User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(platVisual, 10 + i);' Line Number: 1887
User prompt
Please fix the bug: 'Can't find variable: worldAssetMap' in or related to this line: 'var regionData = worldAssetMap[regionName];' Line Number: 4159
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Please fix the bug: 'Can't find variable: worldAssetMap' in or related to this line: 'var regionData = worldAssetMap[regionName];' Line Number: 4159
User prompt
Please fix the bug: 'Can't find variable: worldAssetMap' in or related to this line: 'var regionData = worldAssetMap[regionName];' Line Number: 4159
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(midground, 5 + i);' Line Number: 1844
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Please try again. Remove the current system and start from scratch, following the detailed instructions for nocturne city’s layout and layering, then apply that same template to the other biomes. As you go, make sure that every named asset, between images and audio files, has been implemented into the game. This includes menus, dialogue, an inventory and thrall storage system, multiple types of doors that open to interior spaces, different types of platforms based on biome. Make the ocean not require platforms but allow people to swim. Narrative exposition, dialogue, shops, backgrounds and effects. Cross reference every asset, examining its description and examine it, placing it in its most logical state when not otherwise specified. Make sure the world and platforms and background procedurally generate endlessly in all directions 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 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. 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 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 The above guide is not comprehensive, but should provide guidance enough to infer based on asset names and their prompts where unlisted assets should be placed. 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. Make sure assets remain properly separated/segregated within their respective biomes, with a focus on visually appealing, cohesive and logical placement of assets and effects. Platforms should be animated to move between two points (up and down, left to right) 30% of the time. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'worldContainer.setChildIndex(door, 30 + i);' Line Number: 1866
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Please fix the bug: 'null is not an object (evaluating 'worldContainer.attachAsset')' in or related to this line: 'var worldBg = worldContainer.attachAsset('world', {' Line Number: 1670
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remove that infrastructure and try again, keeping in mind that assets should, for the most part, appear within a singular biome. Please try again. Remove the current system and start from scratch, following the detailed instructions for nocturne city’s layout and layering, then apply that same template to the other biomes. As you go, make sure that every named asset, between images and audio files, has been implemented into the game. This includes menus, dialogue, an inventory and thrall storage system, multiple types of doors that open to interior spaces, different types of platforms based on biome. Make the ocean not require platforms but allow people to swim. Narrative exposition, dialogue, shops, backgrounds and effects. Cross reference every asset, examining its description and examine it, placing it in its most logical state when not otherwise specified. Make sure the world and platforms and background procedurally generate endlessly in all directions 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 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. 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 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 The above guide is not comprehensive, but should provide guidance enough to infer based on asset names and their prompts where unlisted assets should be placed. 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.greater focus on keeping biomes and their associated assets segregated (currently assets for the forest appear over the city, under biome assets in city, etc) player begins central in city biome. North of city is cosmic, west is sea, south is under, east is forest. Additionally, greater attention paid to visually appealing, cohesive and logical placement of assets. Lastly, additional attention should be paid to ensuring code is efficient, elegant, and minimizing redundancies. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
This is the second day you’ve wasted almost all of my daily credits just trying to fix the bugs that followed my last actual request, so before I return to the play tab and re-enter an endless automated “please fix this error” loop, make sure that the error is actually fixed, and then remove that infrastructure and try again, keeping in mind that assets should, for the most part, appear within a singular biome. Please try again. Remove the current system and start from scratch, following the detailed instructions for nocturne city’s layout and layering, then apply that same template to the other biomes. As you go, make sure that every named asset, between images and audio files, has been implemented into the game. This includes menus, dialogue, an inventory and thrall storage system, multiple types of doors that open to interior spaces, different types of platforms based on biome. Make the ocean not require platforms but allow people to swim. Narrative exposition, dialogue, shops, backgrounds and effects. Cross reference every asset, examining its description and examine it, placing it in its most logical state when not otherwise specified. Make sure the world and platforms and background procedurally generate endlessly in all directions 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 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. 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 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 The above guide is not comprehensive, but should provide guidance enough to infer based on asset names and their prompts where unlisted assets should be placed. 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. ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = newStoriesArray;' Line Number: 3030 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = newStoriesArray;' Line Number: 3030 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = updatedStories;' Line Number: 3030 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = newStoryArray;' Line Number: 3024 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = simpleStringArray;' Line Number: 3034 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = newStoriesArray;' Line Number: 3032 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = simpleStories;' Line Number: 3030 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = newStories;' Line Number: 3017 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = validStories;' Line Number: 3016 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = simpleStories;' Line Number: 3009 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = simpleStories;' Line Number: 2991
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameProgress.stories = this.unlockedStories;' Line Number: 2984
User prompt
Please fix the bug: 'Can't find variable: worldAssetMap' in or related to this line: 'var regionData = worldAssetMap[regionName];' Line Number: 4828
User prompt
Please try again. Remove the current system and start from scratch, following the detailed instructions for nocturne city’s layout and layering, then apply that same template to the other biomes. As you go, make sure that every named asset, between images and audio files, has been implemented into the game. This includes menus, dialogue, an inventory and thrall storage system, multiple types of doors that open to interior spaces, different types of platforms based on biome. Make the ocean not require platforms but allow people to swim. Narrative exposition, dialogue, shops, backgrounds and effects. Cross reference every asset, examining its description and examine it, placing it in its most logical state when not otherwise specified. Make sure the world and platforms and background procedurally generate endlessly in all directions ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: worldSystem.isInTransitionZone is not a function. (In 'worldSystem.isInTransitionZone(startX, playerY)', 'worldSystem.isInTransitionZone' is undefined)' in or related to this line: 'var transitionRegions = worldSystem.isInTransitionZone(startX, playerY);' Line Number: 1981
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
inventory: {},
playerLevel: 1,
unlockedAreas: ["city"],
gameProgress: {}
});
/****
* 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 Inventory = Container.expand(function () {
var self = Container.call(this);
// Initialize inventory data
self.items = storage.inventory || {};
self.maxSlots = 20;
// Create inventory UI
self.createInventoryUI = function () {
var invBg = self.attachAsset('inventory', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 10,
scaleY: 12,
alpha: 0.9
});
// Create item slots grid
self.slots = [];
for (var row = 0; row < 4; row++) {
for (var col = 0; col < 5; col++) {
var slot = self.attachAsset('platshelf', {
anchorX: 0.5,
anchorY: 0.5,
x: (col - 2) * 60,
y: (row - 1.5) * 60,
scaleX: 0.8,
scaleY: 0.8
});
slot.interactive = true;
slot.slotIndex = row * 5 + col;
self.slots.push(slot);
}
}
self.refreshDisplay();
};
self.addItem = function (itemName, quantity) {
quantity = quantity || 1;
if (self.items[itemName]) {
self.items[itemName] += quantity;
} else {
self.items[itemName] = quantity;
}
storage.inventory = self.items;
self.refreshDisplay();
};
self.removeItem = function (itemName, quantity) {
quantity = quantity || 1;
if (self.items[itemName]) {
self.items[itemName] -= quantity;
if (self.items[itemName] <= 0) {
delete self.items[itemName];
}
}
storage.inventory = self.items;
self.refreshDisplay();
};
self.hasItem = function (itemName, quantity) {
quantity = quantity || 1;
return self.items[itemName] && self.items[itemName] >= quantity;
};
self.refreshDisplay = function () {
// Clear existing item displays
for (var i = 0; i < self.slots.length; i++) {
var slot = self.slots[i];
// Remove item display if exists
if (slot.itemDisplay) {
slot.itemDisplay.destroy();
slot.itemDisplay = null;
}
}
// Display current items
var itemNames = Object.keys(self.items);
for (var i = 0; i < itemNames.length && i < self.slots.length; i++) {
var itemName = itemNames[i];
var quantity = self.items[itemName];
var slot = self.slots[i];
// Create item display
slot.itemDisplay = slot.addChild(LK.getAsset(itemName, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
}));
// Add quantity text if > 1
if (quantity > 1) {
var qtyText = new Text2(quantity.toString(), {
size: 20,
fill: 0xFFFFFF
});
qtyText.anchor.set(1, 1);
qtyText.x = 20;
qtyText.y = 20;
slot.itemDisplay.addChild(qtyText);
}
}
};
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 _typeof2(o) {
"@babel/helpers - typeof";
return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof2(o);
}
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
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 hunks = [];
var clouds = [];
var currentHunk = null;
var battleUI = null;
var cameraX = 0;
var worldContainer = null;
var backgroundElements = [];
var environmentalEffects = [];
// COMPREHENSIVE BIOME SYSTEM - Following Nocturne City Layout Template
var biomeSystem = {
centerX: 0,
centerY: 1500,
// Player starts in city center
// Biome regions with proper boundaries and asset distributions
biomes: {
city: {
center: {
x: 0,
y: 1500
},
bounds: {
width: 3000,
height: 1200
},
// Layered background system as specified
backgrounds: {
world: {
opacity: 1.0,
parallax: 0.05,
layer: 0
},
nocturnecity: {
opacity: 0.8,
parallax: 0.1,
layer: 1
},
bg: {
opacity: 0.8,
parallax: 0.15,
layer: 2
},
bg2: {
opacity: 0.8,
parallax: 0.2,
layer: 3
},
bg3: {
opacity: 0.8,
parallax: 0.25,
layer: 4
},
bg4: {
opacity: 0.8,
parallax: 0.3,
layer: 5
}
},
// Building layer with parallax
buildings: {
building: {
opacity: 1.0,
parallax: 0.4,
layer: 6
},
building2: {
opacity: 1.0,
parallax: 0.35,
layer: 6
},
building3: {
opacity: 1.0,
parallax: 0.45,
layer: 6
},
building4: {
opacity: 1.0,
parallax: 0.4,
layer: 6
}
},
// Environmental effects with blinking
environmentalEffects: {
neonSign: {
blink: true,
blinkRate: 2000
},
neonsign2: {
blink: true,
blinkRate: 1800
},
statue: {
"static": true
}
},
// Clouds that drift left to right
clouds: ['cloud1', 'cloud2', 'cloud3'],
cloudLayer: 7,
// Platforms with doors
platforms: ['platform', 'platform2', 'platform3'],
doors: ['door', 'door2', 'door3'],
// Shop system
shops: {
main: {
asset: 'shop',
sign: 'hidesign'
},
items: ['artefact', 'plush', 'plush2', 'plush3', 'crystalheart']
},
// Characters
characters: ['bloodmage', 'cast', 'cast2', 'cast3', 'cast4'],
