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remove comic intro from game
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display the SKIP and NEXT buttons as rextangular boxes with text. Make text black. Move both button left on screen
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increase the size of the SKIP and NEXT button text by 500%, opacity is 100%
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force the SKIP button to display on the top layer. Move it up and left into the visible screen space
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5. **Add Explicit Z-Index Management**: Use explicit `addChild` and `setChildIndex` calls after all elements are created to ensure proper layering to make the NEXT and SKIP buttons visible
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- Verify your container hierarchy - You did var comicIntro = new Container(); LK.gui.addChild(comicIntro); - so your intro (and its buttons) live on the GUI layer. Make sure you never do game.addChild(comicIntro) after calling LK.gui.addChild(), or you’ll bury it under the game stage. - Double-check visibility flags - Before your comic starts, you do game.visible = false; comicIntro.visible = true; // implicit - If you ever do game.visible = false after adding children to LK.gui, some engines will also hide GUI. Log it: console.log('game.visible', game.visible, 'comicIntro.visible', comicIntro.visible); - Make sure your buttons actually live in comicIntro after all pages - You want: comicIntro.addChild(nextBtn, skipBtn); // then force them to the front: comicIntro.setChildIndex(nextBtn, comicIntro.children.length - 1); comicIntro.setChildIndex(skipBtn, comicIntro.children.length - 1); - If you instead call comicIntro.addChild() for buttons before you add or fade your pages, the pages can render over them. - Dump out their computed bounds - Right after you create them, sprinkle: console.log('Next Btn bounds:', nextBtn.getBounds()); console.log('Skip Btn bounds:', skipBtn.getBounds()); - That tells you if they’re off-screen. - Add a temporary debug overlay - Give each button a semitransparent background so you can see where it is: var dbg = LK.getAsset('trajectory', { width: 400, height: 150, color: 0xff0000 }); dbg.alpha = 0.2; nextBtn.addChild(dbg); skipBtn.addChild(dbg.clone()); // or create another - Anchor‐based layout alternative If you’d rather pin by anchor, set each button’s background anchor to the top-right and position at (game.width, game.height) minus margins: bg.anchorX = 1; bg.anchorY = 1; btnContainer.x = game.width - margin; btnContainer.y = game.height - margin; - That way no matter how your canvas is sized, the button hugs the corner. — run through those steps and you’ll see whether the buttons are: • Being buried under the pages • Being hidden by a visibility flag • Positioned off-scree
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To guarantee your Skip/Next buttons always sit in the lower‐right corner of the comic intro—regardless of screen size—position them relative to your game’s width/height instead of hard-coding “1700/2400”. For example, right after you create your comicIntro container and before you call makeButton(), do something like this: // pick a margin from the edge var margin = 50; // know your button dims (your bg is 400×150) var btnW = 400, btnH = 150; // compute a shared Y so both buttons sit on the same horizontal line var btnY = game.height - btnH/2 - margin; // compute X positions for Skip and Next var skipX = game.width - btnW/2 - margin; var nextX = skipX - btnW - margin; // Next Button var nextBtn = makeButton("▶ Next", nextX, btnY, 0x3333aa, function(){ /* ... */ } ); // Skip Button var skipBtn = makeButton("✖ Skip", skipX, btnY, 0xaa3333, function(){ /* ... */ } ); // add them on top of your pages comicIntro.addChild(nextBtn); comicIntro.addChild(skipBtn); comicIntro.setChildIndex(nextBtn, comicIntro.children.length - 1); comicIntro.setChildIndex(skipBtn, comicIntro.children.length - 1); Key changes: - We read game.width and game.height at runtime, so no matter the device or whether your pages are scaled, the buttons hug the bottom-right. - We subtract half the button’s width/height (because your makeButton centers via .anchorX/.anchorY = 0.5) plus a margin, so they’re always fully on-screen.
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display the NEXT and SKIP buttons for the comic pages in the visisble screen space
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AdD comicPage2 to intro add a NEXT button so that comicPage1 displays before comicPage2. Move both the next button and skip button to the bottom right corner of the screen
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force layer order with setChildIndex: // Ensure treeline is always behind mailbox zone game.setChildIndex(treelineContainer, game.getChildIndex(mailboxZone) - 1); ✅ That will keep the mailbox zone’s green strip in front of the treeline.
