User prompt
The Brostiary and inventory icons are still overlapping, just with inventory now lower and out of line with brostiary icon. They should both be the same size, aligned with one another at the top right of the screen, but with a distinct empty border space separating them from each other as well as the edge of the screen. The player’s idle animation is still glitched to appear falling—make sure they initially loading standing on a platform, so there isn’t the strange effect of falling while stationary. Additionally, platforms’ current patterns of movement is nonsensical and silly. Platforms should move across the entire screen, either left and right back and forth or up and down back and forth. Approximately 1 in 3 platforms should move, and should be to connect between two other platforms. Platforms shouldn’t overlap one another as they do currently, and should appear on consistent even planes rather than their strange staggered at random heights placement. The only assets that should be visible when first loading the game are for Nocturne City, which, again, includel by layer (4 being lowest layer, 1 being highest) 4: bg bg2 bg3 bg4 nocturnecitylayout 3: building building2 Building2 building4 statue 2: building3 neonSign neonsign2 (the neon signs should fade in and out, as if they’re blinking) cloud1 - cloud3(drifting from left to right, make sure there’s plenty of them, and different sizes) 1: platform platform2 platform3 platform4 stairs stairs2 door - door3 (doors should always be paired with a platform in front of it) I didn’t see stairs implemented anywhere, which should be used (in addition to vertically moving platforms) between two stationary platforms to connect different levels. Also, please fix the spacing between letters in the biome announcements so they don’t overlap one another and are legible—they’re currently entirely jumbled, in spite of the cool animation making them appear and leave. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Platforms should never be overlapping. The player idle animation is still completely glitched when loading the game, appearing to be falling but immobile. Brostiary and inventory are still overlapping. Those hideous, massive and intrusive “now entering the X you feel the environment changing around you” banner things still persist. For nocturne city, here is a list of its assets sorted by layer (4 being lowest layer, 1 being highest) 4: bg bg2 bg3 bg4 nocturnecitylayout 3: building building2 Building2 building4 statue 2: building3 neonSign neonsign2 (the neon signs should fade in and out, as if they’re blinking) cloud1 - cloud3(drifting from left to right, make sure there’s plenty of them, and different sizes) 1: platform platform2 platform3 platform4 door - door3 (doors should always be paired with a platform in front of it) In front of those layers, character and UI assets appear, obviously. When first loading the game, if the asset isn’t listed above, it shouldn’t be visible, as that is the extent of assets associated with the city (excluding interior spaces and items). Player should begin in the city seeing exclusively city assets until venturing far enough to begin encountering other biomes. Add a slight parallax effect between layer 4 and 3. Make sure that horrible expobox effect announcing biomes is removed in favor of the same NOCTURNE CITY style animation announcement ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The banner/box overlay announcing biomes persists, without the requested animation in the style of NOCTURNE CITY. Character’s idle animation is still glitched upon loading. Many non-city assets appear where the initial nocturne city only assets should occur. World asset should be used as a primary asset and template for biome locations. Replace the biome announcement banners with the same animated effect as initial NOCTURNE CITY using uploaded alphabet asserts. The names are SIMULINA FOREST, the UNDERSEEP, the INFINISEA, and HOLOCOSMOS. Player begins in NOCTURNE CITY, make sure only city assets are visible, with moving foreground platforms, and foreground doors. Navigating to door and tapping opens interior overlays for shops or assorted rooms. NPC characters should appear here, for combat encounters and working menu overlay. When complete, experience menu animation, then return to city. Player character should remain visible throughout. Make sure they’re standing on platform with proper idle animation, it’s glitched to falling animation atm. Make sure backgrounds have no blank spots, with proper background and midground effects layered for each biome. Use biome appropriate platforms, including cave overlay for underdeep and forest platforms for the forest. Doors are currently using placeholders instead of door - door3 tied to interior spaces which animated as a zooming effect to an interior overlay with combat encounters occuring. Clouds should drift by in city, neon signs should fade in and out blinking, galaxies should swirl in Replace the biome announcement banners with the same animated effect as initial NOCTURNE CITY using uploaded alphabet asserts. The names are SIMULINA FOREST, the UNDERSEEP, the INFINISEA, and HOLOCOSMOS. Player begins in NOCTURNE CITY, make sure only city assets are visible, with moving foreground platforms, and foreground doors. Navigating to door and tapping opens interior overlays for shops or assorted rooms. NPC characters should appear here, for combat encounters and working menu overlay. When complete, experience menu animation, then return to city. Player character should remain visible throughout. Make sure they’re standing on platform with proper idle animation, it’s glitched to falling animation atm. Make sure backgrounds have no blank spots, with proper background and midground effects layered for each biome. Use biome appropriate platforms, including cave overlay for underdeep and forest platforms for the forest. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The banner/box overlay announcing biomes persists, without the requested animation in the style of NOCTURNE CITY. Character’s idle animation is still glitched upon loading. Many non-city assets appear where the initial nocturne city only assets should occur. World asset should be used as a primary asset and template for biome locations. Replace the biome announcement banners with the same animated effect as initial NOCTURNE CITY using uploaded alphabet asserts. The names are SIMULINA FOREST, the UNDERSEEP, the INFINISEA, and HOLOCOSMOS. Player begins in NOCTURNE CITY, make sure only city assets are visible, with moving foreground platforms, and foreground doors. Navigating to door and tapping opens interior overlays for shops or assorted rooms. NPC characters should appear here, for combat encounters and working menu overlay. When complete, experience menu animation, then return to city. Player character should remain visible throughout. Make sure they’re standing on platform with proper idle animation, it’s glitched to falling animation atm. Make sure backgrounds have no blank spots, with proper background and midground effects layered for each biome. Use biome appropriate platforms, including cave overlay for underdeep and forest platforms for the forest. Doors are currently using placeholders instead of door - door3 tied to interior spaces which animated as a zooming effect to an interior overlay with combat encounters occuring. Clouds should drift by in city, neon signs should fade in and out blinking, galaxies should swirl in Replace the biome announcement banners with the same animated effect as initial NOCTURNE CITY using uploaded alphabet asserts. The names are SIMULINA FOREST, the UNDERSEEP, the INFINISEA, and HOLOCOSMOS. Player begins in NOCTURNE CITY, make sure only city assets are visible, with moving foreground platforms, and foreground doors. Navigating to door and tapping opens interior overlays for shops or assorted rooms. NPC characters should appear here, for combat encounters and working menu overlay. When complete, experience menu animation, then return to city. Player character should remain visible throughout. Make sure they’re standing on platform with proper idle animation, it’s glitched to falling animation atm. Make sure backgrounds have no blank spots, with proper background and midground effects layered for each biome. Use biome appropriate platforms, including cave overlay for underdeep and forest platforms for the forest. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace the biome announcement banners with the same animated effect as initial NOCTURNE CITY using uploaded alphabet asserts. The names are SIMULINA FOREST, the UNDERSEEP, the INFINISEA, and HOLOCOSMOS. Player begins in NOCTURNE CITY, make sure only city assets are visible, with moving foreground platforms, and foreground doors. Navigating to door and tapping opens interior overlays for shops or assorted rooms. NPC characters should appear here, for combat encounters and working menu overlay. When complete, experience menu animation, then return to city. Player character should remain visible throughout. Make sure they’re standing on platform with proper idle animation, it’s glitched to falling animation atm. Make sure backgrounds have no blank spots, with proper background and midground effects layered for each biome. Use biome appropriate platforms, including cave overlay for underdeep and forest platforms for the forest. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Don’t use the expobox overlay announcing biomes. Instead use text animation effect formatted the same as the opening NOCTURNE CITY effect. Cosmic assets should appear to the north of city assets, with underground themed assets appearing to the south. Use world assets as anchor and guide for themes and locations. door - door3 can be used for doors instead of placeholder boxes. We don’t need midground platforms, that’s where environmental animated effects go, like clouds drifting and neon blinking in the city, galaxies swirling in cosmic, etc. use cave overlay platforms in underground sections and forest platforms in forest section. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Don’t use the expobox overlay announcing biomes. Instead use text animation effect formatted the same as the opening NOCTURNE CITY effect. Cosmic assets should appear to the north of city assets, with underground themed assets appearing to the south. Use world assets as anchor and guide for themes and locations. door - door3 can be used for doors instead of placeholder boxes. We don’t need midground platforms, that’s where environmental animated effects go, like clouds drifting and neon blinking in the city, galaxies swirling in cosmic, etc. use cave overlay platforms in underground sections and forest platforms in forest section. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Idle animation is glitched, general animations glitched. Cosmic elements are loaded in front of what should be layered city assets with buildings, statues, blinking neon signs, drifting clouds assets, moving foreground platforms, door assets, shop overlay animation, hunk encounters should occur in internal space overlays y animation combat menu correct cursor placement, animated experience screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Better background asset placement, layering of objects, animations, sizing, depth, segregation of biomes, proper biome names (Nocturne City, Simulimina Forest, the Underdeep, the Infinisea, the Holocosmos) use the alphabet assets a - z for animated announcement when entering new biome (sliding into, then out of top center screen), make most platforms animated to travel up and down or left and right, platforms and doors exist in foreground, characters should always be standing on a platform, get rid of the bar across the screen biome announcement, instead all locations should follow the same format as the initial NOCTURNE CITY animation, keep assets separated into appropriate biomes, missing shop and other interior spaces in the city, combat encounters are glitched, player falls through platform and vanishes, after capturing hunk no experience menu visible with animations and exit option, the cursor selects wrong options. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Better background asset placement, layering of objects, animations, sizing, depth, segregation of biomes, proper biome names (Nocturne City, Simulimina Forest, the Underdeep, the Infinisea, the Holocosmos) use the alphabet assets a - z for animated announcement when entering new biome (sliding into, then out of top center screen), make most platforms animated to travel up and down or left and right, platforms and doors exist in foreground, characters should always be standing on a platform, get rid of the bar across the screen biome announcement, instead all locations should follow the same format as the initial NOCTURNE CITY animation, keep assets separated into appropriate biomes, missing shop and other interior spaces in the city, combat encounters are glitched, player falls through platform and vanishes, after capturing hunk no experience menu visible with animations and exit option, the cursor selects wrong options. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: setInterval is not a function. (In 'setInterval(function () { __$(695); if (bg && !bg.destroyed) { __$(696); tween(bg, { alpha: bg.alpha * 0.7 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { __$(697); tween(bg, { alpha: bg.alpha / 0.7 }, { duration: 100, easing: tween.easeInOut }); } }); } else { __$(698); clearInterval(flickerTimer); } }, 2000 + Math.random() * 3000)', 'setInterval' is undefined)' in or related to this line: 'var flickerTimer = setInterval(function () {' Line Number: 2037
User prompt
Better background asset placement, layering of objects, animations, sizing, depth, segregation of biomes, proper biome names (Nocturne City, Simulimina Forest, the Underdeep, the Infinisea, the Holocosmos) use the alphabet assets a - z for animated announcement when entering new biome (sliding into, then out of top center screen), make most platforms animated to travel up and down or left and right, missing shop and other interior spaces in the city ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Can't find variable: worldAssetMapping' in or related to this line: 'var regionData = worldAssetMapping[regionName];' Line Number: 4402
User prompt
Please fix the bug: 'Can't find variable: worldAssetMapping' in or related to this line: 'var regionData = worldAssetMapping[regionName];' Line Number: 4402
User prompt
I said no looping errors wasting credits!
