handle trackpad release
trackpadPressed = false;
if (bloodmage) {
bloodmage.velocityX = 0;
}
trackpadThumb.x = 200;
trackpadThumb.y = -200;
// Always reset jump button held state on any touch release
jumpButtonHeld = false;
};
function updateTrackpad(x, y) {
// Convert to local trackpad coordinates
var localPos = LK.gui.bottomLeft.toLocal({
x: x,
y: y
});
var dx = localPos.x - 200;
var dy = localPos.y - -200;
var dist = Math.sqrt(dx * dx + dy * dy);
// Constrain to trackpad area
if (dist > 80) {
dx = dx / dist * 80;
dy = dy / dist * 80;
}
// Update visual trackpad thumb
trackpadThumb.x = 200 + dx;
trackpadThumb.y = -200 + dy;
if (bloodmage && dist > 8) {
// Calculate angle for ALL 8 directions with proper recognition
trackpadAngle = Math.atan2(dy, dx);
if (bloodmage.isFlying && jumpButtonHeld) {
// REBUILT FLIGHT CONTROL: Pure 8-directional movement
var flightSpeed = bloodmage.speed * 0.8;
// Calculate movement components for ALL 8 directions
var moveX = Math.cos(trackpadAngle) * flightSpeed;
var moveY = Math.sin(trackpadAngle) * flightSpeed;
// CRITICAL: The flight movement is handled in bloodmage.update()
// Just store the trackpad state - NO direct position changes here
bloodmage.velocityX = 0;
bloodmage.velocityY = 0;
bloodmage.grounded = false;
// Update facing direction
if (moveX > 0) bloodmage.facingDirection = -1;else if (moveX < 0) bloodmage.facingDirection = 1;
} else {
// Ground movement - horizontal only
bloodmage.velocityX = dx / 80 * bloodmage.speed * 3.5;
}
}
}
game.update = function () {
if (!battleMenuVisible) {
checkCollisions();
updateCamera();
// Update action button text based on door proximity
if (bloodmage && actionText && doorAsset) {
var dx = Math.abs(bloodmage.x - doorAsset.x);
var dy = Math.abs(bloodmage.y - doorAsset.y);
var distance = Math.sqrt(dx * dx + dy * dy);
var nearDoor = distance < 300;
actionText.setText(nearDoor ? 'ENTER' : 'CAST');
}
// Generate new biome chunks as needed
if (bloodmage) {
var playerX = bloodmage.x;
var playerY = bloodmage.y;
// Generate chunks in player direction
if (playerX > lastGeneratedX - 1500) {
generateBiomeChunk(lastGeneratedX);
}
if (playerX < lastGeneratedX - 4000) {
generateBiomeChunk(playerX - 2000);
}
// Cleanup distant elements
cleanupDistantElements();
}
}
// Animate clouds drifting
for (var i = 0; i < clouds.length; i++) {
var cloud = clouds[i];
cloud.x += cloud.driftSpeed;
// For procedurally generated clouds, wrap them based on current view
var rightEdge = -cameraX + 3072;
var leftEdge = -cameraX - 1024;
if (cloud.x > rightEdge) {
cloud.x = leftEdge;
}
}
// Enhanced environmental effects animation system
for (var i = 0; i < environmentalEffects.length; i++) {
var effect = environmentalEffects[i];
if (!effect || !effect.zone || effect.destroyed) continue;
// Zone-specific environmental animations
if (effect.zone === 'Cosmic') {
// Enhanced cosmic animations
if (effect.rotationSpeed) {
effect.rotation += effect.rotationSpeed;
}
// Cosmic pulsing with varied timing
var cosmicPulse = 1.0 + Math.sin(Date.now() * 0.002 + i) * 0.15;
effect.scale.x = effect.scale.y = cosmicPulse;
// Subtle cosmic drift
effect.x += Math.sin(Date.now() * 0.001 + i) * 0.3;
effect.y += Math.cos(Date.now() * 0.0008 + i) * 0.2;
} else if (effect.zone === 'Forest') {
// Enhanced forest blinking effects
if (effect.blinkTimer !== undefined) {
effect.blinkTimer -= 16;
if (effect.blinkTimer <= 0) {
var targetAlpha = effect.alpha > 0.4 ? 0.1 : 0.9;
tween(effect, {
alpha: targetAlpha
}, {
duration: 300 + Math.random() * 600,
easing: tween.easeInOut
});
effect.blinkTimer = 2000 + Math.random() * 4000;
}
}
// Subtle forest swaying
effect.rotation = Math.sin(Date.now() * 0.001 + i) * 0.1;
} else if (effect.zone === 'Sea') {
// Enhanced sea effects - wave-like motion
effect.x += Math.cos(Date.now() * 0.001 + i * 0.5) * effect.driftSpeed;
effect.y += Math.sin(Date.now() * 0.0015 + i * 0.3) * (effect.driftSpeed * 0.6);
// Sea opacity waves
effect.alpha = 0.5 + Math.sin(Date.now() * 0.002 + i) * 0.3;
} else if (effect.zone === 'Under') {
// Enhanced underground floating effects
if (effect.floatAmplitude) {
var floatOffset = Math.sin(Date.now() * effect.floatSpeed + i) * effect.floatAmplitude * 0.03;
