/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = -2;
self.velocityY = 0;
self.direction = -1;
self.defeated = false;
self.update = function () {
if (!self.defeated) {
// Apply gravity
self.velocityY += 1.2;
// Move horizontally
self.x += self.velocityX;
self.y += self.velocityY;
// Reset velocity Y when on ground (simplified)
if (self.y >= 2732 - 160) {
self.y = 2732 - 160;
self.velocityY = 0;
}
}
};
self.defeat = function () {
if (!self.defeated) {
self.defeated = true;
self.visible = false;
LK.setScore(LK.getScore() + 50);
LK.getSound('defeat').play();
updateUI();
}
};
self.reverseDirection = function () {
self.velocityX *= -1;
self.direction *= -1;
};
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 1.0
});
self.reached = false;
return self;
});
var Ground = Container.expand(function (width) {
var self = Container.call(this);
var graphics = self.attachAsset('ground', {
anchorX: 0,
anchorY: 0,
width: width || 200,
height: 80
});
self.groundWidth = width || 200;
self.groundHeight = 80;
return self;
});
var Platform = Container.expand(function (width, height) {
var self = Container.call(this);
var graphics = self.attachAsset('platform', {
anchorX: 0,
anchorY: 0,
width: width || 200,
height: height || 40
});
self.platformWidth = width || 200;
self.platformHeight = height || 40;
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = 0;
self.velocityY = 0;
self.speed = 8;
self.jumpPower = 25;
self.onGround = false;
self.facingRight = true;
self.invulnerable = false;
self.powerUpTimer = 0;
self.happyAnimationTimer = 0;
self.jumpChargeTime = 0;
self.maxJumpChargeTime = 30; // 0.5 seconds at 60fps
self.isChargingJump = false;
// Happy jump animation when touched
self.down = function (x, y, obj) {
if (gameState === 'menu') {
// Happy animation
self.happyAnimationTimer = 60; // 1 second at 60fps
tween(self, {
scaleX: 1.8,
scaleY: 1.8
}, {
duration: 200,
easing: tween.bounceOut
});
tween(graphics, {
rotation: 0.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(graphics, {
rotation: 0
}, {
duration: 300,
easing: tween.elasticOut
});
}
});
// Jump effect
if (self.onGround) {
self.velocityY = -self.jumpPower * 1.5;
self.onGround = false;
}
// Scale back to normal
LK.setTimeout(function () {
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.bounceOut
});
}, 400);
}
};
self.update = function () {
// Apply gravity
self.velocityY += 1.2;
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Handle power-up timer
if (self.powerUpTimer > 0) {
self.powerUpTimer--;
if (self.powerUpTimer <= 0) {
self.invulnerable = false;
graphics.tint = 0xffffff;
}
}
// Ground state will be set by collision detection
// Apply friction
self.velocityX *= 0.85;
// Update jump charge
if (self.isChargingJump && self.onGround && self.jumpChargeTime < self.maxJumpChargeTime) {
self.jumpChargeTime++;
// Visual feedback - slightly scale player when charging
var chargeScale = 1 + self.jumpChargeTime / self.maxJumpChargeTime * 0.2;
self.scaleX = chargeScale;
self.scaleY = chargeScale;
} else if (!self.isChargingJump) {
// Reset scale and charge time when not charging
self.scaleX = 1;
self.scaleY = 1;
if (!self.onGround) {
self.jumpChargeTime = 0;
}
}
};
self.jump = function () {
if (self.onGround) {
var jumpMultiplier = 1 + self.jumpChargeTime / self.maxJumpChargeTime * 0.8; // Up to 1.8x jump power
self.velocityY = -self.jumpPower * jumpMultiplier;
self.onGround = false;
LK.getSound('jump').play();
self.jumpChargeTime = 0;
self.isChargingJump = false;
}
};
self.moveLeft = function () {
self.velocityX = -self.speed;
if (self.facingRight) {
self.facingRight = false;
graphics.scaleX = -1;
}
};
self.moveRight = function () {
self.velocityX = self.speed;
if (!self.facingRight) {
self.facingRight = true;