music: 'hedonism'
},
cosmic: {
center: {
x: 0,
y: 800
},
bounds: {
width: 3000,
height: 1000
},
backgrounds: {
world: {
opacity: 1.0,
parallax: 0.05,
layer: 0
},
Galaxybg: {
opacity: 0.8,
parallax: 0.1,
layer: 1
},
galaxybg2: {
opacity: 0.6,
parallax: 0.15,
layer: 2
},
galaxybg3: {
opacity: 0.4,
parallax: 0.2,
layer: 3
}
},
midground: {
galaxy: {
opacity: 0.8,
parallax: 0.3,
layer: 4
},
galaxy2: {
opacity: 0.7,
parallax: 0.35,
layer: 4
},
galaxy3: {
opacity: 0.6,
parallax: 0.4,
layer: 4
},
galaxy4: {
opacity: 0.5,
parallax: 0.45,
layer: 4
}
},
environmentalEffects: {
starlight: {
glow: true,
glowRate: 3000
},
starlight2: {
glow: true,
glowRate: 2500
}
},
platforms: ['cosmicplatform', 'cosmicplatform2'],
characters: ['chazbin', 'chazbin2', 'chazbin3', 'chazbin4', 'chazbin5'],
music: 'hedonism'
},
forest: {
center: {
x: 2500,
y: 1400
},
bounds: {
width: 2500,
height: 1200
},
backgrounds: {
world: {
opacity: 1.0,
parallax: 0.05,
layer: 0
},
forest: {
opacity: 0.8,
parallax: 0.1,
layer: 1
},
forest2: {
opacity: 0.6,
parallax: 0.15,
layer: 2
},
forest3: {
opacity: 0.4,
parallax: 0.2,
layer: 3
},
forestbg: {
opacity: 0.7,
parallax: 0.12,
layer: 2
},
forestbg2: {
opacity: 0.5,
parallax: 0.18,
layer: 3
}
},
midground: {
trees: {
opacity: 0.8,
parallax: 0.3,
layer: 4
},
trees2: {
opacity: 0.7,
parallax: 0.35,
layer: 4
},
trees3: {
opacity: 0.6,
parallax: 0.4,
layer: 4
},
trees4: {
opacity: 0.5,
parallax: 0.45,
layer: 4
}
},
environmentalEffects: {
foresteffect: {
sway: true,
swayRate: 4000
},
foresteffect2: {
sway: true,
swayRate: 3500
}
},
platforms: ['mossyplatform', 'mossyplatform2'],
characters: ['cast5', 'cast6', 'cast7', 'cast8'],
music: 'hedonism'
},
sea: {
center: {
x: -2500,
y: 1400
},
bounds: {
width: 2500,
height: 1200
},
backgrounds: {
world: {
opacity: 1.0,
parallax: 0.05,
layer: 0
},
sea: {
opacity: 0.8,
parallax: 0.1,
layer: 1
},
sea2: {
opacity: 0.6,
parallax: 0.15,
layer: 2
},
sea3: {
opacity: 0.4,
parallax: 0.2,
layer: 3
}
},
midground: {
seaeffect: {
opacity: 0.7,
parallax: 0.3,
layer: 4
}
},
environmentalEffects: {
seaeffect: {
wave: true,
waveRate: 2000
}
},
// Sea allows swimming - no traditional platforms needed
swimMode: true,
characters: ['cast9'],
music: 'hedonism'
},
under: {
center: {
x: 0,
y: 2400
},
bounds: {
width: 3000,
height: 800
},
backgrounds: {
world: {
opacity: 1.0,
parallax: 0.05,
layer: 0
},
underbg: {
opacity: 0.8,
parallax: 0.1,
layer: 1
},
underbg2: {
opacity: 0.6,
parallax: 0.15,
layer: 2
},
underbg3: {
opacity: 0.4,
parallax: 0.2,
layer: 3
},
underbg4: {
opacity: 0.3,
parallax: 0.25,
layer: 3
},
cavern: {
opacity: 0.5,
parallax: 0.18,
layer: 2
},
cavern2: {
opacity: 0.4,
parallax: 0.22,
layer: 3
}
},
midground: {
underoverlay: {
opacity: 0.8,
parallax: 0.3,
layer: 4
},
caveoverlay: {
opacity: 0.7,
parallax: 0.35,
layer: 4
}
},
environmentalEffects: {
undereffect: {
"float": true,
floatRate: 3000
},
undereffect2: {
"float": true,
floatRate: 2500
}
},
floors: ['cavefloor', 'cavefloor2'],
platforms: ['cavefloor', 'cavefloor2'],
characters: ['bloodmage'],
music: 'hedonism'
}
},
// Get current biome based on player position
getCurrentBiome: function getCurrentBiome(x, y) {
for (var biomeName in this.biomes) {
var biome = this.biomes[biomeName];
var dx = Math.abs(x - biome.center.x);
var dy = Math.abs(y - biome.center.y);
if (dx <= biome.bounds.width / 2 && dy <= biome.bounds.height / 2) {
return biomeName;
}
}
return 'city'; // Default fallback
},
// Check if transitioning between biomes
getTransitionBiomes: function getTransitionBiomes(x, y) {
var activeBiomes = [];
for (var biomeName in this.biomes) {
var biome = this.biomes[biomeName];
var dx = Math.abs(x - biome.center.x);
var dy = Math.abs(y - biome.center.y);
// Extended boundary for transition detection
if (dx <= biome.bounds.width * 0.75 && dy <= biome.bounds.height * 0.75) {
activeBiomes.push(biomeName);
}
}
return activeBiomes.length > 1 ? activeBiomes : null;
}
};
// Inventory and Storage System
var inventory = storage.inventory || {};
var thrallStorage = storage.thrallStorage || {};
var unlockedAreas = storage.unlockedAreas || ['city'];
var playerLevel = storage.playerLevel || 1;
var gameProgress = storage.gameProgress || {};
// Track generated chunks and current biome
var generatedChunks = [];
var currentBiome = 'city';
var lastBiome = 'city';
// WORLD GENERATION ENGINE - Procedural biome system with all assets implemented
function generateWorld() {
// Initialize comprehensive world system
generateWorld();
// Show opening exposition
LK.setTimeout(function () {
narrativeSystem.showExposition('NOCTURNE CITY AWAKENS', 'You are the Bloodmage, master of desire and domination. The city calls to your dark powers, and beyond its borders lie realms of infinite pleasure and possibility. Capture the hunks, build your collection, and uncover the secrets of this nocturnal paradise.', 8000);
}, 2000);
// Initialize with world template as base layer
generateWorldTemplate();
// Generate initial biome content
generateBiomeContent('city', 0);
// Initialize player
initializePlayer();
// Start music
LK.playMusic('hedonism');
}
function generateWorldTemplate() {
// World asset as infinite looping background template
var worldBg = worldContainer.attachAsset('world', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 1366,
scaleX: 4.0,
scaleY: 4.0,
alpha: 0.3
});
backgroundElements.push(worldBg);
worldContainer.setChildIndex(worldBg, 0);
}
function generateBiomeContent(biomeName, centerX) {
var biome = biomeSystem.biomes[biomeName];
if (!biome) return;
// Check if already generated
var chunkKey = biomeName + '_' + Math.floor(centerX / 1000);
if (generatedChunks.indexOf(chunkKey) !== -1) return;
generatedChunks.push(chunkKey);
// Generate layered backgrounds
generateBiomeBackgrounds(biomeName, centerX, biome);
// Generate midground elements
generateBiomeMidground(biomeName, centerX, biome);
// Generate platforms based on biome type
generateBiomePlatforms(biomeName, centerX, biome);
// Generate environmental effects
generateBiomeEffects(biomeName, centerX, biome);
// Generate characters and NPCs
generateBiomeCharacters(biomeName, centerX, biome);
// Generate interactive elements (doors, shops, etc.)
generateBiomeInteractables(biomeName, centerX, biome);
// Generate collectibles
generateBiomeCollectibles(biomeName, centerX, biome);
// Generate clouds for atmospheric biomes
if (biome.clouds) {
generateBiomeClouds(biomeName, centerX, biome);
}
}
function generateBiomeBackgrounds(biomeName, centerX, biome) {
if (!biome.backgrounds) return;
for (var bgName in biome.backgrounds) {
var bgConfig = biome.backgrounds[bgName];
for (var i = 0; i < 3; i++) {
// Generate multiple for coverage
var bg = worldContainer.attachAsset(bgName, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX + (i - 1) * 800,
y: biome.center.y,
scaleX: 2.5 + bgConfig.layer * 0.1,
scaleY: 2.5 + bgConfig.layer * 0.1,
alpha: bgConfig.opacity
});
bg.parallaxSpeed = bgConfig.parallax;
bg.baseX = bg.x;
bg.baseY = bg.y;
bg.biomeName = biomeName;
backgroundElements.push(bg);
worldContainer.setChildIndex(bg, bgConfig.layer);
}
}
}
function generateBiomeMidground(biomeName, centerX, biome) {
if (biome.buildings) {
// City-specific building generation
for (var buildingName in biome.buildings) {
var buildingConfig = biome.buildings[buildingName];
var building = worldContainer.attachAsset(buildingName, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX + Math.random() * 1600 - 800,
y: biome.center.y + 200,
scaleX: 1.0 + Math.random() * 0.5,
scaleY: 1.0 + Math.random() * 0.5,
alpha: buildingConfig.opacity
});
building.parallaxSpeed = buildingConfig.parallax;
building.baseX = building.x;
building.baseY = building.y;
backgroundElements.push(building);
worldContainer.setChildIndex(building, buildingConfig.layer);
}
}
if (biome.midground) {
for (var midName in biome.midground) {
var midConfig = biome.midground[midName];
for (var i = 0; i < 2; i++) {
var mid = worldContainer.attachAsset(midName, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX + i * 600 - 300,
y: biome.center.y + Math.random() * 200,
scaleX: 1.2 + Math.random() * 0.6,
scaleY: 1.2 + Math.random() * 0.6,
alpha: midConfig.opacity
});
mid.parallaxSpeed = midConfig.parallax;
mid.baseX = mid.x;
mid.baseY = mid.y;
backgroundElements.push(mid);
worldContainer.setChildIndex(mid, midConfig.layer);
}
}
}
}
function generateBiomePlatforms(biomeName, centerX, biome) {
var platformCount = biome.swimMode ? 3 : 8; // Fewer platforms for sea
var platformAssets = biome.platforms || ['platform'];
for (var i = 0; i < platformCount; i++) {
var platform = new Platform();
platform.x = centerX + (i - platformCount / 2) * 300;
// Biome-specific platform positioning
if (biomeName === 'cosmic') {
platform.y = biome.center.y - 200 - i * 40; // Ascending
} else if (biomeName === 'under') {
platform.y = biome.center.y + 100 + i * 30; // Descending
} else if (biomeName === 'sea') {
platform.y = biome.center.y + Math.sin(i * 0.5) * 100; // Wave pattern
} else if (biomeName === 'forest') {
platform.y = biome.center.y - i % 3 * 80; // Canopy levels
} else {
platform.y = biome.center.y - i % 4 * 60; // City levels
}
platforms.push(platform);
worldContainer.addChild(platform);
// Add visual platform asset
if (platformAssets.length > 0) {
var platformAsset = platformAssets[Math.floor(Math.random() * platformAssets.length)];
var platformVisual = worldContainer.attachAsset(platformAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.2,
scaleY: 1.2
});
backgroundElements.push(platformVisual);
}
}
// Generate floor platforms for Under biome
if (biome.floors) {
for (var f = 0; f < 6; f++) {
var floorAsset = biome.floors[f % biome.floors.length];
var floorPlatform = new Platform();
floorPlatform.x = centerX + f * 400 - 1000;
floorPlatform.y = biome.center.y + 300;
platforms.push(floorPlatform);
worldContainer.addChild(floorPlatform);
var floorVisual = worldContainer.attachAsset(floorAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: floorPlatform.x,
y: floorPlatform.y - 10,
scaleX: 1.5,
scaleY: 1.5
});
backgroundElements.push(floorVisual);
}
}
}
function generateBiomeEffects(biomeName, centerX, biome) {
if (!biome.environmentalEffects) return;
for (var effectName in biome.environmentalEffects) {
var effectConfig = biome.environmentalEffects[effectName];
var effect = worldContainer.attachAsset(effectName, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX + Math.random() * 1200 - 600,
y: biome.center.y + Math.random() * 400 - 200,
scaleX: 0.8 + Math.random() * 0.8,
scaleY: 0.8 + Math.random() * 0.8,
alpha: 0.7 + Math.random() * 0.3
});
effect.effectType = effectName;
effect.effectConfig = effectConfig;
effect.biomeName = biomeName;
// Apply biome-specific tinting
if (biomeName === 'cosmic') {
effect.tint = 0xDDDDFF;
} else if (biomeName === 'forest') {
effect.tint = 0xCCFFCC;
} else if (biomeName === 'sea') {
effect.tint = 0xCCEEFF;
} else if (biomeName === 'under') {
effect.tint = 0xFFCCCC;
}
environmentalEffects.push(effect);
worldContainer.setChildIndex(effect, 8);
// Start effect animations
startEffectAnimation(effect, effectConfig);
}
}
function startEffectAnimation(effect, config) {
if (config.blink) {
animateBlinkingEffect(effect, config.blinkRate || 2000);
} else if (config.glow) {
animateGlowEffect(effect, config.glowRate || 3000);
} else if (config.sway) {
animateSwayEffect(effect, config.swayRate || 4000);
} else if (config.wave) {
animateWaveEffect(effect, config.waveRate || 2000);
} else if (config["float"]) {
animateFloatEffect(effect, config.floatRate || 3000);
}
}
function animateBlinkingEffect(effect, rate) {
var originalAlpha = effect.alpha;
tween(effect, {
alpha: 0.2
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
alpha: originalAlpha
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateBlinkingEffect(effect, rate);
}
});
}
});
}
function animateGlowEffect(effect, rate) {
var originalScale = effect.scaleX;
var originalAlpha = effect.alpha;
tween(effect, {
scaleX: originalScale * 1.3,
scaleY: originalScale * 1.3,
alpha: originalAlpha * 1.5
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
scaleX: originalScale,
scaleY: originalScale,
alpha: originalAlpha
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateGlowEffect(effect, rate);
}
});
}
});
}
function animateSwayEffect(effect, rate) {
tween(effect, {
rotation: 0.1
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
rotation: -0.1
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateSwayEffect(effect, rate);
}
});
}
});
}
function animateWaveEffect(effect, rate) {
var originalY = effect.y;
tween(effect, {
y: originalY + 30
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
y: originalY - 30
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateWaveEffect(effect, rate);
}
});
}
});
}
function animateFloatEffect(effect, rate) {
var originalY = effect.y;
tween(effect, {
y: originalY - 50
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
y: originalY + 50
}, {
duration: rate / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateFloatEffect(effect, rate);
}
});
}
});
}
function generateBiomeCharacters(biomeName, centerX, biome) {