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draw the treeline graphic so that is displays behind the mailbox zone. But do not chnage its Y axis position.
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✅ 1. Add treelineContainer before foreground elements game.addChild(treelineContainer); // Already present game.addChild(house); // Comes after treeline game.addChild(mailbox); // Comes after house
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move the treeline graphical asset below the mailbox zone
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✅ Increase treeline tile count to add one duplicate to the right side
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add 1 duplicate of the treeline graphic to the leftside end of the screen
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✅ Treeline Fix Strategy: Snap and Wrap Precisely Here’s how to tighten it up: 1. Snap positions to integers Floating-point drift can cause tiny gaps. Before re-aligning tiles, round their x positions: t.x = Math.round(t.x); Do this before the flush alignment loop. 2. Flush-align using consistent width Instead of relying on each tile’s .width, use a fixed tileWidth var tileWidth = treelines[0].width; // or your known constant treelines[idx].x = treelines[(idx - 1 + treelines.length) % treelines.length].x + tileWidth; his avoids cumulative width errors if assets vary slightly. 3. Wrap with overlap buffer When wrapping tiles from left to right, add a small overlap to ensure coverage: if (t.x + tileWidth < 0) { var rightMost = Math.max.apply(Math, treelines.map(tr => tr.x)); t.x = rightMost + tileWidth - 1; // subtract 1px to overlap }
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align the top left corner of the comic page asset with the top left corner of the screen.
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always resize Comic page assets so that they fit the scale of the comicPage box ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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align edges of comicPage1 with the edges of the screen. ensure image does not get cut off
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adjust the anchor point for the comic page so that the graphic displays centered on the screen
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x: game.width / 2, y: game.height / 2, anchorX: 0.5, anchorY: 0.5, scaleX: 0.67, scaleY: 0.89
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comic page anchor point: anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var House = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 1.0 }); self.active = true; // Remove scrolling from update, handled by tweens self.update = function () {}; return self; }); var Mailbox = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('mailbox', { anchorX: 0.5, anchorY: 1.0 }); self.hit = false; self.active = true; self.update = function () {}; // no auto-scrolling return self; }); var Newspaper = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('newspaper', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.vx = 0; self.vy = 0; self.gravity = 0.4; self.active = true; // Store starting position for scaling math self.startY = null; self.update = function () { if (!self.active) { return; } // Apply velocity self.x += self.vx; self.y += self.vy; // Apply gravity self.vy += self.gravity; // Record starting Y on first update if (self.startY === null) { self.startY = self.y; } // Scale down as it rises (depth effect) var travel = self.startY - self.y; var scaleFactor = Math.max(0.2, 1 - travel / 1500); graphics.scaleX = graphics.scaleY = scaleFactor; // Cleanup when it goes "into the distance" if (self.y < mailboxZoneY - 300 || self.y > 2732 || self.x < -200 || self.x > 2300) { self.active = false; // Trigger turn end if this was the last shot if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // reset throw flag // Clear leftover mailboxes for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // orange // green game.setBackgroundColor(0x87ceeb); // Comic Intro Container var comicIntro = new Container(); LK.gui.addChild(comicIntro); // Array of comic page images var comicPages = [LK.getAsset('comicPage1', { x: 