effect.y += floatOffset;
}
// Underground flickering
if (Math.random() < 0.002) {
tween(effect, {
alpha: effect.alpha * 0.3
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
alpha: effect.alpha / 0.3
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
}
} else if (effect.zone === 'City') {
// Enhanced city atmospheric effects
if (effect.driftDirection === undefined) {
effect.driftDirection = Math.random() * Math.PI * 2;
}
effect.x += Math.cos(effect.driftDirection) * effect.driftSpeed;
effect.y += Math.sin(effect.driftDirection) * effect.driftSpeed * 0.4;
// City light pulsing
if (Math.random() < 0.001) {
var originalTint = effect.tint || 0xFFFFFF;
tween(effect, {
tint: 0xFFFFAA
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
tint: originalTint
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
}
}
}
// Apply parallax movement to background elements
for (var i = 0; i < backgroundElements.length; i++) {
var bg = backgroundElements[i];
if (bg.parallaxSpeed !== undefined) {
// Parallax offset based on camera movement and layer speed
bg.x += (cameraX - bg.x) * bg.parallaxSpeed * 0.1;
}
}
// Update spell projectiles
for (var i = spellProjectiles.length - 1; i >= 0; i--) {
var projectile = spellProjectiles[i];
projectile.x += projectile.velocity;
// Check if projectile is off screen
var screenLeft = -cameraX - 500;
var screenRight = -cameraX + 2548;
if (projectile.x < screenLeft || projectile.x > screenRight) {
projectile.destroy();
spellProjectiles.splice(i, 1);
continue;
}
// Check collision with hunks
for (var j = 0; j < hunks.length; j++) {
var hunk = hunks[j];
if (!hunk.captured && projectile.intersects(hunk)) {
// Reduce hunk resistance
hunk.resistance = Math.max(0, hunk.resistance - 25);
// Create visual effect
var effect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: hunk.x,
y: hunk.y - 50,
alpha: 1
});
// Animate effect
tween(effect, {
alpha: 0,
scaleX: 2,
scaleY: 2,
rotation: Math.PI * 2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
effect.destroy();
}
});
// Flash the hunk
LK.effects.flashObject(hunk, 0xFF00FF, 300);
// Show resistance bar above hunk temporarily
var resistanceText = new Text2('RESISTANCE: ' + hunk.resistance + '/' + hunk.maxResistance, {
size: 60,
fill: hunk.resistance < 30 ? 0x00FF00 : 0xFF0000
});
resistanceText.anchor.set(0.5, 0.5);
resistanceText.x = hunk.x;
resistanceText.y = hunk.y - 150;
worldContainer.addChild(resistanceText);
// Auto-hide resistance text after 2 seconds
tween(resistanceText, {
alpha: 0
}, {
duration: 2000,
onFinish: function onFinish() {
resistanceText.destroy();
}
});
// Destroy projectile
projectile.destroy();
spellProjectiles.splice(i, 1);
break;
}
}
}
};
// Combat menu navigation functions removed - using direct touch interaction
function selectCurrentOption() {
if (!battleMenuVisible || !currentHunk) return;
var selectedOption = window.currentSelectedOption;
if (selectedOption === 0) {
// Enthrall (capture function) with enhanced animations
performCaptureAnimation();
} else if (selectedOption === 1) {
// Cast - perform casting animation
performBattleCast();
} else if (selectedOption === 2) {
// Speak - show dialogue with player response
showDualDialogue();
} else if (selectedOption === 3) {
// Leave - exit battle UI
hideBattleUI();
currentHunk = null;
}
}
function performCaptureAnimation() {
if (!currentHunk) return;
// Store player position to prevent falling
var castX = bloodmage.x;
var castY = bloodmage.y;
var wasGrounded = bloodmage.grounded;
// Disable physics completely during battle action
bloodmage.x = castX;
bloodmage.y = castY;
bloodmage.grounded = wasGrounded;
bloodmage.velocityX = 0;
bloodmage.velocityY = 0;
bloodmage.isMoving = false;
bloodmage.isFlying = false;
// Perform cast animation first
performPlayerCastAnimation();
// Throw capture device animation
var captureDevice = worldContainer.attachAsset('capturedevice', {
anchorX: 0.5,
anchorY: 0.5,
x: bloodmage.x,
y: bloodmage.y - 100,
scaleX: 1.5,
scaleY: 1.5
});
// Animate device flying toward hunk
tween(captureDevice, {
x: currentHunk.x,
y: currentHunk.y - 50,
rotation: Math.PI * 2
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
// Create capture effect