if (Math.random() > 0.6 && biome.characters) {
// 40% chance to spawn character
var hunk = new Hunk();
hunk.x = centerX + Math.random() * 800 - 400;
hunk.y = biome.center.y - 50;
hunks.push(hunk);
worldContainer.addChild(hunk);
}
}
function generateBiomeInteractables(biomeName, centerX, biome) {
// Generate doors for interior spaces
if (biome.doors && Math.random() > 0.5) {
for (var d = 0; d < Math.min(2, biome.doors.length); d++) {
var doorAsset = biome.doors[d];
var door = worldContainer.attachAsset(doorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX + d * 800 - 400,
y: biome.center.y,
scaleX: 1.0,
scaleY: 1.0
});
door.interactive = true;
door.doorType = doorAsset;
door.down = function () {
var interiorAssets = biome.interiors || ['interior'];
var interior = interiorAssets[Math.floor(Math.random() * interiorAssets.length)];
showInterior(interior);
};
backgroundElements.push(door);
}
}
// Generate shop for city biome
if (biomeName === 'city' && biome.shops && Math.random() > 0.4) {
var shop = worldContainer.attachAsset('shop', {
anchorX: 0.5,
anchorY: 1.0,
x: centerX + 400,
y: biome.center.y,
scaleX: 0.8,
scaleY: 0.8
});
shop.interactive = true;
shop.down = function () {
enterShop();
};
backgroundElements.push(shop);
// Add shop sign
var shopSign = worldContainer.attachAsset('hidesign', {
anchorX: 0.5,
anchorY: 1.0,
x: centerX + 400,
y: biome.center.y - 300,
scaleX: 2.5,
scaleY: 2.5
});
shopSign.interactive = true;
shopSign.down = function () {
enterShop();
};
// Animate floating shop sign
animateFloatingSign(shopSign);
backgroundElements.push(shopSign);
}
}
function animateFloatingSign(sign) {
var originalY = sign.y;
tween(sign, {
y: originalY - 20
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(sign, {
y: originalY + 20
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateFloatingSign(sign);
}
});
}
});
}
function generateBiomeCollectibles(biomeName, centerX, biome) {
if (biome.shopItems && Math.random() > 0.7) {
// 30% chance for collectibles
var collectible = biome.shopItems[Math.floor(Math.random() * biome.shopItems.length)];
var collectibleAsset = worldContainer.attachAsset(collectible, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX + Math.random() * 600 - 300,
y: biome.center.y - 100,
scaleX: 0.8,
scaleY: 0.8
});
collectibleAsset.interactive = true;
collectibleAsset.collectibleType = collectible;
collectibleAsset.down = function () {
if (bloodmage && Math.abs(bloodmage.x - collectibleAsset.x) < 200) {
// Add to inventory
inventory[collectible] = (inventory[collectible] || 0) + 1;
storage.inventory = inventory;
// Visual feedback
tween(collectibleAsset, {
alpha: 0,
scaleX: 2.0,
scaleY: 2.0,
y: collectibleAsset.y - 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
collectibleAsset.destroy();
}
});
LK.getSound('capture').play();
}
};
// Floating animation for collectibles
animateFloatEffect(collectibleAsset, 2000);
backgroundElements.push(collectibleAsset);
}
}
function generateBiomeClouds(biomeName, centerX, biome) {
for (var i = 0; i < biome.clouds.length; i++) {
var cloudAsset = biome.clouds[i];
var cloud = worldContainer.attachAsset(cloudAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX + Math.random() * 1200 - 600,
y: biome.center.y - 300 + Math.random() * 200,
scaleX: 0.8 + Math.random() * 0.6,
scaleY: 0.8 + Math.random() * 0.6,
alpha: 0.6 + Math.random() * 0.4
});
cloud.driftSpeed = 0.5 + Math.random() * 1.0;
clouds.push(cloud);
backgroundElements.push(cloud);
worldContainer.setChildIndex(cloud, biome.cloudLayer || 7);
}
}
function initializePlayer() {
bloodmage = new Bloodmage();
bloodmage.x = 0; // Start in city center
bloodmage.y = 1300;
bloodmage.grounded = true;
worldContainer.addChild(bloodmage);
// Ensure player is always on top
worldContainer.setChildIndex(bloodmage, worldContainer.children.length - 1);
// Start idle animation
bloodmage.currentAnimationState = 'idle';
LK.setTimeout(function () {
bloodmage.startIdleAnimation();
}, 300);
}
// Define comprehensive world asset mapping for biome generation
var worldAssetMap = {
city: {
gameX: 0,
gameY: 1500,
width: 3000,
height: 1200,
parallaxSpeed: 0.1,
ambientColor: 0xAAAABB,
region: {
x: 750,
y: 750
},
backgrounds: ['nocturnecity', 'bg', 'bg2', 'bg3', 'bg4'],
midground: ['building', 'building2', 'building3', 'building4'],
platforms: ['platform', 'platform2', 'platform3'],
doors: ['door', 'door2', 'door3'],
shops: ['shop'],
effects: ['neonSign', 'neonsign2'],
decorative: ['statue', 'crystal', 'artefact'],
interiors: ['interior', 'interior2', 'interior3', 'interior4'],
music: 'hedonism'
},
cosmic: {
gameX: 0,
gameY: 800,
width: 3000,
height: 1000,
parallaxSpeed: 0.12,
ambientColor: 0xDDDDFF,
region: {
x: 750,
y: 400
},
backgrounds: ['Galaxybg', 'galaxybg2', 'galaxybg3', 'galaxybg4'],
midground: ['galaxy', 'galaxy2', 'galaxy3', 'galaxy4'],
platforms: ['cosmicplatform', 'cosmicplatform2'],
effects: ['starlight', 'starlight2'],
decorative: ['crystal', 'artefact', 'tech'],
collectibles: ['crystalheart', 'artefact2'],
music: 'hedonism'
},
forest: {
gameX: 2500,
gameY: 1400,
width: 2500,
height: 1200,
parallaxSpeed: 0.15,
ambientColor: 0xCCFFCC,
region: {
x: 1250,
y: 700
},
backgrounds: ['forest', 'forest2', 'forest3', 'forestbg', 'forestbg2'],
midground: ['trees', 'trees2', 'trees3', 'trees4'],
platforms: ['mossyplatform', 'mossyplatform2'],
effects: ['foresteffect', 'foresteffect2'],
decorative: ['plush', 'plush2', 'plush3'],
collectibles: ['crystal', 'artefact'],
music: 'hedonism'
},
sea: {
gameX: -2500,
gameY: 1400,
width: 2500,
height: 1200,
parallaxSpeed: 0.08,
ambientColor: 0xCCEEFF,
region: {
x: -1250,
y: 700
},
backgrounds: ['sea', 'sea2', 'sea3'],
midground: ['seaeffect'],
swimMode: true,
effects: ['seaeffect'],
decorative: ['crystal', 'plush3'],
collectibles: ['crystalheart'],
music: 'hedonism'
},
under: {
gameX: 0,
gameY: 2400,
width: 3000,
height: 800,
parallaxSpeed: 0.06,
ambientColor: 0xFFDDDD,
region: {
x: 750,
y: 1200
},
backgrounds: ['underbg', 'underbg2', 'underbg3', 'underbg4', 'underbg5'],
midground: ['underoverlay', 'caveoverlay', 'cavern', 'cavern2'],
platforms: ['cavefloor', 'cavefloor2'],
floors: ['cavefloor', 'cavefloor2'],
effects: ['undereffect', 'undereffect2'],
decorative: ['crystal', 'artefact', 'tech'],
collectibles: ['crystalheart'],
interiors: ['interior5', 'interior6', 'interior7', 'interior8'],
music: 'hedonism'
}
};
// Enhanced World System with Smooth Transitions
var worldSystem = {
currentRegion: 'city',
transitionZones: [],
getRegionForPosition: function getRegionForPosition(x, y) {
// Enhanced region detection with smooth boundaries
var regions = ['cosmic', 'city', 'forest', 'sea', 'under'];
var closestRegion = 'city';
var minDistance = Infinity;
for (var i = 0; i < regions.length; i++) {
var regionName = regions[i];
var regionData = worldAssetMap[regionName];
if (!regionData) continue;
var dx = x - regionData.gameX;
var dy = y - regionData.gameY;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if within region boundaries
if (Math.abs(dx) <= regionData.width / 2 && Math.abs(dy) <= regionData.height / 2) {
return regionName;
}
if (distance < minDistance) {
minDistance = distance;
closestRegion = regionName;
}
}
return closestRegion;
},
isInTransitionZone: function isInTransitionZone(x, y) {
// Check if player is in transition area between regions
var regions = Object.keys(worldAssetMap);
var activeRegions = [];
for (var i = 0; i < regions.length; i++) {
var regionName = regions[i];
var regionData = worldAssetMap[regionName];
var dx = Math.abs(x - regionData.gameX);
var dy = Math.abs(y - regionData.gameY);
// Expanded boundary for transition detection
if (dx <= regionData.width * 0.75 && dy <= regionData.height * 0.75) {
activeRegions.push(regionName);
}
}
return activeRegions.length > 1 ? activeRegions : null;
}
};
// Remove duplicate worldSystem definition - keep the original one with isInTransitionZone method
// Game state variables
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;
var isFlying = false;
var jumpButtonHeld = false;
var jumpHoldStartTime = 0;
var spellProjectiles = [];
var isCasting = false;
// Enhanced Inventory and Thrall Management System
var inventorySystem = {
items: storage.inventory || {},
thralls: storage.thrallStorage || {},
maxSlots: 50,
maxThralls: 20,
addItem: function addItem(itemName, quantity) {
quantity = quantity || 1;
this.items[itemName] = (this.items[itemName] || 0) + quantity;
storage.inventory = this.items;
this.showItemNotification(itemName, quantity);
},
removeItem: function removeItem(itemName, quantity) {
quantity = quantity || 1;
if (this.items[itemName]) {
this.items[itemName] -= quantity;
if (this.items[itemName] <= 0) {
delete this.items[itemName];
}
storage.inventory = this.items;
return true;
}
return false;
},
hasItem: function hasItem(itemName, quantity) {
quantity = quantity || 1;
return this.items[itemName] && this.items[itemName] >= quantity;
},
addThrall: function addThrall(thrallData) {
var thrallId = 'thrall_' + Object.keys(this.thralls).length;
this.thralls[thrallId] = {
type: thrallData.hunkType,
name: thrallData.name || 'Unnamed Thrall',
level: 1,
loyalty: 100,
captureDate: Date.now(),
stats: thrallData.stats || {
hp: 100,
power: 25,
defense: 20,
speed: 15
}
};
storage.thrallStorage = this.thralls;
this.showThrallNotification(thrallData.name || 'New Thrall');
},
showItemNotification: function showItemNotification(itemName, quantity) {
var notification = game.addChild(new Container());
var notifBg = notification.attachAsset('expobox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 200,
scaleX: 8,
scaleY: 2,
alpha: 0
});
var itemText = new Text2('ACQUIRED: ' + itemName.toUpperCase() + ' x' + quantity, {
size: 60,
fill: 0x00FF00,
fontWeight: 'bold'
});
itemText.anchor.set(0.5, 0.5);
itemText.x = 1024;
itemText.y = 200;
notification.addChild(itemText);
tween(notification, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0,
y: 100
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 2000);
}
});
},
showThrallNotification: function showThrallNotification(thrallName) {
var notification = game.addChild(new Container());
var notifBg = notification.attachAsset('expobox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 250,
scaleX: 10,
scaleY: 2.5,
alpha: 0
});
var thrallText = new Text2('THRALL CAPTURED: ' + thrallName.toUpperCase(), {
size: 70,
fill: 0xFF00FF,
fontWeight: 'bold'
});
thrallText.anchor.set(0.5, 0.5);
thrallText.x = 1024;
thrallText.y = 250;
notification.addChild(thrallText);
tween(notification, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0,
y: 150
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 3000);
}
});
}
};
// Narrative and Exposition System
var narrativeSystem = {
currentChapter: storage.gameProgress.chapter || 1,
unlockedStories: storage.gameProgress.stories || [],
showExposition: function showExposition(title, text, duration) {
var expoOverlay = game.addChild(new Container());
var expoBg = expoOverlay.attachAsset('expobox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 15,
scaleY: 8,
alpha: 0
});
var titleText = new Text2(title, {
size: 100,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 1000;
expoOverlay.addChild(titleText);
var bodyText = new Text2(text, {
size: 60,
fill: 0xCCCCCC,
wordWrap: true,
wordWrapWidth: 1400
});
bodyText.anchor.set(0.5, 0.5);
bodyText.x = 1024;
bodyText.y = 1400;
expoOverlay.addChild(bodyText);
var continueText = new Text2('TAP TO CONTINUE', {
size: 40,
fill: 0xFFFF00
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 1024;
continueText.y = 1700;
expoOverlay.addChild(continueText);
// Animate in
tween(expoOverlay, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
// Make interactive to close
expoBg.interactive = true;
expoBg.down = function () {
tween(expoOverlay, {
alpha: 0
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
expoOverlay.destroy();
}
});
};
// Auto-close if duration specified
if (duration) {
LK.setTimeout(function () {
if (expoOverlay && expoOverlay.parent) {
tween(expoOverlay, {
alpha: 0
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
expoOverlay.destroy();
}
});
}
}, duration);
}
},
showThoughts: function showThoughts(thoughtText) {
var thoughtBubble = worldContainer.addChild(new Container());
var bubbleBg = thoughtBubble.attachAsset('dialoguebox', {
anchorX: 0.5,
anchorY: 1.0,
x: bloodmage.x,
y: bloodmage.y - 300,
scaleX: 8,
scaleY: 6,
alpha: 0
});
var thoughtTextObj = new Text2(thoughtText, {
size: 36,
fill: 0xFFFFFF,
fontStyle: 'italic',
wordWrap: true,
wordWrapWidth: 300
});
thoughtTextObj.anchor.set(0.5, 0.5);
thoughtTextObj.x = 0;
thoughtTextObj.y = 0;
bubbleBg.addChild(thoughtTextObj);
tween(thoughtBubble, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(thoughtBubble, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
thoughtBubble.destroy();
}
});
}, 3000);
}
});
},
triggerRegionStory: function triggerRegionStory(regionName) {
var stories = {
'cosmic': {
title: 'THE ASTRAL REALM',
text: 'You sense the cosmic energies swirling around you. This realm exists beyond mortal comprehension, where thoughts become reality and desires manifest as living beings. The hunks here are infused with starlight itself.'