graphics.scaleX = 1;
}
};
self.landOnGround = function () {
self.onGround = true;
self.velocityY = 0;
};
self.collectTreasure = function () {
treasuresCollected++;
LK.setScore(LK.getScore() + 100);
LK.getSound('collect').play();
updateUI();
};
self.collectPowerUp = function () {
self.invulnerable = true;
self.powerUpTimer = 300; // 5 seconds at 60fps
graphics.tint = 0xffff00;
LK.getSound('powerup').play();
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.pulseOffset = 0;
self.update = function () {
if (!self.collected) {
self.pulseOffset += 0.15;
graphics.scaleX = 1 + Math.sin(self.pulseOffset) * 0.2;
graphics.scaleY = 1 + Math.sin(self.pulseOffset) * 0.2;
}
};
self.collect = function () {
if (!self.collected) {
self.collected = true;
self.visible = false;
return true;
}
return false;
};
return self;
});
var Treasure = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('treasure', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.bobOffset = 0;
self.update = function () {
if (!self.collected) {
self.bobOffset += 0.2;
self.y += Math.sin(self.bobOffset) * 0.5;
graphics.rotation += 0.05;
}
};
self.collect = function () {
if (!self.collected) {
self.collected = true;
self.visible = false;
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state variables
var currentLevel = storage.currentLevel || 1;
var maxLevel = storage.maxLevel || 1;
var treasuresCollected = 0;
var totalTreasures = 0;
var levelCompleted = false;
var gameState = 'menu'; // 'menu', 'playing', 'completed'
var currentLanguage = storage.currentLanguage || 'english'; // 'english', 'turkish'
var gameCamera = {
x: 0,
y: 0
};
// Language texts
var texts = {
english: {
title: "Desert Adventure",
startGame: "START GAME",
selectLevel: "Select Level:",
score: "Score: ",
level: "Level ",
treasures: "Treasures: ",
instructions: "Enter the door if it doesn't go left\nCollect ALL treasures to complete level!\nTap upper screen to jump, lower screen to move!",
levelComplete: "Level Complete!\nAll treasures collected!\nBonus: ",
collectFirst: "Collect all treasures first!\nRestarting level...",
collectAllWarning: "Collect all treasures\nto complete level!\n",
collected: " collected",
congratulations: "CONGRATULATIONS!\nYou collected all treasures\nin all 10 levels!",
returnToMenu: "Return to Main Menu",
language: "Language: English"
},
turkish: {
title: "Çöl Macerası",
startGame: "OYUNU BAŞLAT",
selectLevel: "Seviye Seç:",
score: "Puan: ",
level: "Seviye ",
treasures: "Hazineler: ",
instructions: "Sola gitmezse kapıya gir\nTÜM hazineleri topla!\nYukarı ekran zıpla, aşağı ekran hareket!",
levelComplete: "Seviye Tamamlandı!\nTüm hazineler toplandı!\nBonus: ",
collectFirst: "Önce tüm hazineleri topla!\nSeviye yeniden başlıyor...",
collectAllWarning: "Seviyeyi tamamlamak için\ntüm hazineleri topla!\n",
collected: " toplandı",
congratulations: "TEBRİKLER!\n10 seviyedeki tüm hazineleri\ntopladınız!",
returnToMenu: "Ana Menüye Dön",
language: "Dil: Türkçe"
}
};
function getCurrentText() {
return texts[currentLanguage];
}
// Menu variables
var menuButtons = [];
var menuTitle;
var playButton;
var levelSelectButtons = [];
var levelSelectTitle;
// Game objects
var player;
var platforms = [];
var grounds = [];
var treasures = [];
var enemies = [];
var powerUps = [];
var goal;
// UI elements
var scoreText;
var levelText;
var treasureText;
var instructionText;
// Level themes and colors
var levelThemes = {
1: {
name: "Desert Ruins",
bg: 0xDEB887,
groundColor: 0xD2691E
},
2: {
name: "Underground Caverns",
bg: 0x2F4F4F,
groundColor: 0x696969
},
3: {
name: "Jungle Temple",
bg: 0x228B22,
groundColor: 0x8B4513
},
4: {
name: "Icy Mountains",
bg: 0x4682B4,
groundColor: 0xE6E6FA
},
5: {
name: "Volcano Depths",
bg: 0x8B0000,