var captureEffect = worldContainer.attachAsset('captureeffect', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y - 50,
scaleX: 0.1,
scaleY: 0.1
});
// Animate effect expanding
tween(captureEffect, {
scaleX: 3,
scaleY: 3,
alpha: 0.8
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// RNG based on hunk's resistance meter
var captureChance = 1 - currentHunk.resistance / currentHunk.maxResistance;
var captureRoll = Math.random();
if (captureRoll < captureChance) {
// Success - shrink hunk into device
LK.getSound('capture').play();
tween(currentHunk, {
scaleX: 0.1,
scaleY: 0.1,
x: captureDevice.x,
y: captureDevice.y
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
currentHunk.captured = true;
currentHunk.visible = false;
capturedHunks.push(currentHunk.hunkType);
storage.capturedHunks = capturedHunks;
if (!brostiary[currentHunk.hunkType]) {
brostiary[currentHunk.hunkType] = true;
storage.brostiary = brostiary;
}
// scoreText removed - using Brostiary for hunk tracking instead
showXPMenu(true);
captureDevice.destroy();
captureEffect.destroy();
// Restore player position and state
bloodmage.x = castX;
bloodmage.y = castY;
bloodmage.grounded = wasGrounded;
bloodmage.velocityX = 0;
bloodmage.velocityY = 0;
}
});
} else {
// Failed - device bounces off hunk
tween(captureDevice, {
x: captureDevice.x + (captureDevice.x - currentHunk.x) * 0.5,
y: captureDevice.y - 100,
rotation: Math.PI * 4
}, {
duration: 400,
easing: tween.bounceOut,
onFinish: function onFinish() {
captureDevice.destroy();
}
});
// Break free animation
var breakEffect = worldContainer.attachAsset('effect', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y,
scaleX: 2,
scaleY: 2
});
LK.effects.flashScreen(0xFF0000, 500);
tween(breakEffect, {
alpha: 0,
scaleX: 4,
scaleY: 4
}, {
duration: 600,
onFinish: function onFinish() {
breakEffect.destroy();
captureEffect.destroy();
// Restore player position
bloodmage.x = castX;
bloodmage.y = castY;
bloodmage.grounded = wasGrounded;
}
});
}
}
});
}
});
}
function performBattleCast() {
if (!currentHunk) return;
// Store player position and state to prevent falling
var playerGrounded = bloodmage.grounded;
var playerX = bloodmage.x;
var playerY = bloodmage.y;
var playerVelY = bloodmage.velocityY;
// Cast spell animation with spell behind hunk
var spellBehind = worldContainer.attachAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y,
scaleX: 5,
scaleY: 5,
alpha: 0.8
});
worldContainer.setChildIndex(spellBehind, worldContainer.getChildIndex(currentHunk) - 1);
// Pulsing spell2 at bottom of hunk
var spellPulse = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y + 50,
scaleX: 0.5,
scaleY: 0.5
});
// Animate pulsing
function pulseSpell() {
tween(spellPulse, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 1
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(spellPulse, {
scaleX: 0.5,
scaleY: 0.5,
alpha: 0.6
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: pulseSpell
});
}
});
}
pulseSpell();
// Perform cast animation while keeping player in place
performPlayerCastAnimation();
// Damage hunk with additional sound effect
castSpell(25);
LK.getSound('climax').play();
// Clean up after 2 seconds
LK.setTimeout(function () {
if (spellBehind) spellBehind.destroy();
if (spellPulse) spellPulse.destroy();
// Restore player position and state
bloodmage.x = playerX;
bloodmage.y = playerY;
bloodmage.velocityY = playerGrounded ? 0 : playerVelY;
bloodmage.grounded = playerGrounded;
}, 2000);
}
function showDualDialogue() {
if (!currentHunk) return;
// Player dialogue floating above head
var playerDialogue = worldContainer.attachAsset('dialoguebox', {
anchorX: 0.5,
anchorY: 1.0,
x: bloodmage.x,
y: bloodmage.y - 400,
scaleX: 6,
scaleY: 4,
alpha: 0
});
// Animate dialogue appearing
tween(playerDialogue, {
alpha: 1,
y: bloodmage.y - 450
}, {
duration: 300,
easing: tween.easeOut
});
var playerText = new Text2('SUBMIT TO MY WILL!', {
size: 18,
fill: 0xFF00FF,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 120
});
playerText.anchor.set(0.5, 0.5);
playerText.x = 0;
playerText.y = 0;
playerDialogue.addChild(playerText);
// Hunk dialogue floating above head
var hunkDialogue = worldContainer.attachAsset('dialoguebox', {