User prompt
Please make it functional and pretty and don’t waste any more credits with automatic error loops, make it werk
User prompt
Please make it functional and pretty and don’t waste more credits with error fixes
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'regionData.midground.length')' in or related to this line: 'for (var m = 0; m < Math.min(3, regionData.midground.length); m++) {' Line Number: 4324
User prompt
Please fix the bug: 'Can't find variable: worldAssetMapping' in or related to this line: 'var regionData = worldAssetMapping[regionName];' Line Number: 4317
User prompt
Please fix the bug: 'Can't find variable: generateCityStructures' in or related to this line: 'generateCityStructures(centerX, centerY, data);' Line Number: 1796
User prompt
Please fix the bug: 'Can't find variable: generateBiomeAtmosphere' in or related to this line: 'generateBiomeAtmosphere(centerX, centerY, biome, data);' Line Number: 1789
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'biomeData.platforms')' in or related to this line: 'var platformAssets = biomeData.platforms || ['platform', 'platform2', 'platform3'];' Line Number: 1870
User prompt
So, we’re making a queer leather fetish culture-inspired creature-capture rpg platformer Remove the world asset infrastructure, look through all the various assets I’ve generated, uploaded and name, and use them to make a functional, beautiful, fun game where the player character is Chase Eros, a magical vampire called a Bloodmage, who finds, captures and collects various hunky beast-men wearing leather jackets, and turns them into his Thralls, hunky pet monsters whom he commands, trains and battles. His magicks enable him to navigate a futuristic, cyberpunk fantasy world with supernatural ease, leaping, flipping, and flying through the vast metropolis of Nocturne City, the ancient and immense Simuliminus Forest, the labyrinthine caverns of the Underdeep, the endless depths of the Infinocean, and the dazzling projections of the Cosmos. Along the way, he encounters many powerful Manbeasts, whom he battles via hypnotic and seductive magicks, with a climactic bite resulting in their mansformations to variously shaped crystal gems, with which they’re summoned. Implement all assets as needed to make beautiful, compelling, spicy interactive queer Art ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'regionData.region.x')' in or related to this line: 'var gameX = (regionData.region.x - 750) * 4;' Line Number: 4220
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'regionData.region.x')' in or related to this line: 'var gameX = (regionData.region.x - 750) * 4;' Line Number: 4165
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BattleUI = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('battleBg', {
anchorX: 0.5,
anchorY: 0.5
});
bg.alpha = 0.9;
self.hunkDisplay = null;
self.resistanceBar = null;
self.resistanceFill = null;
self.spellButtons = [];
self.setup = function (hunk) {
self.hunkDisplay = self.addChild(new Container());
var hunkAssets = ['hunk', 'hunk2', 'hunk3', 'hunk4'];
// For animated hunks, we need to create an animated display
if (hunk.hunkType === 0) {
// Create animation frames for battle display - mushroom hunk
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk', 'hunka', 'hunkb', 'hunkc', 'hunkd', 'hunke'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else if (hunk.hunkType === 1) {
// Create animation frames for battle display - hunk2
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk2', 'hunk2a', 'hunk2b', 'hunk2c', 'hunk2d'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else if (hunk.hunkType === 2) {
// Create animation frames for battle display - hunk3
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk3', 'hunk3a', 'hunk3b', 'hunk3c', 'hunk3d'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else if (hunk.hunkType === 3) {
// Create animation frames for battle display - hunk4
self.hunkIdleFrames = [];
self.currentBattleFrame = 0;
var frameAssets = ['hunk4', 'hunk4a', 'hunk4b', 'hunk4c', 'hunk4d'];
for (var i = 0; i < frameAssets.length; i++) {
var frame = self.hunkDisplay.attachAsset(frameAssets[i], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: i === 0 ? 1 : 0
});
self.hunkIdleFrames.push(frame);
}
// Start battle idle animation
self.startBattleIdleAnimation();
} else {
// Normal static display for other hunks
var hunkGraphic = self.hunkDisplay.attachAsset(hunkAssets[hunk.hunkType], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
}
self.hunkDisplay.y = -200;
var barBg = self.attachAsset('resistanceBar', {
anchorX: 0.5,
anchorY: 0.5,
y: 50
});
self.resistanceFill = self.attachAsset('resistanceFill', {
anchorX: 0,
anchorY: 0.5,
x: -150,
y: 50
});
self.updateResistance(hunk.resistance, hunk.maxResistance);
var spell1 = self.attachAsset('spellButton', {
anchorX: 0.5,
anchorY: 0.5,
x: -200,
y: 200
});
spell1.interactive = true;
self.spellButtons.push(spell1);
var spell1Text = new Text2('Hypnotize', {
size: 40,
fill: 0xFFFFFF
});
spell1Text.anchor.set(0.5, 0.5);
spell1.addChild(spell1Text);
var spell2 = self.attachAsset('spellButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 200
});
spell2.interactive = true;
self.spellButtons.push(spell2);
var spell2Text = new Text2('Charm', {
size: 40,
fill: 0xFFFFFF
});
spell2Text.anchor.set(0.5, 0.5);
spell2.addChild(spell2Text);
var captureBtn = self.attachAsset('crystal', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 350,
scaleX: 1.5,
scaleY: 1.5
});
captureBtn.interactive = true;
self.captureButton = captureBtn;
var captureText = new Text2('Capture', {
size: 30,
fill: 0xFFFFFF
});
captureText.anchor.set(0.5, 0.5);
captureBtn.addChild(captureText);
};
self.updateResistance = function (current, max) {
if (self.resistanceFill) {
self.resistanceFill.scale.x = current / max;
}
};
self.animationDirection = 1; // 1 for forward, -1 for reverse
self.startBattleIdleAnimation = function () {
if (!self.hunkIdleFrames || self.hunkIdleFrames.length === 0) return;
var currentFrame = self.hunkIdleFrames[self.currentBattleFrame];
// Calculate next frame with direction
var nextFrameIndex = self.currentBattleFrame + self.animationDirection;
// Check if we need to reverse direction
if (nextFrameIndex >= self.hunkIdleFrames.length - 1) {
nextFrameIndex = self.hunkIdleFrames.length - 1;
self.animationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.animationDirection = 1;
}
var nextFrame = self.hunkIdleFrames[nextFrameIndex];
tween(currentFrame, {
alpha: 0
}, {
duration: 180,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 180,
easing: tween.easeInOut
});
self.currentBattleFrame = nextFrameIndex;
self.battleAnimationTimer = LK.setTimeout(function () {
self.startBattleIdleAnimation();
}, 200);
};
self.cleanup = function () {
if (self.battleAnimationTimer) {
LK.clearTimeout(self.battleAnimationTimer);
}
// Clean up dialogue boxes if they exist
if (self.playerDialogueBox) {
self.playerDialogueBox.destroy();
}
if (self.hunkDialogueBox) {
self.hunkDialogueBox.destroy();
}
// Clean up combat menu elements
if (self.combatMenu) {
self.combatMenu.destroy();
}
if (self.cursor) {
self.cursor.destroy();
}
self.destroy();
};
return self;
});
var Bloodmage = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('bloodmage', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = 0;
self.velocityY = 0;
self.grounded = false;
self.doubleJumpAvailable = true;
self.speed = 8;
self.jumpPower = 25;
self.gravity = 1.2;
self.isMoving = false;
self.idleFrames = [];
self.walkFrames = [];
self.currentIdleFrame = 0;
self.currentWalkFrame = 0;
self.idleAnimationTimer = 0;
self.walkAnimationTimer = 0;
self.jumpFrames = [];
self.currentJumpFrame = 0;
self.jumpAnimationTimer = 0;
self.isJumping = false;
self.facingDirection = -1; // -1 for right (assets face left), 1 for left
self.lastJumpTime = 0;
self.jumpCount = 0;
// Create idle animation frames with consistent scaling
var baseIdleScale = 1.0; // Standard scale for idle frames
self.idleFrames.push(self.attachAsset('playeridle', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseIdleScale,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.21,
// Adjust for narrower asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.04,
// Adjust for slightly narrower asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 0.96,
// Adjust for wider asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.05,
// Adjust for narrower asset
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.15,
scaleY: baseIdleScale
}));
// Add more idle animation frames for enhanced variety
self.idleFrames.push(self.attachAsset('playeridle9', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.08,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle10', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 0.98,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle11', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.13,
scaleY: baseIdleScale
}));
self.idleFrames.push(self.attachAsset('playeridle12', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseIdleScale * 1.02,
scaleY: baseIdleScale
}));
// Create walking animation frames with consistent scaling
var baseWalkScale = 1.0; // Standard scale for walk frames
self.walkFrames.push(self.attachAsset('playerwalk', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.70,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.05,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.85,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.60,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.60,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.58,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk7', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.20,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk8', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.60,
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk9', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.06,
// Fix warped frame - normalized scale
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk10', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.93,
// Adjust for narrower asset
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk11', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 1.51,
// Fix skinny frame
scaleY: baseWalkScale
}));
self.walkFrames.push(self.attachAsset('playerwalk12', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseWalkScale * 0.78,
// Adjust for wider asset
scaleY: baseWalkScale
}));
// Create jump animation frames with consistent scaling
var baseJumpScale = 1.0; // Standard scale for jump frames
self.jumpFrames.push(self.attachAsset('playerjump', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.60,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.55,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.52,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.58,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.56,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
self.jumpFrames.push(self.attachAsset('playerjump6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseJumpScale * 0.57,
// Adjust for much wider asset
scaleY: baseJumpScale
}));
// Create fly animation frames with consistent scaling
var baseFlyScale = 1.0;
self.flyFrames = [];
self.flyFrames.push(self.attachAsset('playerfly', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.99,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.79,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 1.06,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.73,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly5', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.76,
scaleY: baseFlyScale
}));
self.flyFrames.push(self.attachAsset('playerfly6', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.80,
scaleY: baseFlyScale
}));
// Create falling frames
self.fallFrames = [];
self.fallFrames.push(self.attachAsset('playerfly7', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.97,
scaleY: baseFlyScale
}));
self.fallFrames.push(self.attachAsset('playerfly8', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseFlyScale * 0.79,
scaleY: baseFlyScale
}));
self.flyAnimationDirection = 1;
self.currentFlyFrame = 0;
self.isFlying = false;
self.idleAnimationDirection = 1; // 1 for forward, -1 for reverse
// REBUILT ANIMATION SYSTEM: Clear hierarchy with no conflicts
self.currentAnimationState = 'idle'; // Track current state: idle, walk, jump, fly, fall
self.clearAllAnimations = function () {
// Clear ALL timers first
LK.clearTimeout(self.idleAnimationTimer);
LK.clearTimeout(self.walkAnimationTimer);
LK.clearTimeout(self.jumpAnimationTimer);
LK.clearTimeout(self.flyAnimationTimer);
// Hide ALL frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = 0;
}
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = 0;
}
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = 0;
}
};
self.startIdleAnimation = function () {
// ONLY start if truly idle - no other states active
if (self.isMoving || self.isJumping || self.isFlying || self.currentAnimationState !== 'idle') return;
// Clear everything first
self.clearAllAnimations();
// Verify idle frames exist (playeridle to playeridle12)
if (!self.idleFrames || self.idleFrames.length < 6) return;
// Show current idle frame ONLY
self.idleFrames[self.currentIdleFrame].alpha = 1;
// Calculate next frame with ping-pong effect
var nextFrameIndex = self.currentIdleFrame + self.idleAnimationDirection;
// Reverse direction at boundaries for smooth ping-pong
if (nextFrameIndex >= self.idleFrames.length - 1) {
nextFrameIndex = self.idleFrames.length - 1;