groundColor: 0x800000
},
6: {
name: "Sky Palace",
bg: 0x87CEEB,
groundColor: 0x4169E1
},
7: {
name: "Haunted Forest",
bg: 0x2F2F2F,
groundColor: 0x654321
},
8: {
name: "Crystal Caves",
bg: 0x4B0082,
groundColor: 0x9370DB
},
9: {
name: "Lava Temple",
bg: 0xFF4500,
groundColor: 0x8B0000
},
10: {
name: "Final Castle",
bg: 0x1C1C1C,
groundColor: 0x000000
}
};
// Input handling
var keys = {
left: false,
right: false,
jump: false
};
function initializeUI() {
// Clear any existing UI
if (scoreText) scoreText.destroy();
if (levelText) levelText.destroy();
if (treasureText) treasureText.destroy();
if (instructionText) instructionText.destroy();
var currentText = getCurrentText();
scoreText = new Text2(currentText.score + '0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 120;
scoreText.y = 20;
LK.gui.topLeft.addChild(scoreText);
levelText = new Text2(currentText.level + '1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
treasureText = new Text2(currentText.treasures + '0/0', {
size: 60,
fill: 0xFFFFFF
});
treasureText.anchor.set(1, 0);
treasureText.x = -20;
treasureText.y = 20;
LK.gui.topRight.addChild(treasureText);
instructionText = new Text2(currentText.instructions, {
size: 60,
fill: 0xFFFF00
});
instructionText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(instructionText);
// Hide instruction after 4 seconds
LK.setTimeout(function () {
if (instructionText) instructionText.visible = false;
}, 4000);
}
function updateUI() {
var currentText = getCurrentText();
scoreText.setText(currentText.score + LK.getScore());
levelText.setText(currentText.level + currentLevel + ': ' + levelThemes[currentLevel].name);
treasureText.setText(currentText.treasures + treasuresCollected + '/' + totalTreasures);
}
function createLevel(levelNum) {
// Clear existing objects
clearLevel();
// Set theme
var theme = levelThemes[levelNum];
game.setBackgroundColor(theme.bg);
// Create player
player = game.addChild(new Player());
player.x = 200;
player.y = 2732 - 200;
// Create level-specific layout
if (levelNum === 1) {
createDesertLevel();
} else if (levelNum === 2) {
createCaveLevel();
} else if (levelNum === 3) {
createJungleLevel();
} else if (levelNum === 4) {
createMountainLevel();
} else if (levelNum === 5) {
createVolcanoLevel();
} else if (levelNum === 6) {
createSkyLevel();
} else if (levelNum === 7) {
createHauntedLevel();
} else if (levelNum === 8) {
createCrystalLevel();
} else if (levelNum === 9) {
createLavaLevel();
} else if (levelNum === 10) {
createFinalCastleLevel();
}
// Create goal at the end
goal = game.addChild(new Goal());
goal.x = 4500;
goal.y = 2732 - 80;
// Reset level state
treasuresCollected = 0;
levelCompleted = false;
gameCamera.x = 0;
updateUI();
}
function createDesertLevel() {
// Ground segments
for (var i = 0; i < 25; i++) {
var ground = game.addChild(new Ground(200));
ground.x = i * 200;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Platforms
var platformData = [{
x: 400,
y: 2400,
w: 200,
h: 40
}, {
x: 800,
y: 2200,
w: 150,
h: 40
}, {
x: 1200,
y: 2000,
w: 200,
h: 40
}, {
x: 1600,
y: 2300,
w: 180,
h: 40
}, {
x: 2000,
y: 2100,
w: 200,
h: 40
}, {
x: 2500,
y: 2400,
w: 150,
h: 40
}, {
x: 2900,
y: 2200,
w: 200,
h: 40
}, {
x: 3400,
y: 2000,
w: 180,
h: 40
}, {
x: 3800,
y: 2300,
w: 200,
h: 40
}, {
x: 4200,
y: 2100,
w: 150,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Treasures
var treasurePositions = [{
x: 500,
y: 2350
}, {
x: 900,
y: 2150
}, {
x: 1300,
y: 1950
}, {
x: 1700,
y: 2250
}, {
x: 2100,
y: 2050
}, {
x: 2600,
y: 2350
}, {
x: 3000,
y: 2150
}, {
x: 3500,
y: 1950
}, {
x: 3900,
y: 2250
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Enemies
var enemyPositions = [{
x: 1000,
y: 2732 - 160
}, {
x: 1800,
y: 2732 - 160
}, {
x: 2700,