0, y: 0, anchorX: 0, anchorY: 0, scaleX: 0.67, scaleY: 0.89 }), LK.getAsset('comicPage2', { anchorX: 0.5, anchorY: 0.5, x: game.width / 2, y: game.height / 2, scaleX: 0.67, scaleY: 0.89 }), LK.getAsset('comicPage3', { anchorX: 0.5, anchorY: 0.5, x: game.width / 2, y: game.height / 2, scaleX: 0.67, scaleY: 0.89 })]; var currentPageIndex = 0; // Position and add pages for (var p = 0; p < comicPages.length; p++) { var page = comicPages[p]; page.visible = false; comicIntro.addChild(page); } comicPages[0].visible = true; // Function to create button with background function makeButton(label, x, y, color, onClick) { var btnContainer = new Container(); // background box with proper shape asset var bg = LK.getAsset('mailboxZone', { width: 400, height: 150, color: color, anchorX: 0.5, anchorY: 0.5 }); btnContainer.addChild(bg); // text var txt = new Text2(label, { size: 72, fill: 0xffffff, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); txt.anchor.set(0.5); btnContainer.addChild(txt); // position btnContainer.x = x; btnContainer.y = y; // interaction btnContainer.interactive = true; btnContainer.buttonMode = true; btnContainer.alpha = 1; btnContainer.down = onClick; // Add debug rectangle to visualize button area var debugBox = LK.getAsset('trajectory', { width: 400, height: 150, color: 0xff0000, anchorX: 0.5, anchorY: 0.5 }); debugBox.alpha = 0.3; btnContainer.addChild(debugBox); return btnContainer; } // Next Button (bottom right) - positioned within visible screen area var nextBtn = makeButton("▶ Next", 1700, 1200, 0x3333aa, function () { var currentPage = comicPages[currentPageIndex]; tween(currentPage, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { currentPage.visible = false; currentPage.alpha = 1; currentPageIndex++; if (currentPageIndex < comicPages.length) { var nextPage = comicPages[currentPageIndex]; nextPage.visible = true; nextPage.alpha = 0; tween(nextPage, { alpha: 1 }, { duration: 300 }); } else { startGame(); } } }); }); // Skip Button (bottom left) - positioned within visible screen area var skipBtn = makeButton("✖ Skip", 400, 1200, 0xaa3333, function () { startGame(); }); // Add buttons after pages to ensure they render on top comicIntro.addChild(nextBtn); comicIntro.addChild(skipBtn); // Ensure buttons are always above pages using setChildIndex comicIntro.setChildIndex(nextBtn, comicIntro.children.length - 1); comicIntro.setChildIndex(skipBtn, comicIntro.children.length - 1); // Make buttons fully interactive with button mode nextBtn.interactive = true; nextBtn.buttonMode = true; nextBtn.alpha = 1; skipBtn.interactive = true; skipBtn.buttonMode = true; skipBtn.alpha = 1; // Function to start game function startGame() { comicIntro.visible = false; game.visible = true; // Start background music when game actually starts LK.playMusic('MothmanBoogie'); } // Initially hide game until comic is done game.visible = false; /**** * Color Interpolation Helper ****/ function lerpColor(c1, c2, t) { var r1 = c1 >> 16 & 0xff, g1 = c1 >> 8 & 0xff, b1 = c1 & 0xff; var r2 = c2 >> 16 & 0xff, g2 = c2 >> 8 & 0xff, b2 = c2 & 0xff; var r = Math.round(r1 + (r2 - r1) * t); var g = Math.round(g1 + (g2 - g1) * t); var b = Math.round(b1 + (b2 - b1) * t); return r << 16 | g << 8 | b; } /**** * Sun Path Parameters ****/ // Sun path parameters var sunStartX = 100; // left side var sunEndX = 1948; // right side var sunBaseY = 600; // baseline (sky zone level) var sunArcHeight = 400; // how high the sun climbs /**** * Zone Setup ****/ // Define Y positions for zones (adjust as needed to match your reference image) var streetZoneY = 2000; // Green bottom zone where slingshot sits var mailboxZoneY = 1200; // Orange middle zone where mailbox spawns var houseZoneY = 1000; // Houses aligned just above mailbox zone // Ground reference (for houses) var groundY = 2400; /**** * Visual Zone Placeholders ****/ // Street zone background (green) var streetZone = game.addChild(LK.getAsset('streetZone', { anchorX: 0.5, anchorY: 0.5 })); streetZone.x = 1024; streetZone.y = streetZoneY; // Mailbox zone background (orange) var mailboxZone = game.addChild(LK.getAsset('mailboxZone', { anchorX: 0.5, anchorY: 0.5 })); mailboxZone.x = 1024; mailboxZone.y = mailboxZoneY; // Treeline container