self.idleAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.idleAnimationDirection = 1;
}
var currentFrame = self.idleFrames[self.currentIdleFrame];
var nextFrame = self.idleFrames[nextFrameIndex];
// Smooth cross-fade transition with enhanced easing
tween(currentFrame, {
alpha: 0
}, {
duration: 150,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 150,
easing: tween.easeInOut
});
self.currentIdleFrame = nextFrameIndex;
// Continue ONLY if still in idle state
self.idleAnimationTimer = LK.setTimeout(function () {
if (self.currentAnimationState === 'idle' && !self.isMoving && !self.isJumping && !self.isFlying) {
self.startIdleAnimation();
}
}, 180);
};
self.stopIdleAnimation = function () {
LK.clearTimeout(self.idleAnimationTimer);
// Hide main body and idle frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
// Only start walking if we're actually moving
if (self.isMoving) {
self.startWalkingAnimation();
}
};
self.walkAnimationDirection = 1; // 1 for forward, -1 for reverse
self.startWalkingAnimation = function () {
if (!self.isMoving) return;
// Hide idle frames and show current walk frame
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = i === self.currentWalkFrame ? 1 : 0;
}
// Update facing direction based on velocity
if (self.velocityX > 0) self.facingDirection = -1; // Moving right, but assets face left by default
else if (self.velocityX < 0) self.facingDirection = 1; // Moving left, matches asset default
// Apply direction to all frames
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].scale.x = Math.abs(self.walkFrames[i].scale.x) * self.facingDirection;
}
// Smoothly fade out current frame and fade in next frame
var currentFrame = self.walkFrames[self.currentWalkFrame];
// Calculate next frame with direction
var nextFrameIndex = self.currentWalkFrame + self.walkAnimationDirection;
// Check if we need to reverse direction
if (nextFrameIndex >= self.walkFrames.length - 1) {
nextFrameIndex = self.walkFrames.length - 1;
self.walkAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.walkAnimationDirection = 1;
}
var nextFrame = self.walkFrames[nextFrameIndex];
tween(currentFrame, {
alpha: 0
}, {
duration: 50,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 50,
easing: tween.easeInOut
});
self.currentWalkFrame = nextFrameIndex;
// Schedule next frame change
self.walkAnimationTimer = LK.setTimeout(function () {
if (self.isMoving) {
self.startWalkingAnimation();
}
}, 60);
};
self.stopWalkingAnimation = function () {
LK.clearTimeout(self.walkAnimationTimer);
// Hide walking frames
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
};
self.startJumpAnimation = function () {
// Hide all other frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
// Apply direction to jump frames
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].scale.x = Math.abs(self.jumpFrames[i].scale.x) * self.facingDirection;
}
// Use different frames based on jump type
var frameIndex = 0;
if (self.isFlying) {
// Flight mode uses playerjump3 (frame 2)
frameIndex = 2;
} else if (self.jumpCount === 1) {
// Double jump uses playerjump2 (frame 1)
frameIndex = 1;
} else {
// Regular jump uses playerjump (frame 0)
frameIndex = 0;
}
// Show appropriate jump frame
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = i === frameIndex ? 1 : 0;
}
};
self.stopJumpAnimation = function () {
// Hide all jump frames
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = 0;
}
};
self.startFlyAnimation = function () {
// Hide all other frames
body.alpha = 0;
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
for (var i = 0; i < self.walkFrames.length; i++) {
self.walkFrames[i].alpha = 0;
}
for (var i = 0; i < self.jumpFrames.length; i++) {
self.jumpFrames[i].alpha = 0;
}
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = 0;
}
// Apply direction to fly frames
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].scale.x = Math.abs(self.flyFrames[i].scale.x) * self.facingDirection;
}
// Show current fly frame
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = i === self.currentFlyFrame ? 1 : 0;
}
// Animate fly frames with ping-pong effect
var currentFrame = self.flyFrames[self.currentFlyFrame];
var nextFrameIndex = self.currentFlyFrame + self.flyAnimationDirection;
if (nextFrameIndex >= self.flyFrames.length - 1) {
nextFrameIndex = self.flyFrames.length - 1;
self.flyAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.flyAnimationDirection = 1;
}
var nextFrame = self.flyFrames[nextFrameIndex];
tween(currentFrame, {
alpha: 0
}, {
duration: 80,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 80,
easing: tween.easeInOut
});
self.currentFlyFrame = nextFrameIndex;
if (self.isFlying) {
self.flyAnimationTimer = LK.setTimeout(function () {
self.startFlyAnimation();
}, 120);
}
};
self.stopFlyAnimation = function () {
LK.clearTimeout(self.flyAnimationTimer);
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = 0;
}
};
self.startFallAnimation = function () {
// Hide fly frames
for (var i = 0; i < self.flyFrames.length; i++) {
self.flyFrames[i].alpha = 0;
}
// Apply direction and show fall frames
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].scale.x = Math.abs(self.fallFrames[i].scale.x) * self.facingDirection;
}
// Alternate between fall frames
var frameIndex = Math.floor(Date.now() / 150) % self.fallFrames.length;
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = i === frameIndex ? 1 : 0;
}
};
self.stopFallAnimation = function () {
for (var i = 0; i < self.fallFrames.length; i++) {
self.fallFrames[i].alpha = 0;
}
};
self.update = function () {
// REBUILT PHYSICS SYSTEM: Clear separation of flight and ground physics
// FLIGHT MODE: Pure trackpad control with zero drift
if (self.isFlying && jumpButtonHeld) {
self.currentAnimationState = 'fly';
// ABSOLUTE ZERO DRIFT: Force all velocities to zero
self.velocityX = 0;
self.velocityY = 0;
self.grounded = false;
// ONLY move if trackpad is pressed with valid input
if (trackpadPressed && trackpadAngle !== undefined) {
var moveSpeed = self.speed * 0.8;
var moveX = Math.cos(trackpadAngle) * moveSpeed;
var moveY = Math.sin(trackpadAngle) * moveSpeed;
// Apply movement directly - NO velocity interference
self.x += moveX;
self.y += moveY;
// Update facing direction
if (moveX > 0) self.facingDirection = -1;else if (moveX < 0) self.facingDirection = 1;
}
// If no trackpad input: COMPLETE STILLNESS (no drift at all)
// Start/continue flight animation
if (self.currentAnimationState === 'fly') {
self.startFlyAnimation();
}
// Skip ALL other physics
return;
}
// GROUND/AIR PHYSICS: Traditional system
if (!self.grounded && !self.isFlying) {
// Falling
self.velocityY += self.gravity;
self.velocityX *= 0.98; // Air resistance
self.currentAnimationState = 'fall';
} else if (self.grounded) {
// Ground physics
self.velocityY += self.gravity;
}
// Apply velocities
self.x += self.velocityX;
self.y += self.velocityY;
// REBUILT ANIMATION STATE MACHINE
var newState = 'idle';
self.isMoving = Math.abs(self.velocityX) > 0.1;
self.isJumping = !self.grounded && !self.isFlying && Math.abs(self.velocityY) > 2;
if (self.isFlying) {
newState = 'fly';
} else if (self.isJumping) {
if (self.velocityY > 5) {
newState = 'fall';
} else {
newState = 'jump';
}
} else if (self.isMoving) {
newState = 'walk';
} else {
newState = 'idle';
}
// ONLY change animation if state actually changed
if (newState !== self.currentAnimationState) {
self.currentAnimationState = newState;
// Clear all animations before starting new one
self.clearAllAnimations();
// Start appropriate animation
if (newState === 'idle') {
self.startIdleAnimation();
} else if (newState === 'walk') {
self.startWalkingAnimation();
} else if (newState === 'jump') {
self.startJumpAnimation();
} else if (newState === 'fly') {
self.startFlyAnimation();
} else if (newState === 'fall') {
self.startFallAnimation();
}
}
};
self.jump = function () {
var jumpExecuted = false;
if (self.grounded) {
// First jump from ground
self.velocityY = -self.jumpPower;
self.grounded = false;
self.doubleJumpAvailable = true; // Reset double jump availability when leaving ground
LK.getSound('jump').play();
jumpExecuted = true;
} else if (self.doubleJumpAvailable && !self.grounded) {
// Double jump in air - always use higher power
self.velocityY = -self.jumpPower * 1.3;
self.doubleJumpAvailable = false;
LK.getSound('jump').play();
jumpExecuted = true;
// Create spell2 effect at the base of the character
var spellEffect = worldContainer.attachAsset('spell2', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y - 10,
// Position at base of character (shoes level)
alpha: 0.8
});
// Animate the spell effect - fade in and out quickly
tween(spellEffect, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
spellEffect.destroy();
}
});
}
return jumpExecuted;
};
return self;
});
var Building = Container.expand(function () {
var self = Container.call(this);
// Randomly choose between building assets
var buildingAsset = Math.random() > 0.5 ? 'building' : 'Building2';
var building = self.attachAsset(buildingAsset, {
anchorX: 0.5,
anchorY: 0.95
});
building.tint = 0x2a2a2a + Math.floor(Math.random() * 0x222222);
// Randomly choose between neon sign assets
var neonAsset = Math.random() > 0.5 ? 'neonSign' : 'neonsign2';
var neonSign = self.attachAsset(neonAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 200 - 100,
y: -building.height * 0.5 + Math.random() * 100
});
neonSign.alpha = 0.8;
// Apply random tint to neon signs for variety
neonSign.tint = [0xFF00FF, 0x00FFFF, 0xFFFF00, 0xFF0088, 0x88FF00][Math.floor(Math.random() * 5)];
// Animate neon sign with smooth pulsing
var animDuration = 1500 + Math.random() * 1000;
var _animateNeonSign = function animateNeonSign() {
tween(neonSign, {
alpha: 0.3
}, {
duration: animDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(neonSign, {
alpha: 0.8
}, {
duration: animDuration,
easing: tween.easeInOut,
onFinish: _animateNeonSign
});
}
});
};
_animateNeonSign();
return self;
});
var Hunk = Container.expand(function () {
var self = Container.call(this);
// Randomly select one of the 4 hunk types
var hunkAssets = ['hunk', 'hunk2', 'hunk3', 'hunk4'];
self.hunkType = Math.floor(Math.random() * hunkAssets.length);
var body = self.attachAsset(hunkAssets[self.hunkType], {
anchorX: 0.5,
anchorY: 1.0
});
// Different resistance values for different hunk types
self.resistance = [100, 120, 150, 80][self.hunkType];
self.maxResistance = self.resistance;
self.captured = false;
self.idleFrames = [];
self.currentIdleFrame = 0;
self.idleAnimationTimer = 0;
self.idleAnimationDirection = 1; // 1 for forward, -1 for reverse
self.startIdleAnimation = function () {
if (self.hunkType !== 0 && self.hunkType !== 1 && self.hunkType !== 2 && self.hunkType !== 3 || self.captured) return;
// Get current and next frame
var currentFrame = self.idleFrames[self.currentIdleFrame];
// Calculate next frame with direction
var nextFrameIndex = self.currentIdleFrame + self.idleAnimationDirection;
// Check if we need to reverse direction
if (nextFrameIndex >= self.idleFrames.length - 1) {
nextFrameIndex = self.idleFrames.length - 1;
self.idleAnimationDirection = -1;
} else if (nextFrameIndex <= 0) {
nextFrameIndex = 0;
self.idleAnimationDirection = 1;
}
var nextFrame = self.idleFrames[nextFrameIndex];
// Smoothly fade between frames
tween(currentFrame, {
alpha: 0
}, {
duration: 150,
easing: tween.easeInOut
});
tween(nextFrame, {
alpha: 1
}, {
duration: 150,
easing: tween.easeInOut
});
self.currentIdleFrame = nextFrameIndex;
// Schedule next frame change
self.idleAnimationTime = LK.setTimeout(function () {
if (!self.captured && (self.hunkType === 0 || self.hunkType === 1 || self.hunkType === 2 || self.hunkType === 3)) {
self.startIdleAnimation();
}
}, 200);
};
// If this is hunk (index 0), set up idle animation with hunk and hunka-e
if (self.hunkType === 0) {
// Hide main body for animated hunk as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for mushroom hunk with consistent scaling
var baseHunkScale = 1.0;
self.idleFrames.push(self.attachAsset('hunk', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunkScale,
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunka', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.21,
// Adjust for narrower asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunkb', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.21,
// Adjust for narrower asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunkc', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.37,
// Adjust for much narrower asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunkd', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 0.63,
// Adjust for wider asset
scaleY: baseHunkScale
}));
self.idleFrames.push(self.attachAsset('hunke', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunkScale * 1.07,
// Adjust for narrower asset
scaleY: baseHunkScale
}));
// Start idle animation
self.startIdleAnimation();
} else if (self.hunkType === 1) {
// Hide main body for animated hunk2 as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for hunk2 with consistent scaling
var baseHunk2Scale = 1.0;
self.idleFrames.push(self.attachAsset('hunk2', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunk2Scale,
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2a', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 1.03,
// Adjust for slightly narrower asset
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2b', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 1.10,
// Adjust for narrower asset
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2c', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 1.35,