y: 2732 - 160
}, {
x: 3600,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Power-ups
var powerUp = game.addChild(new PowerUp());
powerUp.x = 1500;
powerUp.y = 1950;
powerUps.push(powerUp);
totalTreasures = treasures.length;
}
function createCaveLevel() {
// Similar structure but different layout for cave theme
for (var i = 0; i < 25; i++) {
var ground = game.addChild(new Ground(200));
ground.x = i * 200;
ground.y = 2732 - 80;
grounds.push(ground);
}
// More complex platforming for cave level
var platformData = [{
x: 300,
y: 2500,
w: 150,
h: 40
}, {
x: 600,
y: 2300,
w: 120,
h: 40
}, {
x: 900,
y: 2100,
w: 150,
h: 40
}, {
x: 1300,
y: 2400,
w: 180,
h: 40
}, {
x: 1700,
y: 2200,
w: 150,
h: 40
}, {
x: 2100,
y: 2000,
w: 200,
h: 40
}, {
x: 2600,
y: 2300,
w: 150,
h: 40
}, {
x: 3000,
y: 2100,
w: 180,
h: 40
}, {
x: 3500,
y: 2400,
w: 150,
h: 40
}, {
x: 3900,
y: 2200,
w: 200,
h: 40
}, {
x: 4300,
y: 2000,
w: 150,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// More treasures in cave
var treasurePositions = [{
x: 400,
y: 2450
}, {
x: 700,
y: 2250
}, {
x: 1000,
y: 2050
}, {
x: 1400,
y: 2350
}, {
x: 1800,
y: 2150
}, {
x: 2200,
y: 1950
}, {
x: 2700,
y: 2250
}, {
x: 3100,
y: 2050
}, {
x: 3600,
y: 2350
}, {
x: 4000,
y: 2150
}, {
x: 4400,
y: 1950
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// More enemies in cave
var enemyPositions = [{
x: 800,
y: 2732 - 160
}, {
x: 1500,
y: 2732 - 160
}, {
x: 2300,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 4100,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Multiple power-ups
var powerUpPositions = [{
x: 1200,
y: 2050
}, {
x: 2800,
y: 2050
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createJungleLevel() {
// Ground with gaps for jungle
var groundSegments = [{
x: 0,
w: 400
}, {
x: 600,
w: 300
}, {
x: 1100,
w: 250
}, {
x: 1500,
w: 400
}, {
x: 2100,
w: 300
}, {
x: 2600,
w: 400
}, {
x: 3200,
w: 300
}, {
x: 3700,
w: 400
}, {
x: 4300,
w: 500
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Vine-like platforms for jungle
var platformData = [{
x: 450,
y: 2400,
w: 100,
h: 40
}, {
x: 750,
y: 2300,
w: 120,
h: 40
}, {
x: 950,
y: 2500,
w: 100,
h: 40
}, {
x: 1350,
y: 2200,
w: 100,
h: 40
}, {
x: 1650,
y: 2400,
w: 120,
h: 40
}, {
x: 1950,
y: 2100,
w: 100,
h: 40
}, {
x: 2450,
y: 2300,
w: 100,
h: 40
}, {
x: 2850,
y: 2500,
w: 120,
h: 40
}, {
x: 3050,
y: 2200,
w: 100,
h: 40
}, {
x: 3550,
y: 2400,
w: 120,
h: 40
}, {
x: 3950,
y: 2100,
w: 100,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Hidden treasures in jungle
var treasurePositions = [{
x: 500,
y: 2350
}, {
x: 800,
y: 2250
}, {
x: 1000,
y: 2450
}, {
x: 1400,
y: 2150
}, {
x: 1700,
y: 2350
}, {
x: 2000,
y: 2050
}, {
x: 2500,
y: 2250
}, {
x: 2900,
y: 2450
}, {
x: 3100,
y: 2150
}, {
x: 3600,
y: 2350
}, {
x: 4000,
y: 2050
}, {
x: 4500,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Jungle enemies
var enemyPositions = [{
x: 700,
y: 2732 - 160
}, {
x: 1200,
y: 2732 - 160
}, {
x: 1800,
y: 2732 - 160
}, {
x: 2800,
y: 2732 - 160
}, {
x: 3800,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Power-ups
var powerUpPositions = [{
x: 1350,
y: 2150
}, {
x: 2900,
y: 2150
}, {
x: 3550,
y: 2150
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createMountainLevel() {
// Icy platforms at different heights
for (var i = 0; i < 20; i++) {
var ground = game.addChild(new Ground(250));
ground.x = i * 250;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Mountain-like ascending platforms
var platformData = [{
x: 300,
y: 2500,
w: 150,
h: 40
}, {
x: 600,
y: 2350,
w: 140,
h: 40
}, {
x: 900,
y: 2200,
w: 150,
h: 40
}, {
x: 1250,
y: 2050,
w: 140,
h: 40
}, {
x: 1600,
y: 1900,
w: 150,
h: 40
}, {
x: 1950,
y: 2000,
w: 140,
h: 40
}, {
x: 2300,
y: 2150,
w: 150,
h: 40
}, {
x: 2650,
y: 2000,