to move with houses var treelineContainer = new Container(); game.addChild(treelineContainer); // compute how many tiles we need to cover the screen plus one extra on each side var tileWidth = LK.getAsset('treeline', {}).width; var screenWidth = 2048; // your game width var sideBuffers = 2; // two extra tiles on left side, one on right var tileCount = Math.ceil(screenWidth / tileWidth) + sideBuffers * 2 + 1; // +1 for additional right side duplicate var treelines = []; for (var i = 0; i < tileCount; i++) { var tile = treelineContainer.addChild(LK.getAsset('treeline', { anchorX: 0, anchorY: 1 })); // position so that the first tile starts at –tileWidth tile.x = (i - sideBuffers) * tileWidth; tile.y = 0; treelines.push(tile); } // lock the whole strip at the correct vertical position treelineContainer.x = 0; treelineContainer.y = mailboxZoneY - 350; // Parallax scrolling parameters var baseSpeed = 5; // Base movement speed for reference var treeParallaxFactor = 0.2; // Trees move at 20% of house speed for depth effect // Update function for treeline infinite scroll function updateTreeline(speed) { for (var i = 0; i < treelines.length; i++) { var t = treelines[i]; t.x -= speed; // Snap positions to integers to prevent floating-point drift t.x = Math.round(t.x); } // After moving, check for wrap and re-align all treelines to be flush // Find the leftmost treeline var leftMostIndex = 0; var leftMostX = treelines[0].x; for (var i = 1; i < treelines.length; i++) { if (treelines[i].x < leftMostX) { leftMostX = treelines[i].x; leftMostIndex = i; } } // Now, starting from leftmost, set each treeline's x so they are flush var startX = treelines[leftMostIndex].x; for (var i = 0; i < treelines.length; i++) { var idx = (leftMostIndex + i) % treelines.length; if (i === 0) { treelines[idx].x = startX; } else { treelines[idx].x = treelines[(idx - 1 + treelines.length) % treelines.length].x + tileWidth; } } // If any treeline is now off the left edge, move it to the right of the last one for (var i = 0; i < treelines.length; i++) { var t = treelines[i]; if (t.x + tileWidth < 0) { // Find the rightmost treeline var rightMost = Math.max.apply(Math, treelines.map(function (tr) { return tr.x; })); t.x = rightMost + tileWidth - 1; // subtract 1px to overlap } } } // Game variables var mothman; var sun; var slingshot; var newspapers = []; var mailboxes = []; var houses = []; var trajectoryDots = []; // Create one reusable graphics line for the trajectory var trajectoryLine = new Container(); // Pull-back origin indicator will be created after slingshot for proper layering var pullOriginIndicator; var pennies = 0; var targetPennies = 650; var gameTime = 0; var maxGameTime = 18000; // 5 minutes at 60fps var isAiming = false; var aimStartX = 0; var aimStartY = 0; var aimPower = 0; var aimAngle = 0; var hasThrownThisTurn = false; // Create UI var paycheckText = new Text2('Paycheck: $0.00', { size: 65, fill: 0x006400, font: "'Comic Sans MS', cursive" }); paycheckText.anchor.set(0.5, 0); paycheckText.y = 100; LK.gui.top.addChild(paycheckText); function updatePaycheck() { paycheckText.setText('Paycheck: $' + (pennies / 100).toFixed(2)); } // Power bar background + fill var powerBarBG = LK.getAsset('powerBarBGShape', { anchorX: 0.5, anchorY: 0.5 }); powerBarBG.x = 1024; powerBarBG.y = 200; // top center instead of bottom LK.gui.top.addChild(powerBarBG); var powerBarFill = LK.getAsset('powerBarFillShape', { width: 0, // start empty anchorX: 0, anchorY: 0.5 }); powerBarFill.x = powerBarBG.x - 150; powerBarFill.y = powerBarBG.y; LK.gui.top.addChild(powerBarFill); // Create mothman mothman = game.addChild(new Container()); var mothmanGraphics = mothman.attachAsset('mothman', { anchorX: 0.5, anchorY: 0.5 }); mothman.x = 200; mothman.y = 400; // Hide mothman (no sprite during gameplay) mothman.visible = false; // Create pull origin indicator after mothman to ensure proper layering in front pullOriginIndicator = LK.getAsset('aimOriginShape', { anchorX: 0.5, anchorY: 0.5 }); // Position the aim origin indicator at slingshot position, moved up by 100 pixels pullOriginIndicator.x = 1024; pullOriginIndicator.y = 2000; // streetZoneY (2000) + 100 - 100 = 2000 pullOriginIndicator.visible = true; // Always visible // Add aiming visuals after mothman to ensure they render on top game.addChild(trajectoryLine); game.addChild(pullOriginIndicator); // Create sun sun = game.addChild(new Container()); var sunGraphics = sun.