},
'forest': {
title: 'THE ANCIENT WOODS',
text: 'The forest whispers secrets of ages past. These trees have witnessed countless rituals of power and pleasure. The mossy platforms pulse with natural energy, and the hunks here are one with the primal forces of nature.'
},
'sea': {
title: 'THE ENDLESS OCEAN',
text: 'The waters call to your deepest desires. In this aquatic realm, the boundaries between liquid and flesh blur. Swimming becomes as natural as breathing, and the hunks move with the fluid grace of the tides.'
},
'under': {
title: 'THE DEPTHS BELOW',
text: 'You descend into the underworld, where shadows dance with forbidden pleasures. The caverns echo with ancient chants, and the hunks here guard the darkest secrets of desire and domination.'
}
};
var story = stories[regionName];
if (story && this.unlockedStories.indexOf(regionName) === -1) {
this.unlockedStories.push(regionName);
// Ensure only simple string literals are stored - no complex objects or arrays
if (!storage.gameProgress) {
storage.gameProgress = {};
}
// Get existing stories as simple array or initialize empty
var existingStories = storage.gameProgress.stories;
if (!existingStories || !Array.isArray(existingStories)) {
existingStories = [];
}
// Check if this region story already exists
var storyExists = false;
for (var i = 0; i < existingStories.length; i++) {
if (existingStories[i] === regionName) {
storyExists = true;
break;
}
}
// Add new story only if it doesn't exist and is a simple string
if (!storyExists && typeof regionName === 'string') {
// Create simple string array - no nested objects or complex structures
var simpleStoriesArray = [];
// Only add existing strings that are simple literals
for (var j = 0; j < existingStories.length; j++) {
var story = existingStories[j];
if (typeof story === 'string' && story.length > 0) {
simpleStoriesArray.push(story);
}
}
// Add new region name as simple string
simpleStoriesArray.push(regionName);
// Store only the simple string array
storage.gameProgress.stories = simpleStoriesArray;
}
this.showExposition(story.title, story.text);
}
}
};
// Dialogue System for NPCs and Hunks
var dialogueSystem = {
showDialogue: function showDialogue(speakerName, text, responses, speakerAsset) {
var dialogueOverlay = game.addChild(new Container());
// Dialogue background
var dialogueBg = dialogueOverlay.attachAsset('dialoguebox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2000,
scaleX: 12,
scaleY: 8,
alpha: 0
});
// Speaker portrait if provided
if (speakerAsset) {
var portrait = dialogueOverlay.attachAsset(speakerAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: 400,
y: 2000,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
});
}
// Speaker name
var nameText = new Text2(speakerName, {
size: 80,
fill: 0xFF1493,
fontWeight: 'bold'
});
nameText.anchor.set(0.5, 0);
nameText.x = 1024;
nameText.y = 1700;
dialogueOverlay.addChild(nameText);
// Dialogue text
var dialogueText = new Text2(text, {
size: 56,
fill: 0xFFFFFF,
wordWrap: true,
wordWrapWidth: 800
});
dialogueText.anchor.set(0.5, 0.5);
dialogueText.x = 1024;
dialogueText.y = 2000;
dialogueOverlay.addChild(dialogueText);
// Animate in
tween(dialogueOverlay, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
// Response buttons if provided
if (responses && responses.length > 0) {
for (var i = 0; i < responses.length; i++) {
var response = responses[i];
var responseBtn = new Text2(response.text, {
size: 50,
fill: 0x00FFFF,
fontWeight: 'bold'
});
responseBtn.anchor.set(0.5, 0.5);
responseBtn.x = 1024;
responseBtn.y = 2200 + i * 80;
responseBtn.interactive = true;
responseBtn.response = response;
responseBtn.down = function () {
if (this.response.action) {
this.response.action();
}
tween(dialogueOverlay, {
alpha: 0
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
dialogueOverlay.destroy();
}
});
};
dialogueOverlay.addChild(responseBtn);
}
} else {
// Auto-close after time if no responses
LK.setTimeout(function () {
if (dialogueOverlay && dialogueOverlay.parent) {
tween(dialogueOverlay, {
alpha: 0
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
dialogueOverlay.destroy();
}
});
}
}, 4000);
}
return dialogueOverlay;
}
};
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);
// Determine region based on player position
var playerY = bloodmage ? bloodmage.y : 1500;
var regionName = worldSystem.getRegionForPosition(startX, playerY);
var regionData = worldAssetMap[regionName];
if (!regionData) return;
// Clear any existing elements in this area to prevent overlap
clearAreaElements(startX - 500, startX + 2500);
// Check for transition zones
var transitionRegions = worldSystem.isInTransitionZone(startX, playerY);
if (transitionRegions && transitionRegions.length > 1) {
// Generate blended content for transition areas
generateTransitionChunk(startX, transitionRegions);
return;
}
// Check if we're within this region's boundaries
var withinRegionX = Math.abs(startX - regionData.gameX) < regionData.width;
var withinRegionY = Math.abs(playerY - regionData.gameY) < regionData.height;
if (withinRegionX && withinRegionY) {
// Generate comprehensive region content
generateRegionBackgrounds(startX, regionName, regionData);
generateRegionMidground(startX, regionName, regionData);
generateRegionPlatforms(startX, regionName, regionData);
generateRegionCharacters(startX, regionName, regionData);
generateRegionInteractables(startX, regionName, regionData);
generateRegionEffects(startX, regionName, regionData);
generateRegionCollectibles(startX, regionName, regionData);
// Update world system state
if (worldSystem.currentRegion !== regionName) {
worldSystem.currentRegion = regionName;
onRegionTransition(regionName);
}
}
lastGeneratedX = startX + 2000;
}
function generateTransitionChunk(startX, regions) {
// Create blended content between two regions
var primaryRegion = regions[0];
var secondaryRegion = regions[1];
var primaryData = worldAssetMap[primaryRegion];
var secondaryData = worldAssetMap[secondaryRegion];
// Mix backgrounds from both regions
var bgAsset = Math.random() > 0.5 ? primaryData.backgrounds[0] : secondaryData.backgrounds[0];
var transitionBg = worldContainer.attachAsset(bgAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + 1200,
y: (primaryData.gameY + secondaryData.gameY) / 2,
scaleX: 2.5,
scaleY: 2.5,
alpha: 0.6
});
// Blend ambient colors
var blendedColor = blendColors(primaryData.ambientColor, secondaryData.ambientColor, 0.5);
transitionBg.tint = blendedColor;
backgroundElements.push(transitionBg);
worldContainer.setChildIndex(transitionBg, 1);
// Generate mixed platforms
for (var i = 0; i < 4; i++) {
var platform = new Platform();
platform.x = startX + i * 600 + 200;
platform.y = (primaryData.gameY + secondaryData.gameY) / 2 + (Math.random() - 0.5) * 200;
platforms.push(platform);
worldContainer.addChild(platform);
}
}
function generateRegionBackgrounds(startX, regionName, regionData) {
// Generate layered backgrounds with proper depth
var backgroundLayers = Math.min(4, regionData.backgrounds.length);
for (var layer = 0; layer < backgroundLayers; layer++) {
var bgAsset = regionData.backgrounds[layer];
var depth = layer / backgroundLayers;
var bg = worldContainer.attachAsset(bgAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + 1200 + layer * 200,
y: regionData.gameY + layer * 100,
scaleX: 3.0 - depth * 0.5,
scaleY: 3.0 - depth * 0.5,
alpha: 0.8 - depth * 0.2
});
bg.region = regionName;
bg.parallaxSpeed = regionData.parallaxSpeed * (1 + depth);
bg.baseX = bg.x;
bg.baseY = bg.y;
bg.tint = regionData.ambientColor;
backgroundElements.push(bg);
worldContainer.setChildIndex(bg, layer);
}
}
function generateRegionMidground(startX, regionName, regionData) {
// Generate midground structures
var midgroundCount = 6 + Math.floor(Math.random() * 4);
for (var i = 0; i < midgroundCount; i++) {
var midgroundAsset = regionData.midground[Math.floor(Math.random() * regionData.midground.length)];
var midground = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + i * 400 + Math.random() * 200,
y: regionData.gameY + (Math.random() - 0.5) * 300,
scaleX: 1.0 + Math.random() * 0.8,
scaleY: 1.0 + Math.random() * 0.8,
alpha: 0.7 + Math.random() * 0.3
});
midground.region = regionName;
midground.parallaxSpeed = regionData.parallaxSpeed * 1.3;
midground.baseX = midground.x;
midground.baseY = midground.y;
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 8 + i);
}
}
function generateRegionPlatforms(startX, regionName, regionData) {
// Generate region-specific platforms
var platformCount = 10;
var platformAssets = regionData.platforms || ['platform', 'platform2'];
for (var i = 0; i < platformCount; i++) {
var platform = new Platform();
platform.x = startX + i * 300 - 200;
// Region-specific platform layouts
if (regionName === 'cosmic') {
platform.y = regionData.gameY - 200 - i * 40;
// Add cosmic platform visuals
var cosmicAsset = platformAssets[Math.floor(Math.random() * platformAssets.length)];
var cosmicVisual = worldContainer.attachAsset(cosmicAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.9
});
backgroundElements.push(cosmicVisual);
} else if (regionName === 'forest') {
platform.y = regionData.gameY - i % 4 * 100;
// Add mossy platform visuals
var mossyAsset = platformAssets[Math.floor(Math.random() * platformAssets.length)];
var mossyVisual = worldContainer.attachAsset(mossyAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.9
});
backgroundElements.push(mossyVisual);
} else if (regionName === 'under') {
platform.y = regionData.gameY + 100 + i * 30;
// Add cave floor visuals if available
if (regionData.floors) {
var floorAsset = regionData.floors[Math.floor(Math.random() * regionData.floors.length)];
var floorVisual = worldContainer.attachAsset(floorAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 10,
scaleX: 1.1,
scaleY: 1.1
});
backgroundElements.push(floorVisual);
}
} else if (regionName === 'sea') {
platform.y = regionData.gameY + Math.sin(i * 0.5) * 150;
} else {
platform.y = regionData.gameY - 50 - i % 5 * 80;
}
platform.region = regionName;
platforms.push(platform);
worldContainer.addChild(platform);
}
}
function generateRegionCharacters(startX, regionName, regionData) {
// Generate region-appropriate characters
if (regionData.characters && regionData.characters.length > 0 && Math.random() > 0.6) {
var hunk = new Hunk();
hunk.x = startX + 800 + Math.random() * 800;
hunk.y = regionData.gameY - 50;
hunks.push(hunk);
worldContainer.addChild(hunk);
// Add character-specific effects
if (regionName === 'cosmic') {
var cosmicGlow = worldContainer.attachAsset('starlight', {
anchorX: 0.5,
anchorY: 0.5,
x: hunk.x,
y: hunk.y - 100,
alpha: 0.7
});
tween(cosmicGlow, {
alpha: 0.3
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cosmicGlow, {
alpha: 0.7
}, {
duration: 2000,
easing: tween.easeInOut
});
}
});
environmentalEffects.push(cosmicGlow);
}
}
}
function generateRegionInteractables(startX, regionName, regionData) {
// Generate shops, doors, and interactive elements
if (regionName === 'city' && Math.random() > 0.4) {
// Generate shop
if (regionData.shops) {
var shopAsset = regionData.shops[0]; // 'shop'
var shop = worldContainer.attachAsset(shopAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1200,
y: regionData.gameY,
scaleX: 0.8,
scaleY: 0.8
});
shop.interactive = true;
shop.down = function () {
enterShop();
};
backgroundElements.push(shop);
// Add shop sign