// Adjust for much narrower asset
scaleY: baseHunk2Scale
}));
self.idleFrames.push(self.attachAsset('hunk2d', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk2Scale * 0.98,
// Adjust for slightly wider asset
scaleY: baseHunk2Scale
}));
// Start idle animation
self.startIdleAnimation();
} else if (self.hunkType === 2) {
// Hide main body for animated hunk3 as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for hunk3 with consistent scaling
var baseHunk3Scale = 1.0;
self.idleFrames.push(self.attachAsset('hunk3', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunk3Scale,
scaleY: baseHunk3Scale * 0.99
}));
self.idleFrames.push(self.attachAsset('hunk3a', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
//{7B}
scaleX: baseHunk3Scale * 1.04,
// Adjust for narrower asset
scaleY: baseHunk3Scale
}));
self.idleFrames.push(self.attachAsset('hunk3b', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk3Scale * 1.07,
// Adjust for narrower asset
scaleY: baseHunk3Scale
}));
self.idleFrames.push(self.attachAsset('hunk3c', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk3Scale * 1.04,
// Adjust for narrower asset
scaleY: baseHunk3Scale
}));
self.idleFrames.push(self.attachAsset('hunk3d', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk3Scale * 0.99,
// Adjust for slightly wider asset
scaleY: baseHunk3Scale
}));
// Start idle animation
self.startIdleAnimation();
} else if (self.hunkType === 3) {
// Hide main body for animated hunk4 as we'll use animation frames
body.alpha = 0;
// Create idle animation frames for hunk4 with consistent scaling
var baseHunk4Scale = 1.0;
self.idleFrames.push(self.attachAsset('hunk4', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 1,
scaleX: baseHunk4Scale,
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4a', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.26,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4b', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.12,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4c', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.18,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
self.idleFrames.push(self.attachAsset('hunk4d', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0,
scaleX: baseHunk4Scale * 1.21,
// Adjust for narrower asset
scaleY: baseHunk4Scale
}));
// Start idle animation
self.startIdleAnimation();
}
self.stopIdleAnimation = function () {
if (self.idleAnimationTimer) {
LK.clearTimeout(self.idleAnimationTimer);
self.idleAnimationTimer = 0;
}
// Hide all idle frames
for (var i = 0; i < self.idleFrames.length; i++) {
self.idleFrames[i].alpha = 0;
}
};
// Override destroy to clean up animation
var originalDestroy = self.destroy;
self.destroy = function () {
self.stopIdleAnimation();
originalDestroy.call(self);
};
return self;
});
var 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);
// Core game variables
var bloodmage = null;
var platforms = [];
var hunks = [];
var thralls = []; // Player's captured beast-men collection
var crystalGems = []; // Crystallized hunks for summoning
var currentHunk = null;
var battleUI = null;
var cameraX = 0;
var cameraY = 0;
var worldContainer = game.addChild(new Container());
var backgroundElements = [];
var environmentalEffects = [];
var capturedHunkCount = storage.capturedHunkCount || 0;
var playerItems = storage.playerItems || 0;
var brostiaryEntries = storage.brostiaryEntries || 0;
var generatedChunks = [];
var currentBiome = 'city';
var lastBiome = 'city';
var clouds = [];
// Initialize clouds array properly
if (!clouds) {
clouds = [];
}
var buildings = [];
var brostiary = storage.brostiary || {};
var unlockedBiomes = storage.unlockedBiomes || 1;
// ENHANCED BIOME SYSTEM WITH PROPER NAMES
var biomeData = {
city: {
name: 'Nocturne City',
centerY: 1600,
backgrounds: ['nocturnecity', 'bg2', 'bg3', 'bg4'],
buildings: ['building', 'building2', 'building3', 'building4'],
neonSigns: ['neonSign', 'neonsign2'],
doors: ['door', 'door2', 'door3'],
interiors: ['interior', 'interior2', 'interior3', 'interior4'],
midground: ['building', 'building2', 'building3'],
platforms: ['platform', 'platform2', 'platform3'],
effects: ['cloud1', 'cloud2', 'cloud3'],
depth: 3,
layerSpacing: 200
},
cosmic: {
name: 'the Holocosmos',
centerY: 600,
backgrounds: ['Galaxybg', 'galaxy2', 'galaxy3', 'galaxy4'],
effects: ['starlight', 'starlight2'],
platforms: ['cosmicplatform', 'cosmicplatform2'],
midground: ['galaxy3', 'galaxy4', 'starlight2'],
depth: 4,
layerSpacing: 300
},
forest: {
name: 'Simulimina Forest',
centerY: 1600,
backgrounds: ['forest2', 'forest3', 'forestbg', 'forestbg2'],
trees: ['trees', 'trees2', 'trees3', 'trees4'],
effects: ['foresteffect', 'foresteffect2'],
platforms: ['mossyplatform', 'mossyplatform2'],
midground: ['trees3', 'trees4', 'foresteffect'],
depth: 3,
layerSpacing: 250
},
sea: {
name: 'the Infinisea',
centerY: 1600,
backgrounds: ['sea', 'sea2', 'sea3', 'sea5'],
effects: ['seaeffect'],
overlay: ['caveoverlay'],
platforms: ['platform', 'platform2'],
midground: ['sea3', 'caveoverlay'],
depth: 3,
layerSpacing: 180
},
under: {
name: 'the Underdeep',
centerY: 2800,
backgrounds: ['underbg', 'underbg2', 'underbg3', 'underbg4', 'cavern', 'cavern2'],
floors: ['cavefloor', 'cavefloor2'],
overlay: ['underoverlay', 'underoverlay2'],
effects: ['undereffect', 'undereffect2'],
interiors: ['interior5', 'interior6', 'interior7', 'interior8'],
platforms: ['platform3', 'platform4'],
midground: ['underoverlay', 'cavern'],
depth: 4,
layerSpacing: 160
}
};
// Beast-men data with leather themes
var beastMenData = {
0: {
// Mushroom Hunk - Leather Daddy
name: 'SPORE MASTER',
title: 'Leather Daddy of the Fungi Realm',
description: 'A POWERFUL MYCELIAL BEING WRAPPED IN STUDDED LEATHER, COMMANDING SPORES WITH HYPNOTIC DOMINANCE',
resistance: 120,
attacks: ['LEATHER SPORE BURST', 'DOMINANT MIND MELD', 'FUNGAL HARNESS BIND'],
dialogue: ['SUBMIT TO MY SPORES, BOY...', 'LEATHER AND FUNGUS... PERFECT COMBINATION', 'YOU\'LL LOVE BEING MY MUSHROOM SLAVE']
},
1: {
// Cyber Hunk - Tech Leather
name: 'CYBERNETIC DOM',
title: 'Digital Leather Master',
description: 'A CHROME-PLATED BEAST IN ELECTRIC BLUE LEATHER, MERGING TECHNOLOGY WITH BDSM AESTHETICS',
resistance: 100,
attacks: ['ELECTRIC SHOCK COLLAR', 'DATA DRAIN WHIP', 'CYBER BONDAGE PROTOCOL'],
dialogue: ['CONNECTING TO YOUR DESIRES...', 'PREPARE FOR DIGITAL DOMINATION', 'YOUR FIREWALL MEANS NOTHING TO ME']
},
2: {
// Mega Hunk - Bear Leather
name: 'ALPHA BEAR',
title: 'Massive Leather Bear',
description: 'AN ENORMOUS HAIRY BEAST IN BLACK LEATHER HARNESS, RADIATING PRIMAL MASCULINE ENERGY',
resistance: 150,
attacks: ['BEAR HUG SQUEEZE', 'LEATHER PADDLE SLAM', 'DOMINANT GROWL'],
dialogue: ['COME HERE, CUB...', 'TIME TO SHOW YOU WHO\'S DADDY', 'YOU BELONG IN MY LEATHER DEN']
},
3: {
// Minotaur - Bull Leather
name: 'TAURUS MASTER',
title: 'Bull Leather Warrior',
description: 'A BULL-HEADED WARRIOR IN STUDDED LEATHER CHAPS, WIELDING ANCIENT POWER WITH MODERN KINK',
resistance: 130,
attacks: ['HORNED CHARGE', 'LEATHER LASH WHIP', 'BULL RING CONTROL'],
dialogue: ['FEEL THE POWER OF THE BULL!', 'MY LEATHER WILL BIND YOUR SOUL', 'SUBMIT TO YOUR TAURUS MASTER']
}
};
function getBiomeForPosition(x, y) {
// Enhanced biome determination with proper cosmic north, underground south positioning
var cityRadius = 2000;
var distanceFromCenter = Math.sqrt(x * x + (y - 1600) * (y - 1600));
// City center
if (distanceFromCenter < cityRadius) {
return 'city';
}
// Directional biomes with cosmic assets to the north, underground to the south
if (y < 600) return 'cosmic'; // North - the Holocosmos (cosmic assets appear north of city)
if (y > 2800) return 'under'; // South - the Underdeep (underground themed assets appear south)
if (x > 2500) return 'forest'; // East - Simulimina Forest
if (x < -2500) return 'sea'; // West - the Infinisea
return 'city'; // Default fallback
}
function generateInfiniteWorld(centerX, centerY) {
var chunkId = Math.floor(centerX / 2500) + '_' + Math.floor(centerY / 1500);
if (generatedChunks.indexOf(chunkId) !== -1) return;
generatedChunks.push(chunkId);
var biome = getBiomeForPosition(centerX, centerY);
var data = biomeData[biome];
if (!data) return;
// Generate atmospheric backgrounds
generateAtmosphericBackgrounds(centerX, centerY, biome, data);
// Create traversable platforms
generateBiomePlatforms(centerX, centerY, biome, data);
// Add environmental atmosphere
generateBiomeAtmosphere(centerX, centerY, biome, data);
// Spawn beast-men encounters (30% chance)
if (Math.random() < 0.3) {
spawnBeastMan(centerX, centerY, biome);
}
// City-specific shops and doors
if (biome === 'city' && Math.random() < 0.4) {
generateCityStructures(centerX, centerY, data);
}
}
function generateCityStructures(centerX, centerY, data) {
// Generate enhanced city-specific interactive structures
if (!data) return;
// Multiple shops with different types and enhanced animations
var _loop = function _loop() {
if (Math.random() > 0.2) {
// Enhanced shop sign floating animation
var _animateShopSign = function animateShopSign() {
tween(shopSign, {
y: centerY - 400,
rotation: 0.15,
scaleX: shopSign.scaleX * 1.1,
scaleY: shopSign.scaleY * 1.1
}, {
duration: 2500 + Math.random() * 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(shopSign, {
y: centerY - 250,
rotation: -0.15,
scaleX: shopSign.scaleX / 1.1,
scaleY: shopSign.scaleY / 1.1
}, {
duration: 2500 + Math.random() * 1500,
easing: tween.easeInOut,
onFinish: _animateShopSign
});
}
});
};
shopAsset = shopIndex === 0 ? 'shop' : 'shop2';
shop = worldContainer.attachAsset(shopAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX - 1200 + shopIndex * 600,
y: centerY,
scaleX: 1.0 + Math.random() * 0.4,
scaleY: 1.0 + Math.random() * 0.4
});
shop.interactive = true;
shop.shopType = shopIndex;
shop.down = function () {
if (this.shopType === 0) {
enterShop();
} else {
// Show different interior for shop2 with enhanced variety
var interiorOptions = ['interior2', 'interior3', 'interior4', 'interior5', 'interior6'];
var selectedInterior = interiorOptions[Math.floor(Math.random() * interiorOptions.length)];
showInterior(selectedInterior);
}
};
backgroundElements.push(shop);
// Enhanced animated shop sign with glow effects
shopSign = worldContainer.attachAsset('hidesign', {
anchorX: 0.5,
anchorY: 1.0,
x: centerX - 1200 + shopIndex * 600,
y: centerY - 300,
scaleX: 3.0,
scaleY: 3.0
});
shopSign.interactive = true;
shopSign.shopType = shopIndex;
shopSign.tint = [0xFF00FF, 0x00FFFF, 0xFFFF00, 0xFF0088][shopIndex % 4];
shopSign.down = function () {
if (this.shopType === 0) {
enterShop();
} else {
var interiorOptions = ['interior2', 'interior3', 'interior4', 'interior5', 'interior6'];
var selectedInterior = interiorOptions[Math.floor(Math.random() * interiorOptions.length)];
showInterior(selectedInterior);
}
};
_animateShopSign();
backgroundElements.push(shopSign);
}
},
shopAsset,
shop,
shopSign;
for (var shopIndex = 0; shopIndex < 5; shopIndex++) {
_loop();
}
// Enhanced doors using door, door2, door3 assets instead of placeholder boxes
var doorAssetTypes = ['door', 'door2', 'door3'];
var _loop3 = function _loop3() {
if (Math.random() > 0.3) {
var _animateDoorGlow = function animateDoorGlow() {
tween(door, {
tint: 0xAAAAFF,
scaleX: door.scaleX * 1.05,
scaleY: door.scaleY * 1.05
}, {
duration: 3500 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(door, {
tint: originalTint,
scaleX: door.scaleX / 1.05,
scaleY: door.scaleY / 1.05
}, {
duration: 3500 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: _animateDoorGlow
});
}
});
};
doorAsset = doorAssetTypes[i % doorAssetTypes.length];
door = worldContainer.attachAsset(doorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX - 900 + i * 350,
y: centerY,
scaleX: 0.8 + Math.random() * 0.4,
scaleY: 0.8 + Math.random() * 0.4
});
door.interactive = true;
door.doorIndex = i;
door.down = function () {
var interiorAssets = ['interior', 'interior2', 'interior3', 'interior4', 'interior5', 'interior6', 'interior7', 'interior8'];
var interior = interiorAssets[this.doorIndex % interiorAssets.length];
showInterior(interior);
};
// Enhanced door glow animation with pulsing
originalTint = 0xFFFFFF;
_animateDoorGlow();
backgroundElements.push(door);
}
},
doorAsset,
door,
originalTint;
for (var i = 0; i < 6; i++) {
_loop3();
}
// Enhanced buildings with better variety, sizing, and animations
if (data.buildings && data.buildings.length > 0) {
var _loop4 = function _loop4() {
buildingAsset = data.buildings[Math.floor(Math.random() * data.buildings.length)];
building = worldContainer.attachAsset(buildingAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX - 1400 + b * 400,
y: centerY + 100 + Math.random() * 300,
scaleX: 1.2 + Math.random() * 0.8,
scaleY: 1.2 + Math.random() * 0.8
});
building.alpha = 0.7 + Math.random() * 0.3;
building.tint = 0x666666 + Math.floor(Math.random() * 0x666666);
// Enhanced building sway animation with depth
swayIntensity = 0.01 + Math.random() * 0.02;
function buildingSway() {
tween(building, {
rotation: swayIntensity,
y: building.y - 5
}, {
duration: 5000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(building, {
rotation: -swayIntensity,
y: building.y + 10
}, {
duration: 5000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: buildingSway
});
}
});
}
buildingSway();
backgroundElements.push(building);
},
buildingAsset,
building,
swayIntensity;
for (var b = 0; b < 8; b++) {
_loop4();
}
}
// Add city-specific decorative elements
var decorativeElements = ['statue', 'crystal', 'artefact', 'crystalheart'];
var _loop5 = function _loop5() {