w: 140,
h: 40
}, {
x: 3000,
y: 1850,
w: 150,
h: 40
}, {
x: 3350,
y: 2000,
w: 140,
h: 40
}, {
x: 3700,
y: 2150,
w: 150,
h: 40
}, {
x: 4050,
y: 2000,
w: 140,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Mountain treasures
var treasurePositions = [{
x: 375,
y: 2450
}, {
x: 670,
y: 2300
}, {
x: 975,
y: 2150
}, {
x: 1320,
y: 2000
}, {
x: 1675,
y: 1850
}, {
x: 2020,
y: 1950
}, {
x: 2375,
y: 2100
}, {
x: 2720,
y: 1950
}, {
x: 3075,
y: 1800
}, {
x: 3420,
y: 1950
}, {
x: 3775,
y: 2100
}, {
x: 4120,
y: 1950
}, {
x: 4400,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Mountain enemies
var enemyPositions = [{
x: 500,
y: 2732 - 160
}, {
x: 1100,
y: 2732 - 160
}, {
x: 1700,
y: 2732 - 160
}, {
x: 2400,
y: 2732 - 160
}, {
x: 3100,
y: 2732 - 160
}, {
x: 3800,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Power-ups
var powerUpPositions = [{
x: 1320,
y: 1950
}, {
x: 2720,
y: 1900
}, {
x: 3775,
y: 1950
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createCastleLevel() {
// Castle ground segments
for (var i = 0; i < 30; i++) {
var ground = game.addChild(new Ground(200));
ground.x = i * 200;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Castle-like platform structure
var platformData = [{
x: 300,
y: 2400,
w: 200,
h: 40
}, {
x: 600,
y: 2200,
w: 150,
h: 40
}, {
x: 900,
y: 2000,
w: 180,
h: 40
}, {
x: 1200,
y: 1800,
w: 150,
h: 40
}, {
x: 1500,
y: 2300,
w: 200,
h: 40
}, {
x: 1800,
y: 2100,
w: 150,
h: 40
}, {
x: 2100,
y: 1900,
w: 180,
h: 40
}, {
x: 2400,
y: 2200,
w: 150,
h: 40
}, {
x: 2700,
y: 2000,
w: 200,
h: 40
}, {
x: 3000,
y: 1800,
w: 150,
h: 40
}, {
x: 3300,
y: 2100,
w: 180,
h: 40
}, {
x: 3600,
y: 1900,
w: 150,
h: 40
}, {
x: 3900,
y: 2200,
w: 200,
h: 40
}, {
x: 4200,
y: 2000,
w: 150,
h: 40
}, {
x: 4500,
y: 1800,
w: 180,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Final castle treasures
var treasurePositions = [{
x: 400,
y: 2350
}, {
x: 675,
y: 2150
}, {
x: 990,
y: 1950
}, {
x: 1275,
y: 1750
}, {
x: 1600,
y: 2250
}, {
x: 1875,
y: 2050
}, {
x: 2190,
y: 1850
}, {
x: 2475,
y: 2150
}, {
x: 2800,
y: 1950
}, {
x: 3075,
y: 1750
}, {
x: 3390,
y: 2050
}, {
x: 3675,
y: 1850
}, {
x: 4000,
y: 2150
}, {
x: 4275,
y: 1950
}, {
x: 4590,
y: 1750
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Final castle enemies
var enemyPositions = [{
x: 800,
y: 2732 - 160
}, {
x: 1300,
y: 2732 - 160
}, {
x: 1900,
y: 2732 - 160
}, {
x: 2500,
y: 2732 - 160
}, {
x: 3100,
y: 2732 - 160
}, {
x: 3700,
y: 2732 - 160
}, {
x: 4300,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Multiple power-ups for final level
var powerUpPositions = [{
x: 1275,
y: 1700
}, {
x: 2190,
y: 1800
}, {
x: 3075,
y: 1700
}, {
x: 4275,
y: 1900
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function clearLevel() {
// Clear all game objects
for (var i = 0; i < platforms.length; i++) {
platforms[i].destroy();
}
platforms = [];
for (var i = 0; i < grounds.length; i++) {
grounds[i].destroy();
}
grounds = [];
for (var i = 0; i < treasures.length; i++) {
treasures[i].destroy();
}
treasures = [];
for (var i = 0; i < enemies.length; i++) {
enemies[i].destroy();
}
enemies = [];
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].destroy();
}
powerUps = [];
if (goal) {
goal.destroy();
goal = null;
}
if (player) {
player.destroy();
player = null;
}
}
function checkCollisions() {
// Reset ground state first
player.onGround = false;
// Player vs ground collision
for (var i = 0; i < grounds.length; i++) {
var ground = grounds[i];
if (player.x + 40 > ground.x && player.x - 40 < ground.x + ground.groundWidth && player.y > ground.y - 10 && player.y < ground.y + ground.groundHeight + 10 && player.velocityY >= 0) {
player.y = ground.y;
player.landOnGround();
}
}
// Player vs platform collision