var shopSign = worldContainer.attachAsset('hidesign', {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1200,
y: regionData.gameY - 300,
scaleX: 2.5,
scaleY: 2.5
});
shopSign.interactive = true;
shopSign.down = function () {
enterShop();
};
backgroundElements.push(shopSign);
}
// Generate doors
if (regionData.doors) {
for (var d = 0; d < Math.min(2, regionData.doors.length); d++) {
var doorAsset = regionData.doors[d];
var door = worldContainer.attachAsset(doorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 600 + d * 1200,
y: regionData.gameY,
scaleX: 1.0,
scaleY: 1.0
});
door.interactive = true;
door.down = function () {
var interiorAsset = regionData.interiors[Math.floor(Math.random() * regionData.interiors.length)];
showInterior(interiorAsset);
};
backgroundElements.push(door);
}
}
}
}
function generateRegionEffects(startX, regionName, regionData) {
// Generate environmental effects
if (regionData.effects && regionData.effects.length > 0) {
var effectCount = 4 + Math.floor(Math.random() * 3);
for (var e = 0; e < effectCount; e++) {
var effectAsset = regionData.effects[Math.floor(Math.random() * regionData.effects.length)];
var effect = worldContainer.attachAsset(effectAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + e * 500 + Math.random() * 400,
y: regionData.gameY + (Math.random() - 0.5) * 400,
scaleX: 0.6 + Math.random() * 0.8,
scaleY: 0.6 + Math.random() * 0.8,
alpha: 0.5 + Math.random() * 0.4
});
effect.region = regionName;
effect.driftSpeed = 0.2 + Math.random() * 0.6;
effect.animationType = regionName;
// Region-specific animations
if (regionName === 'cosmic') {
effect.tint = 0xDDDDFF;
effect.rotationSpeed = (Math.random() - 0.5) * 0.02;
// Add cosmic pulsing
tween(effect, {
scaleX: effect.scaleX * 1.3,
scaleY: effect.scaleY * 1.3,
alpha: effect.alpha * 1.4
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
scaleX: effect.scaleX / 1.3,
scaleY: effect.scaleY / 1.3,
alpha: effect.alpha / 1.4
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut
});
}
});
} else if (regionName === 'forest') {
effect.blinkTimer = Math.random() * 4000;
} else if (regionName === 'under') {
effect.floatAmplitude = 30 + Math.random() * 60;
effect.floatSpeed = 0.01 + Math.random() * 0.02;
}
environmentalEffects.push(effect);
worldContainer.setChildIndex(effect, 12 + e);
}
}
}
function generateRegionCollectibles(startX, regionName, regionData) {
// Generate collectible items
if (regionData.collectibles && regionData.collectibles.length > 0 && Math.random() > 0.7) {
var collectibleAsset = regionData.collectibles[Math.floor(Math.random() * regionData.collectibles.length)];
var collectible = worldContainer.attachAsset(collectibleAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + 400 + Math.random() * 1600,
y: regionData.gameY - 100 + Math.random() * 200,
scaleX: 0.8,
scaleY: 0.8,
alpha: 0.9
});
collectible.interactive = true;
collectible.collectibleType = collectibleAsset;
collectible.down = function () {
if (bloodmage && Math.abs(bloodmage.x - collectible.x) < 200) {
// Add to inventory
if (!window.playerInventory) {
window.playerInventory = new Inventory();
}
window.playerInventory.addItem(collectible.collectibleType, 1);
// Visual feedback
tween(collectible, {
alpha: 0,
scaleX: 2.0,
scaleY: 2.0,
y: collectible.y - 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
collectible.destroy();
}
});
LK.getSound('capture').play();
}
};
// Floating animation
var originalY = collectible.y;
tween(collectible, {
y: originalY - 20
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(collectible, {
y: originalY + 20
}, {
duration: 1500,
easing: tween.easeInOut
});
}
});
backgroundElements.push(collectible);
}
}
function onRegionTransition(newRegion) {
// Handle region transition events
var regionData = worldAssetMap[newRegion];
if (!regionData) return;
// Update music if different
if (regionData.music && regionData.music !== worldSystem.currentMusic) {
LK.playMusic(regionData.music, {
fade: {
start: 0.5,
end: 1,
duration: 2000
}
});
worldSystem.currentMusic = regionData.music;
}
// Visual transition effect
LK.effects.flashScreen(regionData.ambientColor, 1000, 0.3);
// Update unlock progress
if (storage.unlockedAreas.indexOf(newRegion) === -1) {
storage.unlockedAreas.push(newRegion);
}
// Region-specific events
if (newRegion === 'cosmic') {
// Cosmic region unlocked message
showRegionMessage('COSMIC REALM DISCOVERED', 'THE STARS WELCOME YOU...');
} else if (newRegion === 'forest') {
showRegionMessage('ANCIENT FOREST ENTERED', 'NATURE\'S SECRETS AWAIT...');
} else if (newRegion === 'sea') {
showRegionMessage('OCEANIC DEPTHS REACHED', 'DIVE INTO THE UNKNOWN...');
} else if (newRegion === 'under') {
showRegionMessage('UNDERWORLD ACCESSED', 'DARKNESS EMBRACES YOU...');
}
}
function showRegionMessage(title, subtitle) {
var messageContainer = game.addChild(new Container());
var titleText = new Text2(title, {
size: 80,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 1200;
titleText.alpha = 0;
messageContainer.addChild(titleText);
var subtitleText = new Text2(subtitle, {
size: 50,
fill: 0xCCCCCC
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 1300;
subtitleText.alpha = 0;
messageContainer.addChild(subtitleText);
// Animate in
tween(titleText, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeOut
});
tween(subtitleText, {
alpha: 1
}, {
duration: 1200,
easing: tween.easeOut
});
// Animate out after delay
LK.setTimeout(function () {
tween(messageContainer, {
alpha: 0
}, {
duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
messageContainer.destroy();
}
});
}, 4000);
}
function blendColors(color1, color2, ratio) {
var r1 = color1 >> 16 & 0xFF;
var g1 = color1 >> 8 & 0xFF;
var b1 = color1 & 0xFF;
var r2 = color2 >> 16 & 0xFF;
var g2 = color2 >> 8 & 0xFF;
var b2 = color2 & 0xFF;
var r = Math.floor(r1 + (r2 - r1) * ratio);
var g = Math.floor(g1 + (g2 - g1) * ratio);
var b = Math.floor(b1 + (b2 - b1) * ratio);
return r << 16 | g << 8 | b;
}
function generateWorldChunkBackgrounds(startX, regionName, regionData) {
if (!regionData || !regionData.backgrounds) return;
// Generate multiple background layers for better coverage in all directions
for (var layer = 0; layer < 3; layer++) {
var bgAsset = regionData.backgrounds[layer % regionData.backgrounds.length];
var bgY = regionData.gameY || 1500;
// Create backgrounds extending in all directions
for (var bgIndex = 0; bgIndex < 2; bgIndex++) {
var bg = worldContainer.attachAsset(bgAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: startX + bgIndex * 1200 + 600,
y: bgY + layer * 400 - 200,
// Extend vertically
scaleX: 3.0 + layer * 0.5,
scaleY: 3.0 + layer * 0.5
});
bg.alpha = 0.6 - layer * 0.1;
bg.region = regionName;
bg.parallaxSpeed = (regionData.parallaxSpeed || 0.1) * (1 + layer * 0.2);
bg.baseX = bg.x;
bg.baseY = bg.y;
// Region-specific styling
if (regionName === 'cosmic') {
bg.tint = 0xDDDDFF;
} else if (regionName === 'forest') {
bg.tint = 0xCCFFCC;
} else if (regionName === 'under') {
bg.tint = 0xFFCCCC;
} else if (regionName === 'sea') {
bg.tint = 0xCCEEFF;
}
backgroundElements.push(bg);
worldContainer.setChildIndex(bg, layer * 2 + bgIndex);
}
}
}
function generateWorldChunkMidground(startX, regionName, regionData) {
if (!regionData || !regionData.midground) return;
// Generate more midground elements covering all directions
for (var i = 0; i < 6; i++) {
var midgroundAsset = regionData.midground[Math.floor(Math.random() * regionData.midground.length)];
var midground = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX - 200 + i * 500,
y: (regionData.gameY || 1800) + (i % 3 - 1) * 200,
// Vary vertically
scaleX: 1.0 + Math.random() * 0.8,
scaleY: 1.0 + Math.random() * 0.8
});
midground.alpha = 0.7 + Math.random() * 0.2;
midground.region = regionName;
midground.parallaxSpeed = (regionData.parallaxSpeed || 0.1) * 1.3;
midground.baseX = midground.x;
midground.baseY = midground.y;
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 5 + i);
}
// Generate additional midground elements for vertical coverage
for (var v = 0; v < 4; v++) {
var verticalAsset = regionData.midground[Math.floor(Math.random() * regionData.midground.length)];
var verticalMid = worldContainer.attachAsset(verticalAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 600 + v * 700,
y: (regionData.gameY || 1800) + (v % 2 === 0 ? -300 : 300),
// Alternate up/down
scaleX: 1.1 + Math.random() * 0.5,
scaleY: 1.1 + Math.random() * 0.5
});
verticalMid.alpha = 0.6 + Math.random() * 0.3;
verticalMid.region = regionName;
verticalMid.parallaxSpeed = (regionData.parallaxSpeed || 0.1) * 1.1;
verticalMid.baseX = verticalMid.x;
verticalMid.baseY = verticalMid.y;
backgroundElements.push(verticalMid);
worldContainer.setChildIndex(verticalMid, 8 + v);
}
// Generate cloud effects that drift left to right in front of background assets
var cloudAssets = ['cloud1', 'cloud2', 'cloud3'];
for (var c = 0; c < 5; c++) {
var cloudType = cloudAssets[Math.floor(Math.random() * cloudAssets.length)];
var cloud = worldContainer.attachAsset(cloudType, {
anchorX: 0.5,
anchorY: 0.5,
x: startX - 400 + c * 600 + Math.random() * 400,
y: 1000 + Math.random() * 800 // Extended vertical range
});
var cloudScale = 0.7 + Math.random() * 0.8;
cloud.scale.x = cloudScale;
cloud.scale.y = cloudScale;
cloud.alpha = 0.5 + Math.random() * 0.4;
cloud.driftSpeed = 1.0 + Math.random() * 1.0;
cloud.region = regionName;
clouds.push(cloud);
backgroundElements.push(cloud);
worldContainer.setChildIndex(cloud, Math.max(15, worldContainer.children.length - Math.max(hunks.length, 3))); // Higher layer for visibility
}
}
function generateWorldChunkPlatforms(startX, regionName) {
// Generate more platforms in all directions (up, down, left, right)
var platformCount = 12; // Increased for better coverage
var regionData = worldAssetMap[regionName];
var baseY = regionData ? regionData.gameY : 1500;
// Main horizontal platforms
for (var i = 0; i < platformCount; i++) {
var platform = new Platform();
platform.x = startX - 600 + i * 250; // Start further left, tighter spacing
// Region-specific platform layouts extending in all directions
if (regionName === 'cosmic') {
platform.y = baseY - 400 - i * 40; // Extend higher up
// Create cosmic platform visual overlay
var cosmicAsset = Math.random() > 0.5 ? 'cosmicplatform' : 'cosmicplatform2';
var cosmicVisual = worldContainer.attachAsset(cosmicAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.2,
scaleY: 1.2
});
cosmicVisual.alpha = 0.9;
backgroundElements.push(cosmicVisual);
worldContainer.setChildIndex(cosmicVisual, 15 + i);
} else if (regionName === 'under') {
platform.y = baseY + 200 + i * 60; // Extend deeper down
} else if (regionName === 'forest') {
platform.y = baseY - i % 4 * 100; // More varied heights
// Use mossy platforms in forest biome - create visual overlay
var mossyAsset = Math.random() > 0.5 ? 'mossyplatform' : 'mossyplatform2';
var mossyVisual = worldContainer.attachAsset(mossyAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.2,
scaleY: 1.2
});
mossyVisual.alpha = 0.9;
backgroundElements.push(mossyVisual);
worldContainer.setChildIndex(mossyVisual, 15 + i);
} else if (regionName === 'sea') {
platform.y = baseY + Math.sin(i * 0.5) * 120; // Larger wave pattern
} else {
platform.y = baseY - 50 - i % 5 * 80; // City range with more variation
}
// Mark platform with region for future cleanup
platform.region = regionName;
platforms.push(platform);
worldContainer.addChild(platform);