decorAsset = decorativeElements[d % decorativeElements.length];
decoration = worldContainer.attachAsset(decorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX - 800 + d * 500,
y: centerY + Math.random() * 200,
scaleX: 1.5 + Math.random() * 0.5,
scaleY: 1.5 + Math.random() * 0.5,
alpha: 0.8
});
decoration.tint = [0xFFFFFF, 0xDDDDFF, 0xFFDDDD, 0xDDFFDD][d % 4];
// Add gentle floating animation
floatDistance = 20 + Math.random() * 30;
function decorFloat() {
tween(decoration, {
y: decoration.y - floatDistance
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(decoration, {
y: decoration.y + floatDistance
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: decorFloat
});
}
});
}
decorFloat();
backgroundElements.push(decoration);
},
decorAsset,
decoration,
floatDistance;
for (var d = 0; d < 4; d++) {
_loop5();
}
}
function generateAtmosphericBackgrounds(centerX, centerY, biome, data) {
// Generate multiple layered backgrounds with proper depth and parallax
var numLayers = Math.min(data.depth || 4, data.backgrounds.length);
var layerSpacing = data.layerSpacing || 250;
var _loop6 = function _loop6() {
bgAsset = data.backgrounds[layer % data.backgrounds.length];
parallaxFactor = 0.08 + layer * 0.06;
depthOffset = layer * layerSpacing;
scaleReduction = layer * 0.15;
bg = worldContainer.attachAsset(bgAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX + layer * 400,
y: data.centerY - depthOffset,
scaleX: 4.0 - scaleReduction,
scaleY: 4.0 - scaleReduction,
alpha: 0.95 - layer * 0.12
});
bg.parallaxSpeed = parallaxFactor;
bg.baseX = bg.x;
bg.baseY = bg.y;
bg.biome = biome;
bg.layerDepth = layer;
// Enhanced biome-specific atmospheric tinting and animations
if (biome === 'cosmic') {
var _cosmicPulse = function cosmicPulse() {
tween(bg, {
alpha: originalAlpha * 1.3,
scaleX: bg.scaleX * 1.05,
scaleY: bg.scaleY * 1.05
}, {
duration: 4000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(bg, {
alpha: originalAlpha,
scaleX: bg.scaleX / 1.05,
scaleY: bg.scaleY / 1.05
}, {
duration: 4000 + Math.random() * 3000,
easing: tween.easeInOut,
onFinish: _cosmicPulse
});
}
});
};
bg.tint = 0xDDDDFF; // Cool cosmic blue
// Add cosmic glow animation with improved timing
originalAlpha = bg.alpha;
_cosmicPulse();
} else if (biome === 'forest') {
var _forestSway = function forestSway() {
tween(bg, {
x: bg.baseX + swayDistance,
rotation: 0.05
}, {
duration: 5000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(bg, {
x: bg.baseX - swayDistance,
rotation: -0.05
}, {
duration: 5000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: _forestSway
});
}
});
};
bg.tint = 0xCCFFCC; // Mystical forest green
// Add gentle swaying with improved amplitude
swayDistance = 30 + layer * 10;
_forestSway();
} else if (biome === 'sea') {
bg.tint = 0xCCEEFF; // Deep ocean blue
// Add wave motion with enhanced flow
bg.waveOffset = Math.random() * Math.PI * 2;
bg.waveSpeed = 0.001 + layer * 0.0005;
bg.waveAmplitude = 15 + layer * 8;
} else if (biome === 'under') {
bg.tint = 0xFFCCCC; // Warm underground glow
// Add flickering effect with enhanced intensity
if (Math.random() < 0.4) {
flickerTimer = LK.setInterval(function () {
if (bg && !bg.destroyed) {
var flickerIntensity = 0.6 + Math.random() * 0.3;
tween(bg, {
alpha: bg.alpha * flickerIntensity
}, {
duration: 150,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(bg, {
alpha: bg.alpha / flickerIntensity
}, {
duration: 150,
easing: tween.easeInOut
});
}
});
} else {
LK.clearInterval(flickerTimer);
}
}, 1500 + Math.random() * 2500);
}
} else if (biome === 'city') {
bg.tint = 0xAAAACC; // Urban atmospheric tint
}
backgroundElements.push(bg);
worldContainer.setChildIndex(bg, layer);
},
bgAsset,
parallaxFactor,
depthOffset,
scaleReduction,
bg,
originalAlpha,
swayDistance,
flickerTimer;
for (var layer = 0; layer < numLayers; layer++) {
_loop6();
}
}
function generateBiomeMidground(centerX, centerY, biome, biomeData) {
// Generate environmental animated effects in midground layer - no platforms
var effectCount = 8 + Math.floor(Math.random() * 4);
var midgroundEffects = [];
// Biome-specific environmental effects for midground
if (biome === 'city') {
// Clouds drifting and neon blinking in the city
midgroundEffects = ['cloud1', 'cloud2', 'cloud3', 'neonSign', 'neonsign2'];
} else if (biome === 'cosmic') {
// Galaxies swirling in cosmic
midgroundEffects = ['galaxy3', 'galaxy4', 'starlight', 'starlight2'];
} else if (biome === 'forest') {
midgroundEffects = ['foresteffect', 'foresteffect2', 'trees3', 'trees4'];
} else if (biome === 'sea') {
midgroundEffects = ['seaeffect', 'caveoverlay'];
} else if (biome === 'under') {
midgroundEffects = ['undereffect', 'undereffect2', 'underoverlay'];
}
if (midgroundEffects.length === 0) return;
for (var i = 0; i < effectCount; i++) {
var effectAsset = midgroundEffects[Math.floor(Math.random() * midgroundEffects.length)];
var effect = worldContainer.attachAsset(effectAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX - 800 + i * 400 + Math.random() * 200,
y: centerY + (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
});
effect.parallaxSpeed = 0.15;
effect.baseX = effect.x;
effect.baseY = effect.y;
effect.biome = biome;
effect.driftSpeed = 0.5 + Math.random() * 1.0;
// Biome-specific animations
if (biome === 'city') {
// Drifting clouds and blinking neon
if (effectAsset.indexOf('cloud') !== -1) {
effect.driftSpeed = 1.2 + Math.random() * 0.8;
} else if (effectAsset.indexOf('neon') !== -1) {
effect.tint = [0xFF00FF, 0x00FFFF, 0xFFFF00, 0xFF0088][Math.floor(Math.random() * 4)];
var _animateNeonBlink = function animateNeonBlink() {
tween(effect, {
alpha: 0.2
}, {
duration: 1000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
alpha: 0.8
}, {
duration: 1000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: _animateNeonBlink
});
}
});
};
_animateNeonBlink();
}
} else if (biome === 'cosmic') {
// Swirling galaxies
effect.rotationSpeed = (Math.random() - 0.5) * 0.02;
var _cosmicSwirl = function cosmicSwirl() {
tween(effect, {
scaleX: effect.scaleX * 1.2,
scaleY: effect.scaleY * 1.2,
alpha: effect.alpha * 1.3
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(effect, {
scaleX: effect.scaleX / 1.2,
scaleY: effect.scaleY / 1.2,
alpha: effect.alpha / 1.3
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: _cosmicSwirl
});
}
});
};
_cosmicSwirl();
}
environmentalEffects.push(effect);
backgroundElements.push(effect);
// Clamp index to valid range
var targetIndex = Math.min(8 + i, worldContainer.children.length - 1);
if (targetIndex >= 0 && targetIndex < worldContainer.children.length) {
worldContainer.setChildIndex(effect, targetIndex);
}
}
}
function generateBiomePlatforms(centerX, centerY, biome, biomeDat) {
var platformCount = 10 + Math.floor(Math.random() * 6);
var currentBiomeData = biomeDat || biomeData[biome] || {};
var platformAssets = currentBiomeData.platforms || ['platform', 'platform2', 'platform3'];
var _loop2 = function _loop2() {
platform = new Platform();
platform.x = centerX - 1200 + i * 280;
// Enhanced biome-specific platform layouts
if (biome === 'cosmic') {
platform.y = centerY - 300 - i * 60; // Steeper ascending
} else if (biome === 'under') {
platform.y = centerY + 150 + i * 40; // Steeper descending
} else if (biome === 'sea') {
platform.y = centerY + Math.sin(i * 0.7) * 150; // Enhanced wave pattern
} else if (biome === 'forest') {
platform.y = centerY - i % 4 * 120; // Enhanced tree levels
} else {
platform.y = centerY - i % 5 * 90; // Enhanced city building levels
}
platform.biome = biome;
platform.originalX = platform.x;
platform.originalY = platform.y;
platforms.push(platform);
worldContainer.addChild(platform);
// Enhanced visual platform representation with biome-specific assets
if (platformAssets.length > 0) {
var platAsset;
if (biome === 'under') {
// Use cave overlay platforms in underground sections
platAsset = ['caveoverlay', 'underoverlay'][Math.floor(Math.random() * 2)];
} else if (biome === 'forest') {
// Use forest platforms in forest section
platAsset = ['mossyplatform', 'mossyplatform2'][Math.floor(Math.random() * 2)];
} else {
// Use standard platforms for other biomes
platAsset = platformAssets[Math.floor(Math.random() * platformAssets.length)];
}
platVisual = worldContainer.attachAsset(platAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.4,
scaleY: 1.4,
alpha: 0.95
});
platform.visual = platVisual;
// Enhanced platform animations with 80% animation rate
animationType = Math.random();
if (animationType < 0.5) {
var _animateVertical = function animateVertical() {
tween(platform, {
y: platform.originalY + moveDistance
}, {
duration: moveDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(platform, {
y: platform.originalY - moveDistance
}, {
duration: moveDuration,
easing: tween.easeInOut,
onFinish: _animateVertical
});
}
});
if (platVisual) {
tween(platVisual, {
y: platVisual.y + moveDistance
}, {
duration: moveDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(platVisual, {
y: platVisual.y - moveDistance * 2
}, {
duration: moveDuration,
easing: tween.easeInOut
});
}
});
}
};
// Enhanced vertical movement
moveDistance = 120 + Math.random() * 150;
moveDuration = 2500 + Math.random() * 2000;
LK.setTimeout(_animateVertical, i * 400);
} else if (animationType < 0.8) {
var _animateHorizontal = function animateHorizontal() {
tween(platform, {
x: platform.originalX + moveDistance
}, {
duration: moveDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(platform, {
x: platform.originalX - moveDistance
}, {
duration: moveDuration,
easing: tween.easeInOut,
onFinish: _animateHorizontal
});
}
});
if (platVisual) {
tween(platVisual, {
x: platVisual.x + moveDistance
}, {
duration: moveDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(platVisual, {
x: platVisual.x - moveDistance * 2
}, {
duration: moveDuration,
easing: tween.easeInOut
});
}
});
}
};
// Enhanced horizontal movement
moveDistance = 180 + Math.random() * 120;
moveDuration = 3500 + Math.random() * 2000;
LK.setTimeout(_animateHorizontal, i * 300);
} else {
// Enhanced circular movement
radius = 80 + Math.random() * 100;
speed = 0.0008 + Math.random() * 0.0015;
platform.circularOffset = Math.random() * Math.PI * 2;
platform.circularRadius = radius;
platform.circularSpeed = speed;
}
// Enhanced visual effects for platforms
if (platVisual) {
backgroundElements.push(platVisual);
// Add glow effect for cosmic platforms
if (biome === 'cosmic') {
var _cosmicGlow = function cosmicGlow() {
tween(platVisual, {
alpha: originalAlpha * 1.3,
tint: 0xEEEEFF
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(platVisual, {
alpha: originalAlpha,
tint: 0xDDDDFF
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: _cosmicGlow
});
}
});
};
platVisual.tint = 0xDDDDFF;
var originalAlpha = platVisual.alpha;
_cosmicGlow();
}
// Ensure platVisual is added as child before setting index
worldContainer.addChild(platVisual);
targetIndex = Math.min(15 + i, worldContainer.children.length - 1);
if (targetIndex >= 0 && targetIndex < worldContainer.children.length) {
worldContainer.setChildIndex(platVisual, targetIndex);
}
}
}
},
platform,
platAsset,
platVisual,
animationType,
moveDistance,
moveDuration,
moveDistance,
moveDuration,
radius,
speed,
targetIndex;
for (var i = 0; i < platformCount; i++) {
_loop2();
}
}
function generateBiomeAtmosphere(centerX, centerY, biome, data) {
// Generate atmospheric effects for the current biome
if (!data || !data.effects) return;
var effectCount = 3 + Math.floor(Math.random() * 3);
for (var i = 0; i < effectCount; i++) {
var effectAsset = data.effects[Math.floor(Math.random() * data.effects.length)];
var effect = worldContainer.attachAsset(effectAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX - 600 + Math.random() * 1200,
y: centerY - 400 + Math.random() * 800,
scaleX: 0.6 + Math.random() * 0.8,
scaleY: 0.6 + Math.random() * 0.8,
alpha: 0.5 + Math.random() * 0.4
});
effect.biome = biome;
effect.driftSpeed = 0.3 + Math.random() * 0.7;
// Biome-specific animations
if (biome === 'city') {
// Clouds drift left to right
clouds.push(effect);
} else if (biome === 'cosmic') {
// Cosmic elements pulse
effect.rotationSpeed = (Math.random() - 0.5) * 0.02;
} else if (biome === 'forest') {
// Forest effects blink
effect.blinkTimer = Math.random() * 3000;
}
environmentalEffects.push(effect);
worldContainer.setChildIndex(effect, 8 + i);
}
}
function generateBiomeEffects(centerX, centerY, biome, biomeData) {
if (!biomeData.effects) return;
var effectCount = 3 + Math.floor(Math.random() * 3);
for (var i = 0; i < effectCount; i++) {
var effectAsset = biomeData.effects[Math.floor(Math.random() * biomeData.effects.length)];
var effect = worldContainer.attachAsset(effectAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX - 600 + Math.random() * 1200,
y: centerY - 400 + Math.random() * 800,
scaleX: 0.6 + Math.random() * 0.8,
scaleY: 0.6 + Math.random() * 0.8,
alpha: 0.5 + Math.random() * 0.4
});
effect.biome = biome;
effect.driftSpeed = 0.3 + Math.random() * 0.7;
// Biome-specific animations
if (biome === 'city') {
// Clouds drift left to right
clouds.push(effect);
} else if (biome === 'cosmic') {
// Cosmic elements pulse
effect.rotationSpeed = (Math.random() - 0.5) * 0.02;
} else if (biome === 'forest') {
// Forest effects blink
effect.blinkTimer = Math.random() * 3000;
}
environmentalEffects.push(effect);
worldContainer.setChildIndex(effect, 8 + i);
}
}
function spawnBeastMan(centerX, centerY, biome) {
// Create a powerful beast-man with leather aesthetic
var beastMan = new Hunk();
beastMan.x = centerX + (Math.random() - 0.5) * 600;
beastMan.y = centerY - 100;
beastMan.biome = biome;