anchorX: 0.5,
anchorY: 1.0,
x: currentHunk.x,
y: currentHunk.y - 400,
scaleX: 8,
scaleY: 6,
alpha: 0
});
// Animate dialogue appearing with slight delay
LK.setTimeout(function () {
tween(hunkDialogue, {
alpha: 1,
y: currentHunk.y - 450
}, {
duration: 300,
easing: tween.easeOut
});
}, 200);
var hunkNames = ['FUNGI-GUY', 'DJINN-TONIC', 'MINO-THROBBER', 'IGUANA-THRUST'];
var hunkDialogues = ['NEVER! MY SPORES PROTECT ME!', 'YOUR MAGIC IS WEAK, MORTAL!', 'I BOW TO NO ONE!', 'YOU CANNOT TAME THIS BEAST!'];
var hunkNameText = new Text2(hunkNames[currentHunk.hunkType], {
size: 32,
fill: 0xFF1493,
fontWeight: 'bold'
});
hunkNameText.anchor.set(0.5, 0);
hunkNameText.y = -40;
hunkDialogue.addChild(hunkNameText);
var hunkText = new Text2(hunkDialogues[currentHunk.hunkType], {
size: 20,
fill: 0xFFFFFF,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 160
});
hunkText.anchor.set(0.5, 0.5);
hunkText.y = 10;
hunkDialogue.addChild(hunkText);
// Play grunt sound for hunk dialogue
LK.getSound('grunt').play();
// Auto-hide both dialogues after 4 seconds with fade out
LK.setTimeout(function () {
tween(playerDialogue, {
alpha: 0,
y: bloodmage.y - 500
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
if (playerDialogue) playerDialogue.destroy();
}
});
tween(hunkDialogue, {
alpha: 0,
y: currentHunk.y - 500
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
if (hunkDialogue) hunkDialogue.destroy();
}
});
}, 4000);
}
function showXPMenu(captureSuccess) {
// Create XP menu overlay
var xpMenuOverlay = game.addChild(new Container());
var xpBg = xpMenuOverlay.attachAsset('xpmenu', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 12,
scaleY: 10,
alpha: 0
});
tween(xpBg, {
alpha: 0.95
}, {
duration: 500,
easing: tween.easeOut
});
// Calculate XP earned
var baseXP = 100;
var bonusXP = captureSuccess ? 50 : 0;
var totalXP = baseXP + bonusXP;
// XP text positioned within menu boundaries
var xpText = new Text2('EXPERIENCE GAINED: ' + totalXP, {
size: 60,
fill: 0x00FF00,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 600
});
xpText.anchor.set(0.5, 0.5);
xpText.x = 1024;
xpText.y = 1300;
xpText.alpha = 0;
xpMenuOverlay.addChild(xpText);
tween(xpText, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
if (captureSuccess) {
var successText = new Text2('HUNK CAPTURED!', {
size: 100,
fill: 0xFF00FF,
fontWeight: 'bold'
});
successText.anchor.set(0.5, 0.5);
successText.x = 1024;
successText.y = 1400;
successText.alpha = 0;
xpMenuOverlay.addChild(successText);
tween(successText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
// Continue button
var continueBtn = new Text2('CONTINUE', {
size: 60,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
continueBtn.anchor.set(0.5, 0.5);
continueBtn.x = 1024;
continueBtn.y = 1600;
continueBtn.interactive = true;
continueBtn.alpha = 0;
continueBtn.down = function () {
xpMenuOverlay.destroy();
hideBattleUI();
};
xpMenuOverlay.addChild(continueBtn);
tween(continueBtn, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeOut
});
}
function showHunkDialogue() {
var hunkNames = ['FUNGI-GUY', 'DJINN-TONIC', 'MINO-THROBBER', 'IGUANA-THRUST'];
var hunkDialogues = ['READY TO GET FUNGAL?', 'YOUR WISH IS MY COMMAND~', 'PREPARE TO BE DOMINATED!', 'TASTE MY SCALES~'];
// Create dialogue box only when speak is selected with proper sizing
var hunkDialogueBox = worldContainer.attachAsset('dialoguebox', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y - 200,
scaleX: 8,
scaleY: 6
});
var hunkNameText = new Text2(hunkNames[currentHunk.hunkType], {
size: 32,
fill: 0xFF1493,
fontWeight: 'bold'
});
hunkNameText.anchor.set(0.5, 0);
hunkNameText.y = -40;
hunkDialogueBox.addChild(hunkNameText);
var hunkText = new Text2(hunkDialogues[currentHunk.hunkType], {
size: 24,
fill: 0xFFFFFF,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 200
});
hunkText.anchor.set(0.5, 0.5);
hunkText.y = 20;
hunkDialogueBox.addChild(hunkText);
// Auto-hide dialogue after 3 seconds
LK.setTimeout(function () {
if (hunkDialogueBox) {
hunkDialogueBox.destroy();
}
}, 3000);
}
LK.playMusic('hedonism');
// REBUILT TITLE ANIMATION: Proper spacing and squeeze effect with wave momentum
function showTitle() {
var titleContainer = game.addChild(new Container());