}
// Add vertical platform networks extending up and down
for (var v = 0; v < 6; v++) {
var verticalPlatform = new Platform();
verticalPlatform.x = startX + 400 + v * 400;
if (regionName === 'cosmic') {
// Extend high up for cosmic exploration
verticalPlatform.y = baseY - 600 - v * 120;
// Add cosmic visual
var cosmicAsset = Math.random() > 0.5 ? 'cosmicplatform' : 'cosmicplatform2';
var cosmicVertical = worldContainer.attachAsset(cosmicAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: verticalPlatform.x,
y: verticalPlatform.y - 20,
scaleX: 1.1,
scaleY: 1.1
});
cosmicVertical.alpha = 0.85;
backgroundElements.push(cosmicVertical);
worldContainer.setChildIndex(cosmicVertical, 16 + v);
} else if (regionName === 'under') {
// Extend deep down for under exploration
verticalPlatform.y = baseY + 300 + v * 100;
} else if (regionName === 'forest') {
// Forest canopy levels
verticalPlatform.y = baseY - 200 - v * 80;
var mossyAsset = Math.random() > 0.5 ? 'mossyplatform' : 'mossyplatform2';
var mossyVertical = worldContainer.attachAsset(mossyAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: verticalPlatform.x,
y: verticalPlatform.y - 20,
scaleX: 1.1,
scaleY: 1.1
});
mossyVertical.alpha = 0.85;
backgroundElements.push(mossyVertical);
worldContainer.setChildIndex(mossyVertical, 16 + v);
} else {
verticalPlatform.y = baseY - 150 + v % 3 * 100;
}
verticalPlatform.region = regionName;
platforms.push(verticalPlatform);
worldContainer.addChild(verticalPlatform);
}
// Add connecting platforms for endless continuation in all directions
for (var j = 0; j < 8; j++) {
var connectPlatform = new Platform();
connectPlatform.x = startX + 2400 + j * 300; // Extended range
connectPlatform.y = baseY + Math.sin(j * 0.4) * 200; // Larger varied heights
connectPlatform.region = regionName;
platforms.push(connectPlatform);
worldContainer.addChild(connectPlatform);
}
// Generate shop and doors for city region
if (regionName === 'city' && Math.random() > 0.6) {
// Add main shop
var shop = worldContainer.attachAsset('shop', {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1400,
y: 1500,
scaleX: 0.8,
scaleY: 0.8
});
shop.interactive = true;
shop.down = function () {
enterShop();
};
backgroundElements.push(shop);
// Add floating shop sign
var shopSign = worldContainer.attachAsset('hidesign', {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1400,
y: 1200,
scaleX: 2.5,
scaleY: 2.5
});
shopSign.interactive = true;
shopSign.down = function () {
enterShop();
};
backgroundElements.push(shopSign);
// Add door2 and door3
var door2 = worldContainer.attachAsset('door2', {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 2000,
y: 1400,
scaleX: 1.0,
scaleY: 1.0
});
door2.interactive = true;
door2.down = function () {
var interiorTypes = ['interior2', 'interior3', 'interior4'];
var selectedInterior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(selectedInterior);
};
backgroundElements.push(door2);
var door3 = worldContainer.attachAsset('door3', {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 800,
y: 1400,
scaleX: 1.2,
scaleY: 1.2
});
door3.interactive = true;
door3.down = function () {
var interiorTypes = ['interior5', 'interior6', 'interior7', 'interior8'];
var selectedInterior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(selectedInterior);
};
backgroundElements.push(door3);
}
}
function generateRegionCharacter(startX, regionName) {
var hunk = new Hunk();
hunk.x = startX + 1000 + Math.random() * 400;
// Use region data for proper character positioning
var regionData = worldAssetMap[regionName];
var baseY = regionData ? regionData.gameY : 1400;
if (regionName === 'cosmic') {
hunk.y = baseY + 200;
} else if (regionName === 'under') {
hunk.y = baseY - 300;
} else {
hunk.y = baseY - 100;
}
hunks.push(hunk);
worldContainer.addChild(hunk);
}
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 infinite world system for zone determination
if (y === undefined && bloodmage) {
y = bloodmage.y;
}
return infiniteWorld.getZone(x, y || 1800);
}
function generateEnvironmentalEffects(startX, zone) {
var zoneData = 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 world template-based level using 'world' asset as primary template
createWorldBasedLevel();
}
function createWorldBasedLevel() {
// Step 1: Place primary world template as background reference
initializeWorldTemplate();
// Step 2: Generate region-based backgrounds with parallax
generateWorldBasedBackgrounds();
// Step 3: Create platforms matching world layout
generateWorldMatchedPlatforms();
// Step 4: Place assets according to world template positions
generateWorldPositionedAssets();
// Step 5: Add environmental effects with proper layering
generateWorldEnvironmentalEffects();
// Step 6: Initialize player and ensure proper layering
initializePlayerAndLayering();
}
function initializeWorldTemplate() {
// Place world asset as primary background template
worldTemplate = worldContainer.attachAsset('world', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 1366,
scaleX: 4.0,
scaleY: 3.8
});
worldTemplate.alpha = 0.3; // Semi-transparent template
backgroundElements.push(worldTemplate);
worldContainer.setChildIndex(worldTemplate, 0);
}
function generateWorldBasedBackgrounds() {
// Generate backgrounds for each region using world template positioning
var regions = ['cosmic', 'city', 'forest', 'sea', 'under'];
for (var i = 0; i < regions.length; i++) {
var regionName = regions[i];
var regionData = worldTemplate[regionName];
if (!regionData) continue;
// Use world template coordinates for proper positioning
var gameX = regionData.gameX;
var gameY = regionData.gameY;
// Primary background for region
var primaryBg = regionData.backgrounds[0];
var bgAsset = worldContainer.attachAsset(primaryBg, {
anchorX: 0.5,
anchorY: 0.5,
x: gameX,
y: gameY,
scaleX: 4.0,
scaleY: 3.0
});
bgAsset.alpha = 0.6;
bgAsset.parallaxSpeed = regionData.parallaxSpeed;
bgAsset.region = regionName;
bgAsset.baseX = gameX;
bgAsset.baseY = gameY;
// Region-specific tinting
if (regionName === 'cosmic') {
bgAsset.tint = 0xDDDDFF;
} else if (regionName === 'forest') {
bgAsset.tint = 0xDDFFDD;
} else if (regionName === 'sea') {
bgAsset.tint = 0xCCEEFF;
} else if (regionName === 'under') {
bgAsset.tint = 0xFFDDDD;
}
backgroundElements.push(bgAsset);
worldContainer.setChildIndex(bgAsset, 1 + i);
// Secondary background for depth
if (regionData.backgrounds.length > 1) {
var secondaryBg = worldContainer.attachAsset(regionData.backgrounds[1], {
anchorX: 0.5,
anchorY: 0.5,
x: gameX + 300,
y: gameY - 200,
scaleX: 3.0,
scaleY: 2.0
});
secondaryBg.alpha = 0.4;
secondaryBg.parallaxSpeed = regionData.parallaxSpeed * 0.7;
secondaryBg.region = regionName;
secondaryBg.baseX = gameX + 300;
secondaryBg.baseY = gameY - 200;
backgroundElements.push(secondaryBg);
// Safely set child index with bounds checking
var targetIndex = Math.min(5 + i, worldContainer.children.length - 1);
if (targetIndex >= 0 && targetIndex < worldContainer.children.length) {
worldContainer.setChildIndex(secondaryBg, targetIndex);
}
}
}
}
function generateWorldMatchedPlatforms() {
// Create platforms that follow the world template structure
var platformConfigs = [
// Cosmic region - ascending platforms
{
x: -2000,
y: 800,
region: 'cosmic'
}, {
x: -1600,
y: 700,
region: 'cosmic'
}, {
x: -1200,
y: 600,
region: 'cosmic'
}, {
x: -800,
y: 500,
region: 'cosmic'
},
// City region - building-level platforms
{
x: -400,
y: 1200,
region: 'city'
}, {
x: 0,
y: 1100,
region: 'city'
}, {
x: 400,
y: 1000,
region: 'city'
}, {
x: 800,
y: 1100,
region: 'city'
}, {
x: 1200,
y: 1200,
region: 'city'
}, {
x: 1600,
y: 1150,
region: 'city'
},
// Forest region - canopy platforms
{
x: 2000,
y: 1300,
region: 'forest'
}, {
x: 2400,
y: 1200,
region: 'forest'
}, {
x: 2800,
y: 1100,
region: 'forest'
}, {
x: 3200,
y: 1250,
region: 'forest'
},
// Under region - cave platforms
{
x: -400,
y: 2400,
region: 'under'
}, {
x: 0,
y: 2500,
region: 'under'
}, {
x: 400,
y: 2450,
region: 'under'
}, {
x: 800,
y: 2600,
region: 'under'
}];
for (var i = 0; i < platformConfigs.length; i++) {
var config = platformConfigs[i];
var platform = new Platform();
platform.x = config.x;
platform.y = config.y;
platform.region = config.region;
// Region-specific platform scaling
if (config.region === 'cosmic') {
platform.scaleX = 1.2;
platform.scaleY = 1.2;
} else if (config.region === 'under') {
platform.scaleX = 1.5;
platform.scaleY = 1.0;
}
platforms.push(platform);
worldContainer.addChild(platform);
}
}
function generateWorldPositionedAssets() {
// Place midground and decorative assets based on world template regions
var regions = ['cosmic', 'city', 'forest', 'under'];
for (var i = 0; i < regions.length; i++) {
var regionName = regions[i];
var regionData = worldAssetMap[regionName];
var gameX = (regionData.region.x - 750) * 4;
var gameY = regionData.region.y * 2 + 800;
// Place midground assets
for (var m = 0; m < Math.min(3, regionData.midground.length); m++) {
var midgroundAsset = regionData.midground[m];
var offsetX = (m - 1) * 600; // Spread across region
var offsetY = (Math.random() - 0.5) * 200;
var midground = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: gameX + offsetX,
y: gameY + offsetY,
scaleX: 1.5 + Math.random() * 0.5,
scaleY: 1.5 + Math.random() * 0.5
});
midground.alpha = 0.9;
midground.region = regionName;
midground.parallaxSpeed = regionData.parallaxSpeed * 1.5;
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 10 + i * 3 + m);
}
// Place decorative assets
if (regionData.decorative && regionData.decorative.length > 0) {
for (var d = 0; d < 2; d++) {
var decorAsset = regionData.decorative[d % regionData.decorative.length];
var decorX = gameX + (d - 0.5) * 800;
var decorY = gameY + Math.random() * 100;
var decoration = worldContainer.attachAsset(decorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: decorX,
y: decorY,
scaleX: 1.0 + Math.random() * 0.8,
scaleY: 1.0 + Math.random() * 0.8
});
decoration.alpha = 0.8;
decoration.region = regionName;
// Add blinking effects for certain assets
if (decorAsset === 'neonSign' || decorAsset === 'neonsign2') {
decoration.tint = [0xFF00FF, 0x00FFFF, 0xFFFF00][Math.floor(Math.random() * 3)];
animateNeonBlink(decoration);
}
backgroundElements.push(decoration);
worldContainer.setChildIndex(decoration, 8);
}
}
}
}
function generateWorldEnvironmentalEffects() {
// Add animated environmental effects based on world regions
var regions = ['cosmic', 'city', 'forest', 'under'];
for (var i = 0; i < regions.length; i++) {
var regionName = regions[i];
var regionData = worldAssetMap[regionName];
if (regionData.effects && regionData.effects.length > 0) {
var gameX = (regionData.region.x - 750) * 4;
var gameY = regionData.region.y * 2 + 800;
for (var e = 0; e < 4; e++) {
var effectAsset = regionData.effects[Math.floor(Math.random() * regionData.effects.length)];
var effectX = gameX + (Math.random() - 0.5) * 1200;
var effectY = gameY + (Math.random() - 0.5) * 400;
var effect = worldContainer.attachAsset(effectAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: effectX,
y: effectY,
scaleX: 0.8 + Math.random() * 1.0,
scaleY: 0.8 + Math.random() * 1.0
});
effect.alpha = 0.6 + Math.random() * 0.4;
effect.region = regionName;
effect.driftSpeed = 0.5 + Math.random() * 1.0;
effect.animationType = regionName;
// Region-specific effects
if (regionName === 'cosmic') {
effect.tint = 0xDDDDFF;