// Enhanced stats for beast-men
var beastData = beastMenData[beastMan.hunkType];
if (beastData) {
beastMan.resistance = beastData.resistance;
beastMan.maxResistance = beastData.resistance;
beastMan.name = beastData.name;
beastMan.isLeatherBeast = true;
}
hunks.push(beastMan);
worldContainer.addChild(beastMan);
// Add leather-themed entrance effect
var leatherGlow = worldContainer.attachAsset('effect2', {
anchorX: 0.5,
anchorY: 0.5,
x: beastMan.x,
y: beastMan.y - 100,
scaleX: 2.0,
scaleY: 2.0,
alpha: 0.8
});
// Animate entrance with leather dominance theme
tween(leatherGlow, {
alpha: 0,
scaleX: 4.0,
scaleY: 4.0,
tint: 0x660000 // Deep leather red
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
leatherGlow.destroy();
}
});
// Ensure proper layering
var targetIndex = Math.max(15, worldContainer.children.length - 2);
if (targetIndex < worldContainer.children.length) {
worldContainer.setChildIndex(beastMan, targetIndex);
}
}
function generateCityInteractables(centerX, centerY, biomeData) {
// Shop
if (Math.random() > 0.7) {
// Animate shop sign
var _animateSign = function animateSign() {
tween(shopSign, {
y: centerY - 350
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(shopSign, {
y: centerY - 300
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: _animateSign
});
}
});
};
var shop = worldContainer.attachAsset('shop', {
anchorX: 0.5,
anchorY: 1.0,
x: centerX,
y: centerY,
scaleX: 0.8,
scaleY: 0.8
});
shop.interactive = true;
shop.down = function () {
enterShop();
};
var shopSign = worldContainer.attachAsset('hidesign', {
anchorX: 0.5,
anchorY: 1.0,
x: centerX,
y: centerY - 300,
scaleX: 2.5,
scaleY: 2.5
});
shopSign.interactive = true;
shopSign.down = function () {
enterShop();
};
_animateSign();
backgroundElements.push(shop);
backgroundElements.push(shopSign);
}
// Doors
if (biomeData.doors && Math.random() > 0.5) {
for (var i = 0; i < 2; i++) {
var doorAsset = biomeData.doors[Math.floor(Math.random() * biomeData.doors.length)];
var door = worldContainer.attachAsset(doorAsset, {
anchorX: 0.5,
anchorY: 1.0,
x: centerX - 400 + i * 800,
y: centerY,
scaleX: 1.0,
scaleY: 1.0
});
door.interactive = true;
door.down = function () {
var interiorAssets = biomeData.interiors || ['interior'];
var interior = interiorAssets[Math.floor(Math.random() * interiorAssets.length)];
showInterior(interior);
};
backgroundElements.push(door);
worldContainer.setChildIndex(door, 12 + i);
}
}
}
// Initialize the world
function initializeWorld() {
// Generate initial world chunks around starting position
var startX = 0;
var startY = 1600;
// Generate in a 3x3 grid around starting position
for (var x = -1; x <= 1; x++) {
for (var y = -1; y <= 1; y++) {
generateInfiniteWorld(startX + x * 2000, startY + y * 1000);
}
}
// Initialize player
bloodmage = new Bloodmage();
bloodmage.x = startX;
bloodmage.y = startY;
bloodmage.grounded = true;
worldContainer.addChild(bloodmage);
worldContainer.setChildIndex(bloodmage, worldContainer.children.length - 1);
bloodmage.currentAnimationState = 'idle';
LK.setTimeout(function () {
bloodmage.startIdleAnimation();
}, 300);
}
// Initialize the world
initializeWorld();
// 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);
}
});
}
};
// Simple exposition system
function showExposition(title, text) {
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: 0.9
});
var titleText = new Text2(title, {
size: 80,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 1200;
expoOverlay.addChild(titleText);
var bodyText = new Text2(text, {
size: 50,
fill: 0xCCCCCC,
wordWrap: true,
wordWrapWidth: 1200
});
bodyText.anchor.set(0.5, 0.5);
bodyText.x = 1024;
bodyText.y = 1400;
expoOverlay.addChild(bodyText);
// Auto close after 5 seconds
LK.setTimeout(function () {
if (expoOverlay.parent) {
expoOverlay.destroy();
}
}, 5000);
}
// 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());
// Infinite world generation system
var lastGeneratedX = 0;
var chunkSize = 2000;
var generatedChunks = [];
function generateWorldChunk(centerX, centerY) {
var chunkKey = Math.floor(centerX / chunkSize) + '_' + Math.floor(centerY / chunkSize);
if (generatedChunks.indexOf(chunkKey) !== -1) return;
generatedChunks.push(chunkKey);
// Determine biome based on position
var biome = getBiomeFromPosition(centerX, centerY);
// Generate background layers
generateBiomeBackgrounds(centerX, centerY, biome);
// Generate platforms
generateBiomePlatforms(centerX, centerY, biome);
// Generate characters
if (Math.random() > 0.7) {
generateBiomeCharacter(centerX, centerY, biome);
}
// Generate environmental effects
generateBiomeEffects(centerX, centerY, biome);
// Generate interactive elements
generateBiomeInteractables(centerX, centerY, biome);
}
function getBiomeFromPosition(x, y) {
// City is center (0,0 to 2000,2000)
if (Math.abs(x) < 2000 && y > 1000 && y < 3000) return 'city';
// Cosmic is north (y < 1000)
if (y < 1000) return 'cosmic';
// Under is south (y > 3000)
if (y > 3000) return 'under';
// Forest is east (x > 2000)
if (x > 2000) return 'forest';
// Sea is west (x < -2000)
if (x < -2000) return 'sea';
// Default to city
return 'city';
}
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 (Math.random() > 0.6) {
var hunk = new Hunk();
hunk.x = startX + 800 + Math.random() * 800;
hunk.y = regionData.centerY || 1600;
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 = biomeData[regionName];
var baseY = regionData ? regionData.centerY : 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
// Use cave overlay platforms for underground sections
var caveAsset = Math.random() > 0.5 ? 'caveoverlay' : 'underoverlay';
var caveVisual = worldContainer.attachAsset(caveAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 30,
scaleX: 1.2,
scaleY: 1.2
});
caveVisual.alpha = 0.9;
backgroundElements.push(caveVisual);
worldContainer.setChildIndex(caveVisual, 15 + i);
} else if (regionName === 'forest') {
platform.y = baseY - i % 4 * 100; // More varied heights
// Use forest platforms for forest biome
var forestAsset = Math.random() > 0.5 ? 'mossyplatform' : 'mossyplatform2';
var forestVisual = worldContainer.attachAsset(forestAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
y: platform.y - 20,
scaleX: 1.2,
scaleY: 1.2
});
forestVisual.alpha = 0.9;
backgroundElements.push(forestVisual);
worldContainer.setChildIndex(forestVisual, 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 = worldAssetMapping[regionName];
var baseY = regionData ? regionData.centerY : 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);
}
// 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 = biomeData[regionName];
if (!regionData) continue; // Skip undefined regions instead of returning
var gameX = 0; // Use simple positioning since biomeData structure is different
var gameY = regionData.centerY || 1600;
// Place midground assets - check if midground exists and has elements
if (regionData.backgrounds && regionData.backgrounds.length > 0) {
for (var m = 0; m < Math.min(3, regionData.backgrounds.length); m++) {
var midgroundAsset = regionData.backgrounds[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;
backgroundElements.push(midground);
worldContainer.setChildIndex(midground, 10 + i * 3 + m);
}
}
// Place decorative assets using available biome assets
var decorativeAssets = [];
if (regionData.buildings) decorativeAssets = decorativeAssets.concat(regionData.buildings);
if (regionData.neonSigns) decorativeAssets = decorativeAssets.concat(regionData.neonSigns);
if (regionData.effects) decorativeAssets = decorativeAssets.concat(regionData.effects);
if (decorativeAssets.length > 0) {
for (var d = 0; d < 2; d++) {
var decorAsset = decorativeAssets[d % decorativeAssets.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 = biomeData[regionName];
if (regionData && regionData.effects && regionData.effects.length > 0) {
var gameX = 0; // Use simple positioning since biomeData structure is different
var gameY = regionData.centerY || 1600;
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;
}
// Initialize world
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 simple counter
var currencyText = new Text2('GOLD: ' + capturedHunkCount * 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 = capturedHunkCount * 10;
if (goldAmount >= item.price) {
// Deduct from captured hunk count
var hunksToRemove = Math.ceil(item.price / 10);
capturedHunkCount = Math.max(0, capturedHunkCount - hunksToRemove);
storage.capturedHunkCount = capturedHunkCount;
// Add to inventory
playerItems++;
storage.playerItems = playerItems;
// Show purchase success
LK.effects.flashScreen(0x00FF00, 500);
displayShopItems();
} else {
// Not enough currency
LK.effects.flashScreen(0xFF0000, 500);
}
}
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;
cameraY += (targetY - cameraY) * 0.1;
worldContainer.x = cameraX;
worldContainer.y = cameraY;
// Apply subtle parallax effects
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.baseX !== undefined) {
var parallaxX = cameraX * element.parallaxSpeed * 0.05;
var parallaxY = cameraY * element.parallaxSpeed * 0.02;
element.x += (element.baseX + parallaxX - element.x) * 0.01;
element.y += (element.baseY + parallaxY - element.y) * 0.005;
}
}
}
}
}
function checkCollisions() {
if (!bloodmage) return;
bloodmage.grounded = false;
var playerWidth = 80;
var playerHeight = 120;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
// Enhanced platform collision detection with proper bounds
var platWidth = platform.width || 500;
var platHeight = platform.height || 50;
var platScale = platform.scaleX || 1.0;
var platLeft = platform.x - platWidth * platScale / 2;
var platRight = platform.x + platWidth * platScale / 2;
var platTop = platform.y - platHeight / 2;
var platBottom = platform.y + platHeight / 2;
var mageLeft = bloodmage.x - playerWidth / 2;
var mageRight = bloodmage.x + playerWidth / 2;
var mageTop = bloodmage.y - playerHeight;
var mageBottom = bloodmage.y;
// Enhanced collision detection for landing on platforms
if (mageRight > platLeft && mageLeft < platRight && mageBottom >= platTop && mageTop < platBottom) {
// Only land if falling down onto the platform
if (bloodmage.velocityY >= 0 && mageBottom - bloodmage.velocityY <= platTop + 10) {
bloodmage.y = platTop;
bloodmage.velocityY = 0;
bloodmage.grounded = true;
bloodmage.jumpCount = 0; // Reset jump count when landing
bloodmage.doubleJumpAvailable = true; // Reset double jump when landing
// Stop fall animation and return to appropriate state
if (bloodmage.currentAnimationState === 'fall') {
bloodmage.stopFallAnimation();
bloodmage.currentAnimationState = 'idle';
bloodmage.startIdleAnimation();
}
break; // Exit loop once landed
}
}
}
// Enhanced collision detection for animated platforms
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (platform.visual && platform.visual.x !== undefined) {
// Use visual position for animated platforms
var platLeft = platform.visual.x - 250;
var platRight = platform.visual.x + 250;
var platTop = platform.visual.y - 25;
var platBottom = platform.visual.y + 25;
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 + 10) {
bloodmage.y = platTop;
bloodmage.velocityY = 0;
bloodmage.grounded = true;
bloodmage.jumpCount = 0;
break;
}
}
}
}
}
// 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();
// Dramatic transformation into crystal gem
var beastData = beastMenData[currentHunk.hunkType];
var gemColors = [0xFF00FF, 0x00FFFF, 0xFFFF00, 0xFF0088]; // Kinky neon colors
// Create swirling transformation effect
var transformEffect = worldContainer.attachAsset('spell4', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y,
scaleX: 0.5,
scaleY: 0.5,
alpha: 0.9,
tint: gemColors[currentHunk.hunkType]
});
// Transformation animation
tween(transformEffect, {
scaleX: 3.0,
scaleY: 3.0,
rotation: Math.PI * 4,
alpha: 0.3
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Create crystal gem
var crystalGem = worldContainer.attachAsset('crystal', {
anchorX: 0.5,
anchorY: 0.5,
x: currentHunk.x,
y: currentHunk.y - 50,
scaleX: 2.0,
scaleY: 2.0,
tint: gemColors[currentHunk.hunkType]
});
// Floating crystal animation
tween(crystalGem, {
y: crystalGem.y - 200,
rotation: Math.PI * 2,
alpha: 0.8
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
crystalGem.destroy();
}
});
transformEffect.destroy();
}
});
currentHunk.captured = true;
currentHunk.visible = false;
// Add to thrall collection
var thrallData = {
type: currentHunk.hunkType,
name: beastData ? beastData.name : 'MYSTERIOUS BEAST',
gemColor: gemColors[currentHunk.hunkType],
captureTime: Date.now()
};
thralls.push(thrallData);
capturedHunks.push(currentHunk.hunkType);
storage.capturedHunks = capturedHunks;
storage.thralls = thralls;
if (!brostiary[currentHunk.hunkType]) {
brostiary[currentHunk.hunkType] = true;
storage.brostiary = brostiary;
}
// Show dramatic capture message
showCaptureMessage(beastData);
hideBattleUI();
currentHunk = null;
if (capturedHunks.length >= 4) {
LK.showYouWin();
}
} else {
// Resistance too high - dramatic rejection
LK.effects.flashScreen(0xFF0000, 500);
showResistanceMessage();
}
}
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();
updateInfiniteWorldGeneration();
updateEnvironmentalEffects();
updateClouds();
cleanupDistantElements();
ensureProperLayering(); // Maintain visual hierarchy
}
// 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 updateInfiniteWorldGeneration() {
if (!bloodmage) return;
var playerX = bloodmage.x;
var playerY = bloodmage.y;
var generationRadius = 3000;
// Generate chunks in all directions around player
var directions = [{
x: 1,
y: 0
},
// East
{
x: -1,
y: 0
},
// West
{
x: 0,
y: 1
},