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (player.x + 40 > platform.x && player.x - 40 < platform.x + platform.platformWidth && player.y > platform.y - 10 && player.y < platform.y + platform.platformHeight + 10 && player.velocityY >= 0) {
player.y = platform.y;
player.landOnGround();
}
}
// Player vs treasure collision
for (var i = 0; i < treasures.length; i++) {
var treasure = treasures[i];
if (!treasure.collected && player.intersects(treasure)) {
if (treasure.collect()) {
player.collectTreasure();
}
}
}
// Player vs enemy collision
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy.defeated && player.intersects(enemy)) {
if (player.invulnerable) {
enemy.defeat();
} else {
// Player takes damage
LK.effects.flashScreen(0xff0000, 500);
player.x = 200; // Reset position
player.y = 2732 - 200;
player.velocityX = 0;
player.velocityY = 0;
}
}
}
// Player vs power-up collision
for (var i = 0; i < powerUps.length; i++) {
var powerUp = powerUps[i];
if (!powerUp.collected && player.intersects(powerUp)) {
if (powerUp.collect()) {
player.collectPowerUp();
}
}
}
// Player vs goal collision
if (goal && !goal.reached && player.intersects(goal)) {
// Check if all treasures are collected before allowing level completion
if (treasuresCollected < totalTreasures) {
// Not all treasures collected - restart level
var currentText = getCurrentText();
var warningText = new Text2(currentText.collectFirst, {
size: 80,
fill: 0xFFFF00
});
warningText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(warningText);
// Flash screen yellow
LK.effects.flashScreen(0xFFFF00, 1000);
// Restart level after delay
LK.setTimeout(function () {
warningText.destroy();
createLevel(currentLevel); // Restart the same level
}, 2000);
return; // Don't complete level
}
goal.reached = true;
levelCompleted = true;
completeLevel();
}
// Enemy vs platform collision (simple AI)
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy.defeated) {
var onPlatform = false;
// Check if enemy is on ground
for (var j = 0; j < grounds.length; j++) {
var ground = grounds[j];
if (enemy.x + 30 > ground.x && enemy.x - 30 < ground.x + ground.groundWidth && enemy.y >= ground.y - 10 && enemy.y <= ground.y + 10) {
enemy.y = ground.y;
enemy.velocityY = 0;
onPlatform = true;
break;
}
}
// Check if enemy is on platform
if (!onPlatform) {
for (var j = 0; j < platforms.length; j++) {
var platform = platforms[j];
if (enemy.x + 30 > platform.x && enemy.x - 30 < platform.x + platform.platformWidth && enemy.y >= platform.y - 10 && enemy.y <= platform.y + 10) {
enemy.y = platform.y;
enemy.velocityY = 0;
onPlatform = true;
break;
}
}
}
// Reverse direction at edges
if (enemy.x <= 0 || enemy.x >= 5000) {
enemy.reverseDirection();
}
}
}
// Keep player in bounds
if (player.x < 0) player.x = 0;
if (player.x > 5000) player.x = 5000;
// Check if player falls off screen
if (player.y > 2732 + 200) {
player.x = 200;
player.y = 2732 - 200;
player.velocityX = 0;
player.velocityY = 0;
LK.effects.flashScreen(0xff0000, 500);
}
}
function updateCamera() {
// Follow player with camera
var targetX = -player.x + 1024; // Center player horizontally
gameCamera.x += (targetX - gameCamera.x) * 0.1; // Smooth camera movement
// Clamp camera
if (gameCamera.x > 0) gameCamera.x = 0;
if (gameCamera.x < -3500) gameCamera.x = -3500;
// Apply camera to game objects
game.x = gameCamera.x;
}
function completeLevel() {
var currentText = getCurrentText();
// Check if all treasures are collected
if (treasuresCollected < totalTreasures) {
var warningText = new Text2(currentText.collectAllWarning + treasuresCollected + '/' + totalTreasures + currentText.collected, {
size: 80,
fill: 0xFFFF00
});
warningText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(warningText);
// Flash screen yellow