effect.rotationSpeed = (Math.random() - 0.5) * 0.02;
animateCosmicGlow(effect);
} else if (regionName === 'forest') {
effect.blinkTimer = Math.random() * 3000;
} else if (regionName === 'under') {
effect.floatAmplitude = 30 + Math.random() * 60;
effect.floatSpeed = 0.01 + Math.random() * 0.02;
}
environmentalEffects.push(effect);
worldContainer.setChildIndex(effect, 6);
}
}
}
}
function animateNeonBlink(neonAsset) {
var originalAlpha = neonAsset.alpha;
var animDuration = 1000 + Math.random() * 2000;
function blinkCycle() {
tween(neonAsset, {
alpha: 0.2
}, {
duration: animDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(neonAsset, {
alpha: originalAlpha
}, {
duration: animDuration,
easing: tween.easeInOut,
onFinish: blinkCycle
});
}
});
}
blinkCycle();
}
function animateCosmicGlow(cosmicAsset) {
var originalScale = cosmicAsset.scaleX;
var originalAlpha = cosmicAsset.alpha;
function glowCycle() {
tween(cosmicAsset, {
scaleX: originalScale * 1.3,
scaleY: originalScale * 1.3,
alpha: originalAlpha * 1.5
}, {
duration: 2000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cosmicAsset, {
scaleX: originalScale,
scaleY: originalScale,
alpha: originalAlpha
}, {
duration: 2000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: glowCycle
});
}
});
}
glowCycle();
}
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 main 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;
door.down = function () {
enterShop();
};
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();
// Add door2 and door3 with interior spaces
var door2 = worldContainer.attachAsset('door2', {
anchorX: 0.5,
anchorY: 1.0,
x: 2800,
y: 1200,
scaleX: 1.0,
scaleY: 1.0
});
door2.interactive = true;
door2.down = function () {
var interiorTypes = ['interior2', 'interior3', 'interior4'];
var selectedInterior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(selectedInterior);
};
var door3 = worldContainer.attachAsset('door3', {
anchorX: 0.5,
anchorY: 1.0,
x: 900,
y: 1650,
scaleX: 1.2,
scaleY: 1.2
});
door3.interactive = true;
door3.down = function () {
var interiorTypes = ['interior5', 'interior6', 'interior7', 'interior8'];
var selectedInterior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(selectedInterior);
};
// Store door references globally for interaction detection
window.door2Asset = door2;
window.door3Asset = door3;
}
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();
};
// Add inventory icon to top right corner
var inventoryIcon = LK.gui.topRight.attachAsset('inventory', {
anchorX: 0.5,
anchorY: 0.5,
x: -300,
y: 150,
scaleX: 1.2,
scaleY: 1.2
});
inventoryIcon.interactive = true;
inventoryIcon.down = function () {
showInventory();
};
// Initialize player inventory
window.playerInventory = new Inventory();
function showInventory() {
if (inventoryShowing || battleMenuVisible || bropageShowing || shopShowing) return;
inventoryShowing = true;
inventoryOverlay = game.addChild(new Container());
// Create inventory background
var invBg = inventoryOverlay.attachAsset('brostiarybox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 15,
scaleY: 20,
alpha: 0.9
});
// Add title
var titleText = new Text2('INVENTORY', {
size: 100,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 500;
inventoryOverlay.addChild(titleText);
// Create inventory grid
var itemNames = Object.keys(window.playerInventory.items);
var slotsPerRow = 5;
var slotSize = 120;
var startX = 1024 - slotsPerRow * slotSize / 2;
var startY = 800;
for (var row = 0; row < 4; row++) {
for (var col = 0; col < slotsPerRow; col++) {
var slotIndex = row * slotsPerRow + col;
var slotX = startX + col * slotSize;
var slotY = startY + row * slotSize;
// Create slot background
var slot = inventoryOverlay.attachAsset('platshelf', {
anchorX: 0.5,
anchorY: 0.5,
x: slotX,
y: slotY,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.7
});
// Add item if available
if (slotIndex < itemNames.length) {
var itemName = itemNames[slotIndex];
var quantity = window.playerInventory.items[itemName];
var itemAsset = inventoryOverlay.attachAsset(itemName, {
anchorX: 0.5,
anchorY: 0.5,
x: slotX,
y: slotY,
scaleX: 0.8,
scaleY: 0.8
});
// Add quantity text
if (quantity > 1) {
var qtyText = new Text2(quantity.toString(), {
size: 30,
fill: 0xFFFF00,
fontWeight: 'bold'
});
qtyText.anchor.set(0.5, 0.5);
qtyText.x = slotX + 40;
qtyText.y = slotY + 40;
inventoryOverlay.addChild(qtyText);
}
}
}
}
// Add close button
var closeBtn = inventoryOverlay.attachAsset('x', {
anchorX: 0.5,
anchorY: 0.5,
x: 1700,
y: 400,
scaleX: 2,
scaleY: 2
});
closeBtn.interactive = true;
closeBtn.down = function () {
closeInventory();
};
}
function closeInventory() {
if (!inventoryShowing || !inventoryOverlay) return;
inventoryShowing = false;
inventoryOverlay.destroy();
inventoryOverlay = null;
}
var inventoryShowing = false;
var inventoryOverlay = null;
// 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;
// Apply 90% reduced parallax effects only when player is moving
var isPlayerMoving = Math.abs(bloodmage.velocityX) > 0.1 || Math.abs(bloodmage.velocityY) > 0.5;
if (isPlayerMoving) {
for (var i = 0; i < backgroundElements.length; i++) {
var element = backgroundElements[i];
if (element.parallaxSpeed !== undefined && element.region) {
// 90% reduction in parallax intensity - only slight depth illusion
var parallaxX = cameraX * element.parallaxSpeed * 0.03; // 90% reduction from 0.3
var parallaxY = currentCameraY * element.parallaxSpeed * 0.01; // 90% reduction from 0.1
// Very gentle parallax movement for subtle depth
element.x += (element.baseX + parallaxX - element.x) * 0.005; // Much slower transition
element.y += (element.baseY + parallaxY - element.y) * 0.002; // Minimal vertical
// Initialize base positions if not set
if (element.baseX === undefined) {
element.baseX = element.x;
element.baseY = element.y;
}
}
}
}
}
}
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
});
// Check main shop door
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;
}
}
// Check door2
if (window.door2Asset) {
var door2Distance = Math.sqrt(Math.pow(worldPos.x - window.door2Asset.x, 2) + Math.pow(worldPos.y - window.door2Asset.y, 2));
if (door2Distance < 200) {
var interiorTypes = ['interior2', 'interior3', 'interior4'];
var selectedInterior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(selectedInterior);
return;
}
}
// Check door3
if (window.door3Asset) {
var door3Distance = Math.sqrt(Math.pow(worldPos.x - window.door3Asset.x, 2) + Math.pow(worldPos.y - window.door3Asset.y, 2));
if (door3Distance < 200) {
var interiorTypes = ['interior5', 'interior6', 'interior7', 'interior8'];
var selectedInterior = interiorTypes[Math.floor(Math.random() * interiorTypes.length)];
showInterior(selectedInterior);
return;
}
}
// Check shop sign
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 && bloodmage) {
checkCollisions();
updateCamera();
updateBiomeGeneration();
updateEnvironmentalEffects();
updateClouds();
cleanupDistantElements();
}
// Update spell projectiles
for (var i = spellProjectiles.length - 1; i >= 0; i--) {
var projectile = spellProjectiles[i];
projectile.x += projectile.velocity;
// Remove off-screen projectiles
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)) {
hunk.resistance = Math.max(0, hunk.resistance - 25);
// Visual effect
var effect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: hunk.x,
y: hunk.y - 50,
alpha: 1
});
tween(effect, {
alpha: 0,
scaleX: 2,
scaleY: 2,
rotation: Math.PI * 2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
effect.destroy();
}
});
LK.effects.flashObject(hunk, 0xFF00FF, 300);
projectile.destroy();
spellProjectiles.splice(i, 1);
break;
}
}
}
function updateBiomeGeneration() {
if (!bloodmage) return;
var playerX = bloodmage.x;
var playerY = bloodmage.y;
// Detect current biome
var newBiome = biomeSystem.getCurrentBiome(playerX, playerY);
// Check for biome transitions
if (newBiome !== currentBiome) {
onBiomeTransition(currentBiome, newBiome);
lastBiome = currentBiome;
currentBiome = newBiome;
}
// Generate new chunks in all directions
var chunkSize = 2000;
var generationDistance = 3000;
// Check if we need new chunks
var needsGeneration = false;
var directions = [{
x: playerX + generationDistance,
name: 'east'
}, {
x: playerX - generationDistance,
name: 'west'
}, {
y: playerY + generationDistance,
name: 'south'
}, {
y: playerY - generationDistance,
name: 'north'
}];
for (var d = 0; d < directions.length; d++) {
var dir = directions[d];
var targetBiome = biomeSystem.getCurrentBiome(dir.x || playerX, dir.y || playerY);
var chunkKey = targetBiome + '_' + Math.floor((dir.x || playerX) / chunkSize) + '_' + Math.floor((dir.y || playerY) / chunkSize);
if (generatedChunks.indexOf(chunkKey) === -1) {
generateBiomeContent(targetBiome, dir.x || playerX);
needsGeneration = true;
}
}
}
function updateEnvironmentalEffects() {
for (var i = 0; i < environmentalEffects.length; i++) {
var effect = environmentalEffects[i];
if (!effect || effect.destroyed) continue;
// Update rotations for cosmic effects
if (effect.biomeName === 'cosmic' && effect.rotationSpeed) {
effect.rotation += effect.rotationSpeed;
}
// Update wave motions for sea effects
if (effect.biomeName === 'sea') {
effect.x += Math.cos(Date.now() * 0.001) * 0.3;
effect.y += Math.sin(Date.now() * 0.0008) * 0.2;
}
}
}
function updateClouds() {
for (var i = 0; i < clouds.length; i++) {
var cloud = clouds[i];
if (!cloud || cloud.destroyed) continue;
// Drift clouds left to right
cloud.x += cloud.driftSpeed || 1.0;
// Wrap around screen
var screenRight = -cameraX + 2548;
var screenLeft = -cameraX - 500;
if (cloud.x > screenRight + 300) {
cloud.x = screenLeft - 300;
cloud.y = 1000 + Math.random() * 800;
}
}
}
function cleanupDistantElements() {
if (!bloodmage) return;
var playerX = bloodmage.x;
var playerY = bloodmage.y;
var cleanupDistance = 4000;
// Clean up background elements
for (var i = backgroundElements.length - 1; i >= 0; i--) {
var element = backgroundElements[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();
backgroundElements.splice(i, 1);
}
}
}
// Clean up environmental effects
for (var i = environmentalEffects.length - 1; i >= 0; i--) {
var effect = environmentalEffects[i];
if (effect && effect.x !== undefined && effect.y !== undefined) {
var distance = Math.sqrt(Math.pow(effect.x - playerX, 2) + Math.pow(effect.y - playerY, 2));
if (distance > cleanupDistance) {
effect.destroy();
environmentalEffects.splice(i, 1);
}
}
}
}
function onBiomeTransition(fromBiome, toBiome) {
// Visual transition effect
var transitionColor = {
'cosmic': 0xDDDDFF,
'city': 0xAAAABB,
'forest': 0xCCFFCC,
'sea': 0xCCEEFF,
'under': 0xFFDDDD
};
LK.effects.flashScreen(transitionColor[toBiome] || 0xFFFFFF, 1000);
// Trigger narrative for new biomes
narrativeSystem.triggerRegionStory(toBiome);
// Update unlock progress
if (unlockedAreas.indexOf(toBiome) === -1) {
unlockedAreas.push(toBiome);
storage.unlockedAreas = unlockedAreas;
}
// Show region discovery message
var biomeNames = {
'cosmic': 'ASTRAL REALM',
'city': 'NOCTURNE CITY',
'forest': 'ANCIENT WOODS',
'sea': 'ENDLESS OCEAN',
'under': 'DEPTHS BELOW'
};
var regionName = biomeNames[toBiome] || toBiome.toUpperCase();
// Show floating region text
var regionText = worldContainer.addChild(new Text2('ENTERING ' + regionName, {
size: 100,
fill: transitionColor[toBiome] || 0xFFFFFF,
fontWeight: 'bold'
}));
regionText.anchor.set(0.5, 0.5);
regionText.x = bloodmage.x;
regionText.y = bloodmage.y - 400;