// Letter positions for "NOCTURNE CITY" - NOCTURNE moved 0.5 inch left with proper spacing
var letters = [{
asset: 'n',
finalX: -600,
// NOCTURNE moved left 0.5 inch
startX: 2500 // Start from right side for squeeze effect
}, {
asset: 'o',
finalX: -500,
startX: 2500
}, {
asset: 'c',
finalX: -400,
startX: 2500
}, {
asset: 't',
finalX: -300,
startX: 2500
}, {
asset: 'u',
finalX: -200,
startX: 2500
}, {
asset: 'r',
finalX: -100,
startX: 2500
}, {
asset: 'n',
finalX: 0,
startX: 2500
}, {
asset: 'e',
finalX: 100,
startX: 2500
}, {
// Space between NOCTURNE and CITY - CITY in original position
asset: 'c',
finalX: 300,
// Proper gap between words
startX: 3000
}, {
asset: 'i',
finalX: 400,
startX: 3000
}, {
asset: 't',
finalX: 500,
startX: 3000
}, {
asset: 'y',
finalX: 600,
startX: 3000
}];
var letterAssets = [];
// Create all letters starting from right side
for (var i = 0; i < letters.length; i++) {
var letter = titleContainer.attachAsset(letters[i].asset, {
anchorX: 0.5,
anchorY: 0.5,
x: letters[i].startX,
y: 600,
// Above player position
scaleX: 0.5,
// Start small for squeeze effect
scaleY: 0.5,
alpha: 0
});
letterAssets.push(letter);
}
// Animate letters with wave momentum and squeeze effect
function animateSqueezeIn() {
for (var i = 0; i < letterAssets.length; i++) {
var letter = letterAssets[i];
var finalX = 1024 + letters[i].finalX;
// Each letter appears with staggered timing for wave effect
(function (index, targetLetter, targetX) {
LK.setTimeout(function () {
// Fade in letter
tween(targetLetter, {
alpha: 1
}, {
duration: 200,
easing: tween.easeOut
});
// Squeeze animation - expand and move to final position
tween(targetLetter, {
x: targetX,
scaleX: 2.8,
// Final scale
scaleY: 2.8
}, {
duration: 600,
easing: tween.bounceOut // Wave momentum effect
});
}, index * 120); // Staggered timing
})(i, letter, finalX);
}
// Hold for 3 seconds then fade out left to right
LK.setTimeout(function () {
animateLettersOut();
}, 3500);
}
// Animate letters fading out from left to right
function animateLettersOut() {
for (var i = 0; i < letterAssets.length; i++) {
(function (index, targetLetter) {
LK.setTimeout(function () {
tween(targetLetter, {
alpha: 0,
y: 400,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 300,
easing: tween.easeIn
});
}, index * 80);
})(i, letterAssets[i]);
}
// Clean up after fade
LK.setTimeout(function () {
titleContainer.destroy();
}, 2000);
}
// Start the squeeze animation
animateSqueezeIn();
}
// Show title animation on game start
showTitle();
;
var placeholderInteriorShowing = false;
var placeholderOverlay = null;
var interiorShowing = false;
var interiorOverlay = null;
function showInterior(interiorAsset) {
if (interiorShowing) return;
interiorShowing = true;
// Create interior overlay with door expand animation
var transitionOverlay = game.addChild(new Container());
var expandingDoor = transitionOverlay.attachAsset('door', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0.8
});
// Animate door expanding
tween(expandingDoor, {
scaleX: 5.0,
scaleY: 5.0,
alpha: 0.95
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// Create actual interior overlay
interiorOverlay = game.addChild(new Container());
var interior = interiorOverlay.attachAsset(interiorAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 2.0,
scaleY: 2.0,
alpha: 0
});
tween(interior, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
// Hide brostiary icon when interior is showing
if (brostiaryIcon) {
brostiaryIcon.alpha = 0;
}
// Add exit button
var exitBtn = interiorOverlay.attachAsset('x', {
anchorX: 0.5,
anchorY: 0.5,
x: 1800,
y: 300,
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
});
exitBtn.interactive = true;
exitBtn.down = function () {
closeInterior();
};
tween(exitBtn, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Cleanup transition
transitionOverlay.destroy();
}
});
}
function closeInterior() {
if (!interiorShowing || !interiorOverlay) return;
interiorShowing = false;
// Show brostiary icon again
if (brostiaryIcon) {
brostiaryIcon.alpha = 1;
}
interiorOverlay.destroy();
interiorOverlay = null;
}
function showPlaceholderInterior() {
showInterior('interior');
}
function performPlayerCastAnimation() {