LK.effects.flashScreen(0xFFFF00, 1000);
// Remove warning after delay
LK.setTimeout(function () {
warningText.destroy();
}, 2000);
return; // Don't complete level
}
// All treasures collected - complete level
var completionBonus = 500;
var treasureBonus = treasuresCollected * 50;
var totalBonus = completionBonus + treasureBonus;
LK.setScore(LK.getScore() + totalBonus);
// Update storage
if (currentLevel >= maxLevel) {
maxLevel = currentLevel + 1;
storage.maxLevel = maxLevel;
}
// Show completion message
var completionText = new Text2(currentText.levelComplete + totalBonus, {
size: 100,
fill: 0x00FF00
});
completionText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(completionText);
// Flash screen green
LK.effects.flashScreen(0x00ff00, 1000);
// Advance to next level after delay
LK.setTimeout(function () {
completionText.destroy();
if (currentLevel < 10) {
currentLevel++;
storage.currentLevel = currentLevel;
createLevel(currentLevel);
} else {
// Game completed - show happy animation
showGameCompleteAnimation();
}
}, 2000);
}
// Touch controls
game.down = function (x, y, obj) {
// Handle menu input
if (gameState === 'menu') {
handleMenuInput(x, y);
return;
}
// Game input
if (gameState === 'playing') {
// Check if pressed on upper half of screen for jump
if (y < 1366) {
// Upper half - start charging jump
if (player.onGround) {
player.isChargingJump = true;
player.jumpChargeTime = 0;
}
} else {
// Lower half - movement controls
if (x < 1024) {
keys.left = true;
} else {
keys.right = true;
}
}
}
};
game.up = function (x, y, obj) {
if (gameState === 'playing') {
// Handle jump release - only jump if we were charging and pressed upper screen
if (player.isChargingJump && y < 1366) {
player.jump();
} else {
// Reset charging state if not jumping
player.isChargingJump = false;
player.jumpChargeTime = 0;
}
// Only reset movement keys when releasing from lower screen (movement area)
if (y >= 1366) {
keys.left = false;
keys.right = false;
}
}
};
// Add pause button handler
LK.on('pause', function () {
// Show main menu option when paused
var currentText = getCurrentText();
var mainMenuText = new Text2(currentText.returnToMenu, {
size: 80,
fill: 0xFFFFFF
});
mainMenuText.anchor.set(0.5, 0.5);
mainMenuText.x = 1024;
mainMenuText.y = 1500;
LK.gui.center.addChild(mainMenuText);
// Add click handler for main menu return
var menuClickHandler = function menuClickHandler(x, y) {
if (x > mainMenuText.x - 200 && x < mainMenuText.x + 200 && y > mainMenuText.y - 50 && y < mainMenuText.y + 50) {
// Clean up pause menu
mainMenuText.destroy();
// Return to main menu
createMainMenu();
LK.resume();
}
};
// Temporarily override game down handler for menu interaction
var originalDown = game.down;
game.down = function (x, y, obj) {
if (LK.isPaused()) {
menuClickHandler(x, y);
} else {
originalDown(x, y, obj);
}
};
// Clean up when unpaused
LK.on('resume', function () {
if (mainMenuText && mainMenuText.parent) {
mainMenuText.destroy();
}
game.down = originalDown;
});
});
function createMainMenu() {
gameState = 'menu';
// Clear any existing level
clearLevel();
// Clear existing menu elements
if (menuTitle) menuTitle.destroy();
if (playButton) playButton.destroy();
for (var i = 0; i < levelSelectButtons.length; i++) {
levelSelectButtons[i].destroy();
}
for (var i = 0; i < menuButtons.length; i++) {
menuButtons[i].destroy();
}
// Reset arrays
menuButtons = [];
levelSelectButtons = [];
var currentText = getCurrentText();
// Create menu title
menuTitle = new Text2(currentText.title, {
size: 120,
fill: 0xFFD700
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 1024;
menuTitle.y = 400;
game.addChild(menuTitle);
// Create language button
var languageButton = new Text2(currentText.language, {