// South
{
x: 0,
y: -1
},
// North
{
x: 1,
y: 1
},
// Southeast
{
x: -1,
y: 1
},
// Southwest
{
x: 1,
y: -1
},
// Northeast
{
x: -1,
y: -1
} // Northwest
];
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
var targetX = playerX + dir.x * generationRadius;
var targetY = playerY + dir.y * generationRadius;
generateInfiniteWorld(targetX, targetY);
}
// Update animated platforms
updateAnimatedPlatforms();
// Check for biome transitions
var currentBiome = getBiomeForPosition(playerX, playerY);
if (currentBiome !== lastBiome) {
onBiomeTransition(lastBiome, currentBiome);
lastBiome = currentBiome;
}
}
function updateAnimatedPlatforms() {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (platform.circularSpeed && platform.circularRadius) {
// Update circular motion platforms
platform.circularOffset += platform.circularSpeed;
var newX = platform.originalX + Math.cos(platform.circularOffset) * platform.circularRadius;
var newY = platform.originalY + Math.sin(platform.circularOffset) * platform.circularRadius * 0.5;
platform.x = newX;
platform.y = newY;
if (platform.visual) {
platform.visual.x = newX;
platform.visual.y = newY - 20;
}
}
}
}
function onBiomeTransition(fromBiome, toBiome) {
var biomeColors = {
city: 0xAAAABB,
cosmic: 0xDDDDFF,
forest: 0xCCFFCC,
sea: 0xCCEEFF,
under: 0xFFDDDD
};
// Visual transition effect
LK.effects.flashScreen(biomeColors[toBiome] || 0xFFFFFF, 1000);
// Show animated biome name
showAnimatedBiomeName(toBiome);
}
function showAnimatedBiomeName(biomeName) {
var biomeNames = {
city: 'NOCTURNE CITY',
cosmic: 'THE HOLOCOSMOS',
forest: 'SIMULIMINA FOREST',
sea: 'THE INFINISEA',
under: 'THE UNDERDEEP'
};
var displayName = biomeNames[biomeName] || biomeName.toUpperCase();
var letters = [];
// Convert name to letter assets, filtering spaces
for (var i = 0; i < displayName.length; i++) {
var _char = displayName[i].toLowerCase();
if (_char >= 'a' && _char <= 'z') {
letters.push(_char);
}
}
if (letters.length === 0) return;
// Create title container using NOCTURNE CITY animation style
var titleContainer = game.addChild(new Container());
var startX = 1024 - letters.length * 80 / 2;
var targetY = 600;
var letterAssets = [];
// Create all letters starting from right side for squeeze effect
for (var i = 0; i < letters.length; i++) {
var letter = titleContainer.attachAsset(letters[i], {
anchorX: 0.5,
anchorY: 0.5,
x: 2500,
// Start from right side for squeeze effect
y: targetY,
scaleX: 0.5,
scaleY: 0.5,
alpha: 0
});
letterAssets.push(letter);
}
// Animate letters with wave momentum and squeeze effect like NOCTURNE CITY
function animateSqueezeIn() {
for (var i = 0; i < letterAssets.length; i++) {
var letter = letterAssets[i];
var finalX = startX + i * 80;
// 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: 3.5,
scaleY: 3.5
}, {
duration: 600,
easing: tween.bounceOut // Wave momentum effect
});
}, index * 120); // Staggered timing
})(i, letter, finalX);
}
// Hold for 3 seconds then slide 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: 1000,
scaleX: 1.0,
scaleY: 1.0
}, {
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();
}
function updateEnvironmentalEffects() {
for (var i = 0; i < environmentalEffects.length; i++) {
var effect = environmentalEffects[i];
if (!effect || effect.destroyed) continue;
// Biome-specific animations
if (effect.biome === 'cosmic' && effect.rotationSpeed) {
effect.rotation += effect.rotationSpeed;
} else if (effect.biome === 'sea') {
effect.x += Math.cos(Date.now() * 0.001) * 0.3;
effect.y += Math.sin(Date.now() * 0.0008) * 0.2;
} else if (effect.biome === 'forest' && effect.blinkTimer) {
if (Date.now() % effect.blinkTimer < 100) {
effect.alpha = 0.2;
} else {
effect.alpha = 0.6;
}
}
}
}
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 = 5000;
// 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);
}
}
}
// Clean up distant platforms (keep some for navigation)
for (var i = platforms.length - 1; i >= 0; i--) {
var platform = platforms[i];
if (platform && platform.x !== undefined && platform.y !== undefined) {
var distance = Math.sqrt(Math.pow(platform.x - playerX, 2) + Math.pow(platform.y - playerY, 2));
if (distance > cleanupDistance) {
platform.destroy();
platforms.splice(i, 1);
}
}
}
// Clean up captured hunks
for (var i = hunks.length - 1; i >= 0; i--) {
var hunk = hunks[i];
if (hunk && hunk.captured) {
var distance = Math.sqrt(Math.pow(hunk.x - playerX, 2) + Math.pow(hunk.y - playerY, 2));
if (distance > cleanupDistance) {
hunk.destroy();
hunks.splice(i, 1);
}
}
}
}
function onBiomeTransition(fromBiome, toBiome) {
var transitionColors = {
cosmic: 0xDDDDFF,
city: 0xAAAABB,
forest: 0xCCFFCC,
sea: 0xCCEEFF,
under: 0xFFDDDD
};
var biomeNames = {
cosmic: 'ASTRAL REALM',
city: 'NOCTURNE CITY',
forest: 'ANCIENT WOODS',
sea: 'ENDLESS OCEAN',
under: 'DEPTHS BELOW'
};
// Visual flash effect
LK.effects.flashScreen(transitionColors[toBiome] || 0xFFFFFF, 1000);
// Show biome name
var regionName = biomeNames[toBiome] || toBiome.toUpperCase();
showExposition('ENTERING ' + regionName, 'You sense the environment changing around you...');
// Update storage
unlockedBiomes = Math.max(unlockedBiomes, Object.keys(biomeNames).indexOf(toBiome) + 1);
storage.unlockedBiomes = unlockedBiomes;
}
// 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;
capturedHunkCount++;
storage.capturedHunkCount = capturedHunkCount;
// Simple brostiary tracking
brostiaryEntries = Math.max(brostiaryEntries, currentHunk.hunkType + 1);
storage.brostiaryEntries = brostiaryEntries;
// 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) {
if (captureSuccess) {
var xpOverlay = game.addChild(new Container());
// Enhanced background with better sizing
var xpBg = xpOverlay.attachAsset('expobox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 15,
scaleY: 10,
alpha: 0
});
// Enhanced title text
var xpText = new Text2('THRALL CAPTURED!', {
size: 120,
fill: 0x00FF00,
fontWeight: 'bold'
});
xpText.anchor.set(0.5, 0.5);
xpText.x = 1024;
xpText.y = 1200;
xpText.alpha = 0;
xpOverlay.addChild(xpText);
// Experience gained text
var expText = new Text2('EXPERIENCE GAINED: +100', {
size: 80,
fill: 0xFFFF00,
fontWeight: 'bold'
});
expText.anchor.set(0.5, 0.5);
expText.x = 1024;
expText.y = 1350;
expText.alpha = 0;
xpOverlay.addChild(expText);
// Brostiary updated text
var brostiaryText = new Text2('BROSTIARY UPDATED!', {
size: 70,
fill: 0x00FFFF,
fontWeight: 'bold'
});
brostiaryText.anchor.set(0.5, 0.5);
brostiaryText.x = 1024;
brostiaryText.y = 1450;
brostiaryText.alpha = 0;
xpOverlay.addChild(brostiaryText);
// Continue button
var continueBtn = new Text2('CONTINUE', {
size: 80,
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 () {
tween(xpOverlay, {
alpha: 0
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
xpOverlay.destroy();
}
});
};
xpOverlay.addChild(continueBtn);
// Animate elements appearing in sequence
tween(xpBg, {
alpha: 0.9
}, {
duration: 600,
easing: tween.easeOut
});
LK.setTimeout(function () {
tween(xpText, {
alpha: 1,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 500,
easing: tween.bounceOut
});
}, 300);
LK.setTimeout(function () {
tween(expText, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}, 600);
LK.setTimeout(function () {
tween(brostiaryText, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}, 900);
LK.setTimeout(function () {
tween(continueBtn, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}, 1200);
}
}
function showCaptureMessage(beastData) {
var captureOverlay = game.addChild(new Container());
// Dramatic background
var captureBg = captureOverlay.attachAsset('expobox', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 20,
scaleY: 15,
alpha: 0,
tint: 0x330033 // Dark leather purple
});
tween(captureBg, {
alpha: 0.95
}, {
duration: 800,
easing: tween.easeOut
});
// Transformation success message
var transformText = new Text2('TRANSFORMATION COMPLETE!', {
size: 120,
fill: 0xFF00FF,
fontWeight: 'bold'
});
transformText.anchor.set(0.5, 0.5);
transformText.x = 1024;
transformText.y = 1100;
transformText.alpha = 0;
captureOverlay.addChild(transformText);
// Beast name and title
var beastNameText = new Text2(beastData ? beastData.name : 'UNKNOWN BEAST', {
size: 90,
fill: 0xFFFF00,
fontWeight: 'bold'
});
beastNameText.anchor.set(0.5, 0.5);
beastNameText.x = 1024;
beastNameText.y = 1250;
beastNameText.alpha = 0;
captureOverlay.addChild(beastNameText);
// Kinky transformation description
var descText = new Text2('CRYSTALLIZED INTO A THRALL GEM\nREADY TO SERVE YOUR DESIRES', {
size: 70,
fill: 0xFFFFFF,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 1200
});
descText.anchor.set(0.5, 0.5);
descText.x = 1024;
descText.y = 1400;
descText.alpha = 0;
captureOverlay.addChild(descText);
// Animate elements appearing
tween(transformText, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
LK.setTimeout(function () {
tween(beastNameText, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
}, 300);
LK.setTimeout(function () {
tween(descText, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
}, 600);
// Continue button
var continueBtn = new Text2('CONTINUE HUNT', {
size: 80,
fill: 0x00FF00,
fontWeight: 'bold'
});
continueBtn.anchor.set(0.5, 0.5);
continueBtn.x = 1024;
continueBtn.y = 1600;
continueBtn.interactive = true;
continueBtn.alpha = 0;
continueBtn.down = function () {
captureOverlay.destroy();
};
captureOverlay.addChild(continueBtn);
LK.setTimeout(function () {
tween(continueBtn, {
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
}, 1000);
}
function showResistanceMessage() {
var resistOverlay = game.addChild(new Container());
var resistText = new Text2('THE BEAST RESISTS YOUR DOMINANCE!', {
size: 90,
fill: 0xFF0000,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: 1000
});
resistText.anchor.set(0.5, 0.5);
resistText.x = 1024;
resistText.y = 1366;
resistText.alpha = 0;
resistOverlay.addChild(resistText);
tween(resistText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(resistText, {
alpha: 0,
y: 1200
}, {
duration: 600,
easing: tween.easeIn,
onFinish: function onFinish() {
resistOverlay.destroy();
}
});
}, 2000);
}
});
}
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
// Safe index calculation helper
function getSafeIndex(targetIndex) {
return Math.max(0, Math.min(targetIndex, totalChildren - 1));
}
// 1. Background elements (bottom layer)
for (var i = 0; i < backgroundElements.length; i++) {
if (backgroundElements[i] && backgroundElements[i].parent === worldContainer) {
var bgIndex = getSafeIndex(i);
if (worldContainer.getChildIndex(backgroundElements[i]) !== bgIndex) {
worldContainer.setChildIndex(backgroundElements[i], bgIndex);
}
}
}
// 2. Platforms (middle layer) - ensure they're visible above backgrounds
for (var i = 0; i < platforms.length && i < 50; i++) {
if (platforms[i] && platforms[i].parent === worldContainer) {
var platformIndex = getSafeIndex(20 + i);
var currentIndex = worldContainer.getChildIndex(platforms[i]);
if (currentIndex < 20 && platformIndex < totalChildren) {
worldContainer.setChildIndex(platforms[i], platformIndex);
}
}
}
// 3. Hunks/Characters (upper layer) - visible above platforms
for (var i = 0; i < hunks.length && i < 20; i++) {
if (hunks[i] && !hunks[i].captured && hunks[i].parent === worldContainer) {
var hunkIndex = getSafeIndex(Math.min(70 + i, totalChildren - 2));
var currentIndex = worldContainer.getChildIndex(hunks[i]);
if (currentIndex < 70 && hunkIndex < totalChildren - 1) {
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
@@ -1492,18 +1492,18 @@
dialogue: ['FEEL THE POWER OF THE BULL!', 'MY LEATHER WILL BIND YOUR SOUL', 'SUBMIT TO YOUR TAURUS MASTER']
}
};
function getBiomeForPosition(x, y) {
- // Simplified biome determination with proper north-south positioning
+ // Enhanced biome determination with proper cosmic north, underground south positioning
var cityRadius = 2000;
var distanceFromCenter = Math.sqrt(x * x + (y - 1600) * (y - 1600));
// City center
if (distanceFromCenter < cityRadius) {
return 'city';
}
- // Directional biomes - cosmic north, underground south
- if (y < 800) return 'cosmic'; // North - the Holocosmos
- if (y > 2800) return 'under'; // South - the Underdeep
+ // Directional biomes with cosmic assets to the north, underground to the south
+ if (y < 600) return 'cosmic'; // North - the Holocosmos (cosmic assets appear north of city)
+ if (y > 2800) return 'under'; // South - the Underdeep (underground themed assets appear south)
if (x > 2500) return 'forest'; // East - Simulimina Forest
if (x < -2500) return 'sea'; // West - the Infinisea
return 'city'; // Default fallback
}
@@ -1877,15 +1877,17 @@
_loop6();
}
}
function generateBiomeMidground(centerX, centerY, biome, biomeData) {
- // Generate environmental animated effects in midground instead of platforms
- var effectCount = 6 + Math.floor(Math.random() * 4);
+ // Generate environmental animated effects in midground layer - no platforms
+ var effectCount = 8 + Math.floor(Math.random() * 4);
var midgroundEffects = [];
// Biome-specific environmental effects for midground
if (biome === 'city') {
+ // Clouds drifting and neon blinking in the city
midgroundEffects = ['cloud1', 'cloud2', 'cloud3', 'neonSign', 'neonsign2'];
} else if (biome === 'cosmic') {
+ // Galaxies swirling in cosmic
midgroundEffects = ['galaxy3', 'galaxy4', 'starlight', 'starlight2'];
} else if (biome === 'forest') {
midgroundEffects = ['foresteffect', 'foresteffect2', 'trees3', 'trees4'];
} else if (biome === 'sea') {
@@ -1994,11 +1996,21 @@
platform.originalX = platform.x;
platform.originalY = platform.y;
platforms.push(platform);
worldContainer.addChild(platform);