if (!bloodmage || isCasting) return;
isCasting = true;
LK.getSound('spell').play();
// Store player position to maintain it during animation
var castX = bloodmage.x;
var castY = bloodmage.y;
var wasGrounded = bloodmage.grounded;
// Stop all animations first
bloodmage.stopIdleAnimation();
bloodmage.stopWalkingAnimation();
bloodmage.stopJumpAnimation();
// Hide ALL assets in bloodmage to ensure nothing remains visible
for (var i = 0; i < bloodmage.children.length; i++) {
bloodmage.children[i].alpha = 0;
}
// Hide all other frames
for (var i = 0; i < bloodmage.idleFrames.length; i++) {
bloodmage.idleFrames[i].alpha = 0;
}
for (var i = 0; i < bloodmage.walkFrames.length; i++) {
bloodmage.walkFrames[i].alpha = 0;
}
for (var i = 0; i < bloodmage.jumpFrames.length; i++) {
bloodmage.jumpFrames[i].alpha = 0;
}
// Create cast animation frames
var castFrames = ['cast', 'cast2', 'cast3', 'cast4', 'cast5', 'cast6'];
var castAnimFrames = [];
for (var i = 0; i < castFrames.length; i++) {
var frame = worldContainer.attachAsset(castFrames[i], {
anchorX: 0.5,
anchorY: 1.0,
x: castX,
y: castY,
alpha: 0
});
frame.scale.x = bloodmage.facingDirection;
castAnimFrames.push(frame);
}
// Animate through cast frames
var currentCastFrame = 0;
function animateCast() {
if (currentCastFrame < castAnimFrames.length) {
// Keep player in exact position
bloodmage.x = castX;
bloodmage.y = castY;
bloodmage.grounded = wasGrounded;
bloodmage.velocityY = 0;
// Fade out previous frame
if (currentCastFrame > 0) {
tween(castAnimFrames[currentCastFrame - 1], {
alpha: 0
}, {
duration: 100,
easing: tween.easeInOut
});
}
// Fade in current frame
var currentFrame = castAnimFrames[currentCastFrame];
tween(currentFrame, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut
});
currentCastFrame++;
LK.setTimeout(animateCast, 120);
} else {
// Clean up cast animation
for (var i = 0; i < castAnimFrames.length; i++) {
castAnimFrames[i].destroy();
}
isCasting = false;
// Restore player position one final time
bloodmage.x = castX;
bloodmage.y = castY;
bloodmage.grounded = wasGrounded;
bloodmage.velocityY = 0;
// Resume idle animation
if (!bloodmage.isMoving && bloodmage.grounded) {
bloodmage.startIdleAnimation();
}
}
}
animateCast();
}
function generateCleanStructuredLevel(startX, zone) {
// Step 1: Generate clean background that stays behind player
generateLayeredBackground(startX, zone);
// Step 2: Create logical platform pathways
generateLogicalPlatforms(startX, zone);
// Step 3: Place single focused character per area
generateSingleFocusedCharacter(startX, zone);
// Step 4: Add minimal aesthetic elements that enhance without cluttering
generateMinimalAesthetics(startX, zone);
// Step 5: Ensure proper layering with player always in foreground
ensureProperLayering();
}
function generateLayeredBackground(startX, zone) {
var zoneBackgrounds = {
'City': ['nocturnecity', 'bg2'],
'Cosmic': ['galaxybg2', 'galaxy'],
'Forest': ['forestbg', 'forestbg2', 'forest2', 'forest3'],
'Sea': ['sea', 'sea2'],
'Under': ['underbg2', 'underbg3']
};
var bgAssets = zoneBackgrounds[zone] || zoneBackgrounds.City;
// Primary background layer - properly scaled and positioned
var primaryBg = worldContainer.attachAsset(bgAssets[0], {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1200,
y: 2732,
scaleX: 2.0,
scaleY: 2.0
});
primaryBg.alpha = 0.7;
backgroundElements.push(primaryBg);
worldContainer.setChildIndex(primaryBg, 0);
// Secondary background for depth - if available
if (bgAssets[1]) {
var secondaryBg = worldContainer.attachAsset(bgAssets[1], {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 800,
y: 2732,
scaleX: 1.5,
scaleY: 1.5
});
secondaryBg.alpha = 0.5;
backgroundElements.push(secondaryBg);
worldContainer.setChildIndex(secondaryBg, 1);
}
}
function generateLogicalPlatforms(startX, zone) {
// Create clear, logical pathways with proper spacing and accessibility
// Generate platforms in a predictable grid pattern for all directions
var platformSpacing = 350;
var platformCount = 20; // Generate more platforms to ensure coverage
var baseY = 1600;
var heightVariation = 400;
// Generate platforms in both directions from startX
for (var i = -10; i < 10; i++) {