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = sunStartX; sun.y = sunBaseY - sunArcHeight; /**** * Draw Sun Arc Path ****/ // Draw sun trajectory arc with dotted path function drawSunPath() { for (var t = 0; t <= 1; t += 0.05) { var x = sunStartX + (sunEndX - sunStartX) * t; var y = sunBaseY - Math.sin(t * Math.PI) * sunArcHeight; var dot = game.addChild(LK.getAsset('trajectory', { width: 6, height: 6, color: 0xffff66, // pale yellow anchorX: 0.5, anchorY: 0.5 })); dot.x = x; dot.y = y; dot.alpha = 0.3; // semi-transparent } } drawSunPath(); // Create slingshot area - positioned in street zone center slingshot = game.addChild(new Container()); var slingshotGraphics = slingshot.attachAsset('slingshot', { anchorX: 0.5, anchorY: 0.5 }); slingshot.x = 1024; // center of screen slingshot.y = streetZoneY + 100; // Slingshot bands (for stretch feedback) var bandLeft = new Container(); var bandRight = new Container(); game.addChild(bandLeft); game.addChild(bandRight); // Ground level var groundY = 2400; // Turn-based house cycle variables var currentHouse = null; var isHouseTransitioning = false; var turnComplete = true; var prevHouseX = 1024; // Track previous house X position for treeline scroll function ensureMailboxForTurn() { // Clear leftover mailboxes for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } createMailbox(); // always create (no RNG) } function createHouse() { var house = new House(); // Start just off-screen to the right house.x = 2200; house.y = mailboxZoneY + 250; // roughly center mailbox zone houses.push(house); game.addChild(house); currentHouse = house; isHouseTransitioning = true; turnComplete = false; hasThrownThisTurn = false; // Tween it into center of mailbox zone tween(house, { x: 1024 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { isHouseTransitioning = false; ensureMailboxForTurn(); // mailbox priority } }); return house; } function removeHouse(house, onComplete) { if (!house) { return; } isHouseTransitioning = true; tween(house, { x: -200 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { house.destroy(); var index = houses.indexOf(house); if (index !== -1) { houses.splice(index, 1); } isHouseTransitioning = false; turnComplete = true; if (onComplete) { onComplete(); } } }); } function createMailbox() { if (!currentHouse) { return; } var mailbox = new Mailbox(); // Calculate house position and width to avoid overlap var houseX = currentHouse.x; var houseWidth = 900; // house asset width var houseLeftEdge = houseX - houseWidth * 0.5; var houseRightEdge = houseX + houseWidth * 0.5; // Generate random position that doesn't overlap with house var mailboxX; var attempts = 0; do { mailboxX = 400 + Math.random() * 1200; // stays in safe horizontal range attempts++; // Safety check to prevent infinite loop if (attempts > 50) { // If we can't find a spot, place it far from house if (houseX > 1024) { mailboxX = 500; // place on left side } else { mailboxX = 1500; // place on right side } break; } } while (mailboxX >= houseLeftEdge - 100 && mailboxX <= houseRightEdge + 100); mailbox.x = mailboxX; mailbox.y = mailboxZoneY + (Math.random() * 200 - 100); // Random horizontal flip if (Math.random() < 0.5) { mailbox.scaleX = -1; } else { mailbox.scaleX = 1; } mailboxes.push(mailbox); game.addChild(mailbox); // Ensure mailbox is drawn in front of house game.setChildIndex(mailbox, game.getChildIndex(currentHouse) + 1); return mailbox; } function shootNewspaper(power, angle) { var newspaper = new Newspaper(); newspaper.x = 1024; // slingshot center newspaper.y = 2200; // bottom // Use power + angle for velocity newspaper.vx = Math.cos(angle) * power; newspaper.vy = Math.sin(angle) * power; newspapers.push(newspaper); game.addChild(newspaper); LK.getSound('Paperthrow').play(); } function updateSlingshotBands(endX, endY) { bandLeft.removeChildren(); bandRight.removeChildren(); // Don't draw visible bands - keep containers for positioning only } function calculateScore(distance) { if (distance < 15) { return 5; } // Perfect