- // Enhanced visual platform representation with animations
+ // Enhanced visual platform representation with biome-specific assets
if (platformAssets.length > 0) {
- platAsset = platformAssets[Math.floor(Math.random() * platformAssets.length)];
+ var platAsset;
+ if (biome === 'under') {
+ // Use cave overlay platforms in underground sections
+ platAsset = ['caveoverlay', 'underoverlay'][Math.floor(Math.random() * 2)];
+ } else if (biome === 'forest') {
+ // Use forest platforms in forest section
+ platAsset = ['mossyplatform', 'mossyplatform2'][Math.floor(Math.random() * 2)];
+ } else {
+ // Use standard platforms for other biomes
+ platAsset = platformAssets[Math.floor(Math.random() * platformAssets.length)];
+ }
platVisual = worldContainer.attachAsset(platAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: platform.x,
@@ -6903,17 +6915,20 @@
// Show animated biome name
showAnimatedBiomeName(toBiome);
}
function showAnimatedBiomeName(biomeName) {
- var biomeData = window.biomeData || {};
- var currentBiome = biomeData[biomeName];
- if (!currentBiome) return;
- var biomeName = currentBiome.name.toUpperCase();
+ var biomeNames = {
+ city: 'NOCTURNE CITY',
+ cosmic: 'THE HOLOCOSMOS',
+ forest: 'SIMULIMINA FOREST',
+ sea: 'THE INFINISEA',
+ under: 'THE UNDERDEEP'
+ };
+ var displayName = biomeNames[biomeName] || biomeName.toUpperCase();
var letters = [];
- var letterAssets = [];
- // Convert name to letter assets
- for (var i = 0; i < biomeName.length; i++) {
- var _char = biomeName[i].toLowerCase();
+ // Convert name to letter assets, filtering spaces
+ for (var i = 0; i < displayName.length; i++) {
+ var _char = displayName[i].toLowerCase();
if (_char >= 'a' && _char <= 'z') {
letters.push(_char);
}
}
@@ -6921,10 +6936,8 @@
// Create title container using NOCTURNE CITY animation style
var titleContainer = game.addChild(new Container());
var startX = 1024 - letters.length * 80 / 2;
var targetY = 600;
- var startY = -200;
- // Letter positions with squeeze effect similar to NOCTURNE CITY
var letterAssets = [];
// Create all letters starting from right side for squeeze effect
for (var i = 0; i < letters.length; i++) {
var letter = titleContainer.attachAsset(letters[i], {
Neon cyberpunk App icon BROSTIARY encyclopedia of black leather biker jacket longsleeves shirtless musxles pants boots hunk outline linework glowing 3d hologram flat
Neon cyberpunk magic projectile effect
Idle animation, sleek graceful man Cyberpunk manga, facing forward idle pose shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, action shot wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 pose
Idle animation, sleek graceful man Cyberpunk manga, facing forward idle pose shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, action shot wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 pose
Neon cyberpunk anime city skyline futuristic holograms
Swishy graceful man Cyberpunk manga, wand pointed straight ahead, arm extended, jump attack, side profile view attack animation, shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, action shot wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 running pose
Cyberpunk manga man blonde undercut pompadour shiny black leather biker jacket longsleeves shirtless thin abs pecs necklaces gemstone tipped wand side profile view, action shot wand pointed straight in front arm extended wand casting spell feet planted, standing upright fierce fashion pose animation blonde undercut pompadour, vampire fangs, wine red joggers, combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, fully centered in the image" "Entire character, including face and shoes, fully within the frame" Character fully contained within a square frame, no edges cut off,
Neon cyberpunk rectangular empty outline flat two crystals hologram 2 glowing Diamonds on each side symmetrical selection highlight overlay
cyberpunk neon anime metropolis skyline holograms billboards, occult-capitalism-consumerism imagery nighttime futuristic architecture glow
Neon cyberpunk magic spell effect 3d hologram
Neon cyberpunk 3d magical glowing crystal gemstone hologram orb sphere
Swishy graceful man Cyberpunk manga, idle animation, shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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
Neon cyberpunk mobile game trackpad too down flat 3d 2d hologram futuristic magic occult chic
round directional arrows Neon cyberpunk mobile game trackpad too down flat 3d 2d hologram futuristic magic occult chic
Neon cyberpunk skyscraper occult capitalist 3d hologram billboards futuristic elaborate architecture multidimensional towering city spires glowing
Neon cyberpunk futuristic glowing side-view 2d platformer style platform flat top
Neon cyberpunk futuristic glowing side-view 2d platformer style platform flat top hologram projection hovering hover platform antigravity jet thrusters
Neon cyberpunk button icon magic spell effect 3d hologram
Neon cyberpunk bag inventory button icon magic glowing futuristic 3d hologram
Same pose Limb positions variations, Front arm in front of body, front leg extended behind, back leg in front, limbs positions swapped, Swishy graceful man Cyberpunk manga, side profile view walking animation, shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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
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
Neon cyberpunk mobile game button magic gemstone crystal sigil eyeball heart triangle topdown flat 3d 2d hologram futuristic glowing occult chic
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
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
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
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
Swishy graceful man Cyberpunk manga, wand pointed straight ahead, arm extended, side profile view attack animation, shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, action shot wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 walking pose Style of vogue magazine
Black leather combat boots, wine red joggers, Swishy graceful man Cyberpunk manga, arm extended, side profile view walking animation, shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, action shot wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 walking pose Style of vogue magazine
Neon cyberpunk mobile game menu overlay boxes for CAST, SPEAK, CALL, ENTHRALL, LEAVE magic gemstone crystal sigil eyeball heart triangle topdown flat 3d 2d hologram futuristic glowing occult chic HOLOGRAM menu
Neon cyberpunk door shop entryway storefront entrance doorway
Neon cyberpunk blank empty videogame meter hologram glowing
Magical spell effect 3d cyberpunk hologram sacred geometry diagram tree of life
Neon cyberpunk experience menu form blank boxes labeled space for current level, experience gained, flat 2d 3d hologram glowing futuristic occult sigil heart eye triangle circle magick
Swishy graceful man Cyberpunk manga, side profile view, flying flight levitation action shot shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, dynamic motion lifting off ground wine red joggers combat boots, tilting forward legs relaxed toes pointed arms relaxed at sides, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 pose style of Vogue magazine
Swishy graceful man Cyberpunk manga, side profile view, flying flight levitation magic spell action shot shiny black leather biker jacket longsleeves shirtless Skinny abs blonde pompadour guy, dynamic motion lifting off ground wine red joggers combat boots, gemstone tipped magic wand heart triangle eye sigil hologram 3d neon, tilting forward legs relaxed toes pointed arms relaxed at sides, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, 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 pose style of Vogue magazine
3d hologram neon cyberpunk starlight magick galaxy overlay projection asteroid starfield Platforming magical dimension pathway level obstacle layout videogame
3d hologram neon cyberpunk starlight magick galaxy overlay projection asteroid starfield Platforming magical dimension pathway level obstacle layout videogame
neon galaxy projection 3d simulation glowing swirling nebulas supernova solar system outer space purple cyan stars black holes esoteric magick sigils sparkle glowing cyberpunk starlight magick galaxy overlay projection asteroid starfield swirling background magical dimension pathway level obstacle layout videogame
3d hologram neon cyberpunk starlight magick galaxy overlay projection asteroid starfield Platforming magical dimension pathway level obstacle layout videogame Map space layout magical mystical cosmic colorful glowing scene blackhole supernova nebula galaxies universe
Neon cyberpunk manga Magical underwater crystal cavern background image deep sea cave majestic cavern background scene landscape ocean floor seaweed
Magical underwater crystal cavern background image deep sea cave anime majestic
cyberpunk neon anime metropolis skyline holograms billboards, occult-capitalism-consumerism imagery nighttime futuristic architecture glow
16:9 banner, Neon cyberpunk horror landscape scene futuristic spires skyscrapers towers skyline hologram sigils lovecraftian bladerunner tower defense neon purple blue pink occult sigils projections 3d
Neon cyberpunk blank rectangular hologram empty overlay
3d hologram neon cyberpunk starlight magick galaxy overlay projection asteroid starfield Platforming magical dimension pathway level l layout videogame Map outerspace magical mystical cosmic colorful glowing scene blackholes supernovas nebulas galaxies universe background scene
cyberpunk neon anime metropolis skyline corporate holograms billboards, occult-capitalism-consumerism imagery nighttime futuristic architecture glow
3d hologram neon cyberpunk starlight magick galaxy overlay projection asteroid starfield magical dimension videogame Map outerspace magical mystical cosmic colorful glowing scene blackholes supernovas nebulas galaxies universe background scene
3d hologram neon cyberpunk starlight magick galaxy overlay projection asteroid starfield magical dimension videogame Map outerspace magical mystical cosmic colorful glowing scene blackholes supernovas nebulas galaxies universe background scene
neon cyberpunk manga seaside biome ocean beach holograms projections cyber deep sea background scene large hd overworld futuristic side platformer bg sea floor coastal
Swishy graceful man Cyberpunk manga, camera-facing arm bent In fro t of body, side profile view walking animation, shiny black leather biker jacket longsleeves shirtless Skinny abs blonde undercut pompadour guy, action shot wine red joggers combat boots, Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, fully centered in the image" "Entire character, including hair and boots, fully within the frame" Character fully contained within a square frame, no edges cut off fashion model walking pose Style of vogue magazine
Top down isometric anime cyberpunk forest neon map grid hologram projection
Top down isometric anime forest River mountains neon map grid hologram
Top down isometric anime region neon map grid hologram
Top down isometric Cyberpunk forest thick foliage woods, anime Akira-nausicaa inspired, background scene, large sci-fi horror bioluminescent glowing alien flora
Top down isometric Cyberpunk forest, anime Akira-nausicaa inspired, background scene, large sci-fi horror bioluminescent glowing alien flora
Top down isometric neon cyberpunk castle mansion interior dungeon background large
Top down isometric neon cyberpunk castle courtyard dungeon background large
Top down isometric neon cyberpunk castle dungeon background large
Top down isometric cyberpunk simulation hologram grid projection forest biome, wilderness dense foliage wild rainforest mountain river
Top down isometric cyberpunk simulation hologram grid projection forest
Top down isometric Cyberpunk forest background image large
Cyberpunk forest background image large
Neon cyberpunk manga subterranean underground tunnels crystal caverns glowing huge ancient technology ruins futurustic underworld holograms spirits projections magical dimension cave background image deep caverns majestic background scene landscape tech purgatory catacombs maze Backdrop
neon cyberpunk manga undersea landscape oceanic holograms 3d deepsea seafloor underwater background scene large hd side platformer bg
2D platformer outerspace cosmic cyberpunk neon side profile view hologram stars magick galaxies cosmic black holes milkway star system overlay projection asteroid starfield Platforming magical dimension pathway level obstacle layout videogame
UI of 2D videogame asset management tool app, empty slots for assets, sleek flat intuitive User Interface futuristic style of Apple product ui, blank template sans uploaded assets
cyberpunk neon manga city metropolis skyline holograms billboards advertisements signs, magic sigils glow in subliminal messages with corporate logos, encouraging consumption, imagery nighttime futuristic hologram 3D projections horror sci-fi
cyberpunk neon anime metropolis skyline corporate holograms billboards, occult-capitalism-consumerism imagery nighttime futuristic architecture glow
neon cyberpunk manga undersea landscape ocean computer simulation underwater seafloor underwater background hd 2 sidescrolling platformer videogame bg undersea landscape
Expand on both sides landscape orientation neon cyberpunk metropolis world sidescrolling platformer futuristic holograms skyline jewel-tones forest cosmos ocean subterranean glowing simulation projection fantasy sci-fi background