var platform = new Platform();
platform.x = startX + i * platformSpacing;
// Create varied heights based on zone and pattern
var heightOffset = 0;
if (zone === 'Cosmic') {
heightOffset = Math.sin(i * 0.5) * 200 - 200; // Ascending pattern
} else if (zone === 'Under') {
heightOffset = Math.cos(i * 0.3) * 150 + 200; // Descending caves
} else if (zone === 'Sea') {
heightOffset = Math.sin(i * 0.8) * 180; // Wave pattern
} else if (zone === 'Forest') {
heightOffset = i % 3 * -120; // Multi-level canopy
} else {
// City pattern - building heights
heightOffset = i % 4 * -150;
}
platform.y = baseY + heightOffset;
platform.scaleX = 1.0 + Math.random() * 0.3;
platform.scaleY = 1.0;
platforms.push(platform);
worldContainer.addChild(platform);
}
// Add connecting platforms for better accessibility
for (var i = -9; i < 9; i++) {
if (Math.random() > 0.6) {
// 40% chance for connector platforms
var connector = new Platform();
connector.x = startX + i * platformSpacing + platformSpacing / 2;
connector.y = baseY + (Math.random() - 0.5) * heightVariation;
connector.scaleX = 0.8;
connector.scaleY = 0.8;
platforms.push(connector);
worldContainer.addChild(connector);
}
}
}
function generateSingleFocusedCharacter(startX, zone) {
// Generate only ONE hunk per chunk to maintain focus and avoid overwhelming the player
var hunk = new Hunk();
hunk.x = startX + 1200; // Center of chunk
hunk.y = 1500; // Accessible height
hunks.push(hunk);
worldContainer.addChild(hunk);
// Ensure hunk appears in foreground layer (but behind player) with safe bounds checking
var safeIndex = Math.max(0, worldContainer.children.length - 2);
if (safeIndex < worldContainer.children.length) {
worldContainer.setChildIndex(hunk, safeIndex);
}
}
function generateMinimalAesthetics(startX, zone) {
var zoneAesthetics = {
'City': ['building', 'neonSign'],
'Cosmic': ['starlight', 'galaxy3'],
'Forest': ['trees3', 'foresteffect'],
'Sea': ['caveoverlay', 'seaeffect'],
'Under': ['underoverlay', 'crystal']
};
var aesthetics = zoneAesthetics[zone] || zoneAesthetics.City;
// Add only 2-3 carefully positioned aesthetic elements
for (var i = 0; i < 2; i++) {
var asset = aesthetics[i % aesthetics.length];
var aesthetic = worldContainer.attachAsset(asset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 600 + i * 1200,
y: 2200,
scaleX: 1.0 + Math.random() * 0.5,
scaleY: 1.0 + Math.random() * 0.5
});
aesthetic.alpha = 0.6 + Math.random() * 0.3;
backgroundElements.push(aesthetic);
// Ensure aesthetic stays behind platforms and characters
worldContainer.setChildIndex(aesthetic, 2 + i);
}
}
function ensureProperLayering() {
// Critical: Maintain proper visual hierarchy with safe index bounds checking
var totalChildren = worldContainer.children.length;
if (totalChildren === 0) return; // Safety check
// 1. Background elements (bottom layer)
for (var i = 0; i < backgroundElements.length; i++) {
if (backgroundElements[i] && backgroundElements[i].parent === worldContainer) {
var bgIndex = Math.min(i, Math.min(19, totalChildren - 1));
worldContainer.setChildIndex(backgroundElements[i], bgIndex);
}
}
// 2. Platforms (middle layer) - ensure they're visible above backgrounds
for (var i = 0; i < platforms.length; i++) {
if (platforms[i] && platforms[i].parent === worldContainer) {
// Use safe index calculation that doesn't exceed bounds
var platformIndex = Math.min(20 + i, totalChildren - 1);
// Only set if the platform isn't already at the right layer
if (worldContainer.getChildIndex(platforms[i]) < 20) {
worldContainer.setChildIndex(platforms[i], platformIndex);
}
}
}
// 3. Hunks/Characters (upper layer) - visible above platforms
for (var i = 0; i < hunks.length; i++) {
if (hunks[i] && !hunks[i].captured && hunks[i].parent === worldContainer) {
var hunkIndex = Math.min(20 + platforms.length + i, totalChildren - 1);
// Only adjust if hunk isn't already in upper layer
if (worldContainer.getChildIndex(hunks[i]) < 20 + platforms.length) {
worldContainer.setChildIndex(hunks[i], hunkIndex);
}
}
}
// 4. Player (always topmost)
if (bloodmage && bloodmage.parent === worldContainer && totalChildren > 1) {
var currentPlayerIndex = worldContainer.getChildIndex(bloodmage);
if (currentPlayerIndex < totalChildren - 1) {