hit if (distance < 25) { return 4; } // Great hit if (distance < 35) { return 3; } // Good hit if (distance < 45) { return 2; } // OK hit return 1; // Glancing hit } function payoutFor(distancePx) { if (distancePx <= 25) return { cents: 25, label: '+25¢ Perfect!' }; if (distancePx <= 60) return { cents: 15, label: '+15¢ Very close' }; if (distancePx <= 120) return { cents: 5, label: '+5¢ Close' }; return null; } function updateTrajectory(originX, originY, pullX, pullY) { // Clear any previous drawing trajectoryLine.removeChildren(); if (!isAiming) return; // Launch vector = opposite of pull var dx = originX - pullX; var dy = originY - pullY; var power = Math.sqrt(dx * dx + dy * dy) * 0.1; var angle = Math.atan2(dy, dx); // Launch velocity var vX = Math.cos(angle) * power; var vY = Math.sin(angle) * power; // Choose a projection distance (how long the line should be) var projectionTime = 80; // tweak for how far line extends var g = 0.3; // Predict end point of the line var endX = originX + vX * projectionTime; var endY = originY + vY * projectionTime - 0.5 * g * projectionTime * projectionTime; // Create line graphic var lineGraphic = trajectoryLine.addChild(LK.getAsset('trajectory', { width: Math.sqrt((endX - originX) * (endX - originX) + (endY - originY) * (endY - originY)), height: 4, color: 0x00ff00, anchorX: 0, anchorY: 0.5 })); lineGraphic.x = originX; lineGraphic.y = originY; lineGraphic.rotation = Math.atan2(endY - originY, endX - originX); lineGraphic.alpha = 0.7; } // Game input handlers - natural slingshot controls game.down = function (x, y, obj) { // Only allow aiming if player clicks/touches near the slingshot if (y > streetZoneY - 200) { isAiming = true; aimStartX = x; aimStartY = y; // Pull origin indicator is already positioned and visible // No need to reposition it during aiming } }; game.move = function (x, y, obj) { if (isAiming) { // Draw a preview trajectory updateTrajectory(1024, 2000, x, y); // Compute pull distance for power var dx = 1024 - x; var dy = 2200 - y; var pullDistance = Math.sqrt(dx * dx + dy * dy); var maxPull = 600; // clamp so bar doesn't overflow var percent = Math.min(1, pullDistance / maxPull); // Dynamic color based on power level var color = 0x00ff00; // green if (percent > 0.66) { color = 0xff0000; // red } else if (percent > 0.33) { color = 0xffff00; // yellow } // Re-create the fill shape with new color and width powerBarFill.destroy(); powerBarFill = LK.getAsset('powerBarFillShape', { width: percent * 300, color: color, anchorX: 0, anchorY: 0.5 }); powerBarFill.x = powerBarBG.x - 150; powerBarFill.y = powerBarBG.y; LK.gui.top.addChild(powerBarFill); } }; game.up = function (x, y, obj) { if (!isAiming || hasThrownThisTurn) return; var originX = 1024, originY = 2000; // slingshot base moved up by 100 pixels var pullX = x - originX; var pullY = y - originY; // Launch vector = opposite of pull var launchX = -pullX; var launchY = -pullY; // Power is proportional to pull distance var pullDistance = Math.sqrt(launchX * launchX + launchY * launchY); var powerScale = 0.15; // tweak this number to control speed var power = pullDistance * powerScale; // Angle from pull-back vector var angle = Math.atan2(launchY, launchX); if (power > 2) { shootNewspaper(power, angle); hasThrownThisTurn = true; } // Reset aiming visuals isAiming = false; trajectoryLine.removeChildren(); // Pull origin indicator stays visible powerBarFill.width = 0; }; game.update = function () { gameTime++; // Update sun position (moves across sky as timer) var timeProgress = gameTime / maxGameTime; sun.x = sunStartX + (sunEndX - sunStartX) * timeProgress; sun.y = sunBaseY - Math.sin(timeProgress * Math.PI) * sunArcHeight; // Sky color progression with smooth transitions var skyColors = [{ t: 0.0, color: 0xE6E6FA }, // Lavender { t: 0.2, color: 0xADD8E6 }, // Light Blue { t: 0.4, color: 0x87CEEB }, // Bright Blue { t: 0.7, color: 0xFFA500 }, // Orange { t: 1.0, color: 0x4B0082 } // Deep Purple ]; // Find the two colors to interpolate between for (var i = 0; i < skyColors.length - 1; i++) { var c1 = skyColors[i]; var c2 = skyColors[i + 1]; if (timeProgress >= c1.t && timeProgress <= c2.t) { var localT = (timeProgress - c1.t) / (c2.t - c1.t); var blended = lerpColor(c1.color, c2.color, localT); game.setBackgroundColor(blended); break; } } // Turn-based house cycle management if (turnComplete && !isHouseTransitioning && !currentHouse) { createHouse(); // mailbox is guaranteed in onFinish } // Watchdog: if for any reason a mailbox isn't present, create one. if (currentHouse && !isHouseTransitioning && mailboxes.length === 0) { ensureMailboxForTurn(); } // Update newspapers for (var i = newspapers.length - 1; i >= 0; i--) { var newspaper = newspapers[i]; if (!newspaper.active) { newspaper.destroy(); newspapers.splice(i, 1); continue; } // Check if newspaper went off screen without hitting (miss) if (newspaper.active && (newspaper.x > 2048 || newspaper.y > 2732)) { newspaper.active = false; // End the turn if no hit occurred if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // reset throw flag // Clear mailboxes for this turn for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } continue; } // Check mailbox collisions for (var j = 0; j < mailboxes.length; j++) { var m = mailboxes[j]; if (m.hit) continue; // enlarge hitbox with tolerance for better hit detection var gfx = m.children && m.children[0] ? m.children[0] : m; var halfW = (gfx.width || 100) * 0.5; var fullH = gfx.height || 100; var left = m.x - halfW; var right = m.x + halfW; var top = m.y - fullH; var bottom = m.y; // loosen bounds by 20px in all directions var tol = 20; var insideX = newspaper.x >= left - tol && newspaper.x <= right + tol; var insideY = newspaper.y >= top - tol && newspaper.y <= bottom + tol; if (!insideX || !insideY) continue; // compute accuracy off the mailbox "mouth" var mouthY = m.y - fullH * 0.6; var dx = newspaper.x - m.x; var dy = newspaper.y - mouthY; var dist = Math.sqrt(dx * dx + dy * dy); // if payoutFor returns null (too far), still give a glancing hit var res = payoutFor(dist) || { cents: 5, label: '+5¢ Close enough' }; pennies += res.cents; updatePaycheck(); m.hit = true; newspaper.active = false; // floating green payout text that fades away (large and bold) var _float = new Text2(res.label, { size: 72, fill: 0x00aa00, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); _float.anchor.set(0.5, 1); _float.x = m.x; _float.y = top - 10; game.addChild(_float); tween(_float, { y: _float.y - 80, alpha: 0 }, { duration: 800, onFinish: function onFinish() { _float.destroy(); } }); LK.effects.flashObject(m, 0x00ff00, 500); LK.getSound('MailboxHit').play(); // end turn after scoring (keep existing cleanup behavior) if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // reset throw flag for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } break; } } // Update and clean up mailboxes for (var i = mailboxes.length - 1; i >= 0; i--) { var mailbox = mailboxes[i]; if (!mailbox.active) { mailbox.destroy(); mailboxes.splice(i, 1); } } // Update and clean up houses for (var i = houses.length - 1; i >= 0; i--) { var house = houses[i]; if (!house.active) { house.destroy(); houses.splice(i, 1); } } // Check win condition if (pennies >= targetPennies) { LK.showYouWin(); } // Infinite-scroll treeline every frame with parallax effect if (currentHouse) { var houseSpeed = prevHouseX - currentHouse.x; // Apply parallax factor to create depth - trees move slower than houses var parallaxSpeed = houseSpeed * treeParallaxFactor; updateTreeline(parallaxSpeed); prevHouseX = currentHouse.x; } // Force aiming visuals to always render on top game.setChildIndex(trajectoryLine, game.children.length - 1); game.setChildIndex(pullOriginIndicator, game.children.length - 2); // Check lose condition if (gameTime >= maxGameTime) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -272,9 +272,9 @@
// compute how many tiles we need to cover the screen plus one extra on each side
var tileWidth = LK.getAsset('treeline', {}).width;
var screenWidth = 2048; // your game width
var sideBuffers = 2; // two extra tiles on left side, one on right
-var tileCount = Math.ceil(screenWidth / tileWidth) + sideBuffers * 2;
+var tileCount = Math.ceil(screenWidth / tileWidth) + sideBuffers * 2 + 1; // +1 for additional right side duplicate
var treelines = [];
for (var i = 0; i < tileCount; i++) {
var tile = treelineContainer.addChild(LK.getAsset('treeline', {
anchorX: 0,