regionText.alpha = 0;
tween(regionText, {
alpha: 1,
y: bloodmage.y - 500
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(regionText, {
alpha: 0,
y: bloodmage.y - 600
}, {
duration: 600,
easing: tween.easeIn,
onFinish: function onFinish() {
regionText.destroy();
}
});
}, 2000);
}
});
}
// Animate clouds drifting consistently left to right in front of background assets
for (var i = 0; i < clouds.length; i++) {
var cloud = clouds[i];
// Safely ensure cloud is positioned in front of background assets - only if it's actually a child
if (cloud && cloud.parent === worldContainer && worldContainer.children.indexOf(cloud) !== -1) {
var targetIndex = Math.max(15, worldContainer.children.length - Math.max(hunks.length, 3));
// Ensure target index is within valid bounds
targetIndex = Math.min(targetIndex, worldContainer.children.length - 1);
worldContainer.setChildIndex(cloud, targetIndex);
}
// Consistent left-to-right drift
cloud.x += cloud.driftSpeed * 1.2; // Faster, more visible drift
// Gentle vertical floating with tween
if (Math.random() < 0.008) {
tween(cloud, {
y: cloud.y + (Math.random() - 0.5) * 30,
alpha: 0.4 + Math.random() * 0.4
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut
});
}
// Wrap clouds smoothly when they exit screen right
var screenRight = -cameraX + 2548;
var screenLeft = -cameraX - 500;
if (cloud.x > screenRight + 300) {
cloud.x = screenLeft - 300;
cloud.y = 1000 + Math.random() * 800; // Mid-screen height for visibility
cloud.alpha = 0.6 + Math.random() * 0.4; // Reset opacity
}
}
// Enhanced environmental effects animation system with improved tween usage
for (var i = 0; i < environmentalEffects.length; i++) {
var effect = environmentalEffects[i];
if (!effect || !effect.zone || effect.destroyed) continue;
// Zone-specific environmental animations with smoother tween-based effects
if (effect.zone === 'Cosmic') {
// Smooth cosmic rotation using tween
if (!effect.rotationTween && effect.rotationSpeed) {
effect.rotationTween = true;
tween(effect, {
rotation: effect.rotation + Math.PI * 2
}, {
duration: 8000,
easing: tween.linear,
onFinish: function onFinish() {
effect.rotation = 0;
effect.rotationTween = false;
}
});
}
// Gentle cosmic pulsing with tween
if (!effect.pulseTween && Math.random() < 0.001) {
effect.pulseTween = true;
tween(effect, {
scaleX: effect.scaleX * 1.2,
scaleY: effect.scaleY * 1.2,
alpha: effect.alpha * 1.3
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
scaleX: effect.scaleX / 1.2,
scaleY: effect.scaleY / 1.2,
alpha: effect.alpha / 1.3
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
effect.pulseTween = false;
}
});
}
});
}
} else if (effect.zone === 'Forest') {
// Smooth forest swaying with tween
if (!effect.swayTween) {
effect.swayTween = true;
tween(effect, {
rotation: 0.15
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
rotation: -0.15
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
effect.swayTween = false;
}
});
}
});
}
} else if (effect.zone === 'Sea') {
// Smooth sea wave motion
effect.x += Math.cos(Date.now() * 0.0005) * 0.5;
effect.y += Math.sin(Date.now() * 0.0008) * 0.3;
} else if (effect.zone === 'Under') {
// Gentle underground floating with tween
if (!effect.floatTween) {
effect.floatTween = true;
var floatDistance = 30 + Math.random() * 40;
tween(effect, {
y: effect.y - floatDistance
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
y: effect.y + floatDistance
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
effect.floatTween = false;
}
});
}
});
}
}
}
// 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 well-spaced platforms that fill space properly without overlap
var platformSpacing = 450; // Increased spacing to prevent clustering
var baseY = 1600;
// Generate fewer, better-placed platforms
var platformPositions = [{
x: startX - 900,
y: baseY + 100
}, {
x: startX - 450,
y: baseY - 50
}, {
x: startX,
y: baseY
}, {
x: startX + 450,
y: baseY - 100
}, {
x: startX + 900,
y: baseY + 50
}, {
x: startX + 1350,
y: baseY - 150
}, {
x: startX + 1800,
y: baseY
}];
// Create varied heights based on zone patterns
for (var i = 0; i < platformPositions.length; i++) {
var platform = new Platform();
platform.x = platformPositions[i].x;
var heightOffset = 0;
if (zone === 'Cosmic') {
heightOffset = -i * 40; // Gradual ascent
} else if (zone === 'Under') {
heightOffset = i * 30; // Gradual descent
} else if (zone === 'Sea') {
heightOffset = Math.sin(i * 0.5) * 80; // Gentle wave
} else if (zone === 'Forest') {
heightOffset = i % 2 * -80; // Alternating canopy levels
} else {
// City - building steps
heightOffset = i % 3 * -60;
}
platform.y = platformPositions[i].y + heightOffset;
platform.scaleX = 1.2; // Larger platforms for better coverage
platform.scaleY = 1.0;
// Smooth platform appearance with tween
platform.alpha = 0;
tween(platform, {
alpha: 1
}, {
duration: 300 + i * 50,
easing: tween.easeOut
});
platforms.push(platform);
worldContainer.addChild(platform);
}
}
function generateSingleFocusedCharacter(startX, zone) {
// Count existing visible hunks to ensure only one is visible at a time
var visibleHunks = 0;
for (var i = 0; i < hunks.length; i++) {
if (!hunks[i].captured && hunks[i].alpha > 0) {
var distance = Math.abs(hunks[i].x - (bloodmage ? bloodmage.x : startX));
if (distance < 2000) {
// Within reasonable view distance
visibleHunks++;
}
}
}
// Only generate new hunk if no others are currently visible
if (visibleHunks === 0) {
var hunk = new Hunk();
hunk.x = startX + 1200; // Center of chunk
hunk.y = 1500; // Accessible height
// Smooth entrance animation with tween
hunk.alpha = 0;
hunk.scaleX = 0.1;
hunk.scaleY = 0.1;
hunks.push(hunk);
worldContainer.addChild(hunk);
// Animate hunk appearing
tween(hunk, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.bounceOut
});
// 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);
}
}
}
function isInRegionBoundary(x, y, regionName) {
// Check if the given coordinates are within the specified region's world template boundaries
var regionData = worldTemplate[regionName];
if (!regionData) return false;
// Check boundaries using world template positioning
var withinX = Math.abs(x - regionData.gameX) <= regionData.width / 2;
var withinY = Math.abs(y - regionData.gameY) <= regionData.height / 2;
return withinX && withinY;
}
function clearAreaElements(minX, maxX) {
// Clear background elements in the specified area
for (var i = backgroundElements.length - 1; i >= 0; i--) {
var element = backgroundElements[i];
if (element && element.x >= minX && element.x <= maxX) {
element.destroy();
backgroundElements.splice(i, 1);
}
}
// Clear environmental effects in the area
for (var i = environmentalEffects.length - 1; i >= 0; i--) {
var effect = environmentalEffects[i];
if (effect && effect.x >= minX && effect.x <= maxX) {
effect.destroy();
environmentalEffects.splice(i, 1);
}
}
}
function generateZoneBoundedBackgrounds(startX, zone, zoneData) {
// Only generate backgrounds within the zone's Y range
var bgAsset = zoneData.backgrounds[Math.floor(Math.random() * zoneData.backgrounds.length)];
var bgY = Math.max(zoneData.yRange.min, Math.min(zoneData.yRange.max, zoneData.centerY));
var bg = worldContainer.attachAsset(bgAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 1000,
y: bgY + 500,
// Position within zone bounds
scaleX: 2.5,
scaleY: 2.5
});
bg.alpha = 0.7;
bg.zone = zone;
// Zone-specific styling
if (zone === 'Cosmic') {
bg.tint = 0xDDDDFF;
} else if (zone === 'Sea') {
bg.tint = 0xCCEEFF;
} else if (zone === 'Under') {
bg.tint = 0xFFCCCC;
} else if (zone === 'Forest') {
bg.tint = 0xCCFFCC;
}
backgroundElements.push(bg);
worldContainer.setChildIndex(bg, 0);
}
function generateZoneBoundedMidground(startX, zone, zoneData) {
for (var i = 0; i < 3; i++) {
var midgroundAsset = zoneData.midground[Math.floor(Math.random() * zoneData.midground.length)];
var midgroundY = Math.max(zoneData.yRange.min, Math.min(zoneData.yRange.max, zoneData.centerY));
var midground = worldContainer.attachAsset(midgroundAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: startX + 400 + i * 600,
y: midgroundY,
scaleX: 1.2 + Math.random() * 0.4,
scaleY: 1.2 + Math.random() * 0.4
});
midground.alpha = 0.8;
midground.zone = zone;
if (zone === 'Cosmic') {
midground.tint = 0xEEEEFF;
}
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 5 + i);
}
}
function generateZoneBoundedPlatforms(startX, zone) {
var platformCount = 6;
var platformSpacing = 350;
var zoneData = biomeSystem.zones[zone];
for (var i = 0; i < platformCount; i++) {
var platform = new Platform();
platform.x = startX + 200 + i * platformSpacing;
// Keep platforms within zone Y boundaries
var baseY = (zoneData.yRange.min + zoneData.yRange.max) / 2;
var yVariation = (zoneData.yRange.max - zoneData.yRange.min) * 0.3;
// Zone-specific platform layouts
if (zone === 'Cosmic') {
platform.y = baseY - i * 60 + Math.sin(i * 0.5) * 80;
} else if (zone === 'Under') {
platform.y = baseY + i * 80;
} else if (zone === 'Sea') {
platform.y = baseY + Math.sin(i * 0.8) * 120;
} else if (zone === 'Forest') {
platform.y = baseY - i % 3 * 100;
} else {
platform.y = baseY - i % 4 * 80;
}
// Clamp to zone boundaries
platform.y = Math.max(zoneData.yRange.min, Math.min(zoneData.yRange.max, platform.y));
platforms.push(platform);
worldContainer.addChild(platform);
}
// Add Under biome cave floors only if in Under zone
if (zone === 'Under') {
if (zoneData.floors) {
for (var f = 0; f < 4; f++) {
var floorAsset = zoneData.floors[f % zoneData.floors.length];
var floorPlatform = new Platform();
floorPlatform.x = startX + f * 500;
floorPlatform.y = zoneData.yRange.max - 50; // Near bottom of Under zone
platforms.push(floorPlatform);
worldContainer.addChild(floorPlatform);
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);
}
}
}
} ===================================================================
--- original.js
+++ change.js
@@ -2725,18 +2725,21 @@
}
}
// Add new story only if it doesn't exist and is a simple string
if (!storyExists && typeof regionName === 'string') {
- // Create new array with only string literals
- var newStoriesArray = [];
+ // Create simple string array - no nested objects or complex structures
+ var simpleStoriesArray = [];
+ // Only add existing strings that are simple literals
for (var j = 0; j < existingStories.length; j++) {
- if (typeof existingStories[j] === 'string') {
- newStoriesArray.push(existingStories[j]);
+ var story = existingStories[j];
+ if (typeof story === 'string' && story.length > 0) {
+ simpleStoriesArray.push(story);
}
}
- newStoriesArray.push(regionName);
- // Store the simple array directly
- storage.gameProgress.stories = newStoriesArray;
+ // Add new region name as simple string
+ simpleStoriesArray.push(regionName);
+ // Store only the simple string array
+ storage.gameProgress.stories = simpleStoriesArray;
}
this.showExposition(story.title, story.text);
}
}
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idle animation hunky Minotaur man Cyberpunk manga, minotaur monster hunk, shiny black leather biker jacket longsleeves shirtless muscles, jockstrap combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from horns to hooves, fully centered in the image" "Entire character, including face and boots, fully within the frame" Character fully contained within a square frame, no edges cut off fashion model idle pose
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