worldContainer.setChildIndex(bloodmage, totalChildren - 1);
}
}
}
function generateUnderBiomeAtBottom() {
// Generate Under biome backgrounds at bottom of screen to eliminate black line
for (var i = 0; i < 6; i++) {
var underBgs = ['underbg', 'underbg2', 'underbg3', 'underbg4', 'underbg5'];
var underAsset = underBgs[Math.floor(Math.random() * underBgs.length)];
var underBg = worldContainer.attachAsset(underAsset, {
anchorX: 0.5,
anchorY: 0.0,
x: i * 800,
y: 2732,
// Bottom of screen
scaleX: 2.0,
scaleY: 2.0
});
underBg.alpha = 0.6;
backgroundElements.push(underBg);
worldContainer.setChildIndex(underBg, 1);
}
// Add Under midground elements
for (var j = 0; j < 4; j++) {
var underMidgrounds = ['underoverlay', 'caveoverlay'];
var midgroundAsset = underMidgrounds[Math.floor(Math.random() * underMidgrounds.length)];
var underMidground = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: j * 600 + 300,
y: 2600,
scaleX: 1.5,
scaleY: 1.5
});
underMidground.alpha = 0.7;
backgroundElements.push(underMidground);
worldContainer.setChildIndex(underMidground, 5);
}
// Add solid cave floors along bottom edge to prevent falling into void
for (var k = 0; k < 8; k++) {
var floorAsset = k % 2 === 0 ? 'cavefloor' : 'cavefloor2';
var caveFloor = new Platform();
var floorGraphic = worldContainer.attachAsset(floorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: k * 500,
y: 2700,
scaleX: 1.2,
scaleY: 1.2
});
caveFloor.x = k * 500;
caveFloor.y = 2700;
caveFloor.width = 500;
caveFloor.height = 100;
platforms.push(caveFloor);
worldContainer.addChild(caveFloor);
}
// Add periodic cave floor platforms as steps throughout Under biome
for (var step = 0; step < 12; step++) {
if (step % 3 === 1) {
// Every 3rd position gets a step platform
var stepAsset = step % 2 === 0 ? 'cavefloor' : 'cavefloor2';
var stepPlatform = new Platform();
stepPlatform.x = 200 + step * 400;
stepPlatform.y = 2400 + step % 4 * 50; // Varied heights for steps
stepPlatform.scaleX = 0.8;
stepPlatform.scaleY = 0.8;
platforms.push(stepPlatform);
worldContainer.addChild(stepPlatform);
}
}
} ===================================================================
--- original.js
+++ change.js
@@ -1308,8 +1308,16 @@
if (y > 2200) return 'Under';
return 'City';
}
};
+// Define infiniteWorld system for zone determination compatibility
+var infiniteWorld = {
+ getZone: function getZone(x, y) {
+ return biomeSystem.getCurrentZone(x, y);
+ }
+};
+// Define zones for legacy compatibility
+var zones = biomeSystem.zones;
var environmentalEffects = []; // Track animated environmental effects
var zoneElements = []; // Track zone-specific elements for cleanup
var trackpadPressed = false;
var trackpadAngle = 0;
@@ -1340,18 +1348,10 @@
}
generatedChunks.push(startX);
var zone = biomeSystem.getCurrentZone(startX, bloodmage ? bloodmage.y : 1800);
var zoneData = biomeSystem.zones[zone];
- // Generate backgrounds
- generateBiomeBackgrounds(startX, zone, zoneData);
- // Generate midground structures
- generateBiomeMidground(startX, zone, zoneData);
- // Generate platforms
- generateBiomePlatforms(startX, zone);
- // Generate characters
- if (Math.random() > 0.3) {
- generateBiomeCharacter(startX, zone);
- }
+ // Use clean structured generation system
+ generateCleanStructuredLevel(startX, zone);
lastGeneratedX = startX + 2000;
}
function generateBiomeBackgrounds(startX, zone, zoneData) {
// Single clean background layer per zone
@@ -2245,16 +2245,16 @@
// Update last generated position
lastGeneratedX = startX + 2500;
}
function determineZone(x, y) {
- // Use infinite world system for zone determination
+ // Use biome system for zone determination
if (y === undefined && bloodmage) {
y = bloodmage.y;
}
- return infiniteWorld.getZone(x, y || 1800);
+ return biomeSystem.getCurrentZone(x, y || 1800);
}
function generateEnvironmentalEffects(startX, zone) {
- var zoneData = zones[zone];
+ var zoneData = biomeSystem.zones[zone];
if (!zoneData || !zoneData.environmental) return;
// Zone-specific effect count and sizing
var effectCount = zone === 'Cosmic' ? 8 : 4; // More cosmic effects
var baseScale = zone === 'Cosmic' ? 1.5 : zone === 'Forest' ? 1.2 : 1.0;
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