size: 50,
fill: 0xFFFFFF
});
languageButton.anchor.set(0.5, 0.5);
languageButton.x = 1024;
languageButton.y = 500;
game.addChild(languageButton);
// Create play button
playButton = new Text2(currentText.startGame, {
size: 80,
fill: 0x00FF00
});
playButton.anchor.set(0.5, 0.5);
playButton.x = 1024;
playButton.y = 800;
game.addChild(playButton);
// Clear existing level select title if it exists
if (typeof levelSelectTitle !== 'undefined' && levelSelectTitle && levelSelectTitle.parent) {
levelSelectTitle.destroy();
}
// Create level select title
var levelSelectTitle = new Text2(currentText.selectLevel, {
size: 60,
fill: 0xFFFFFF
});
levelSelectTitle.anchor.set(0.5, 0.5);
levelSelectTitle.x = 1024;
levelSelectTitle.y = 1000;
game.addChild(levelSelectTitle);
// Create level selection buttons
levelSelectButtons = [];
for (var i = 1; i <= 10; i++) {
var levelButton = new Text2(i.toString(), {
size: 60,
fill: i <= maxLevel ? 0x00FF00 : 0x888888
});
levelButton.anchor.set(0.5, 0.5);
levelButton.x = 300 + (i - 1) % 5 * 300;
levelButton.y = 1200 + Math.floor((i - 1) / 5) * 150;
levelButton.levelNumber = i;
levelButton.unlocked = i <= maxLevel;
game.addChild(levelButton);
levelSelectButtons.push(levelButton);
}
// Store language button for menu interaction
menuButtons = [languageButton];
// Add animated character in menu
var menuCharacter = game.addChild(new Player());
menuCharacter.x = 1024;
menuCharacter.y = 600;
menuCharacter.scaleX = 1.5;
menuCharacter.scaleY = 1.5;
// Happy bounce animation
var bounceOffset = 0;
var menuCharacterUpdate = function menuCharacterUpdate() {
if (gameState === 'menu') {
bounceOffset += 0.1;
menuCharacter.y = 600 + Math.sin(bounceOffset) * 20;
}
};
LK.setInterval(menuCharacterUpdate, 16);
}
function handleMenuInput(x, y) {
if (gameState !== 'menu') return;
// Check language button
if (menuButtons.length > 0) {
var languageButton = menuButtons[0];
if (x > languageButton.x - 100 && x < languageButton.x + 100 && y > languageButton.y - 30 && y < languageButton.y + 30) {
// Toggle language
currentLanguage = currentLanguage === 'english' ? 'turkish' : 'english';
storage.currentLanguage = currentLanguage;
// Clear any running tweens/animations to prevent conflicts
if (typeof tween !== 'undefined' && tween.removeAll) {
tween.removeAll();
}
// Add small delay to ensure proper cleanup before recreating menu
LK.setTimeout(function () {
createMainMenu();
}, 50);
return;
}
}
// Check play button
if (x > playButton.x - 150 && x < playButton.x + 150 && y > playButton.y - 50 && y < playButton.y + 50) {
startGame();
return;
}
// Check level buttons
for (var i = 0; i < levelSelectButtons.length; i++) {
var btn = levelSelectButtons[i];
if (btn.unlocked && x > btn.x - 50 && x < btn.x + 50 && y > btn.y - 50 && y < btn.y + 50) {
currentLevel = btn.levelNumber;
startGame();
return;
}
}
}
function startGame() {
gameState = 'playing';
// Clear menu
if (menuTitle) menuTitle.destroy();
if (playButton) playButton.destroy();
for (var i = 0; i < levelSelectButtons.length; i++) {
levelSelectButtons[i].destroy();
}
// Initialize UI and start game
initializeUI();
createLevel(currentLevel);
}
function showGameCompleteAnimation() {
gameState = 'completed';
// Create celebration character
var celebrationCharacter = game.addChild(new Player());
celebrationCharacter.x = 1024;
celebrationCharacter.y = 1300;
celebrationCharacter.scaleX = 2;
celebrationCharacter.scaleY = 2;
// Happy celebration animation
var celebrationOffset = 0;
var celebrationUpdate = function celebrationUpdate() {
if (gameState === 'completed') {
celebrationOffset += 0.15;
celebrationCharacter.y = 1300 + Math.sin(celebrationOffset) * 50;
celebrationCharacter.rotation = Math.sin(celebrationOffset * 2) * 0.3;
}
};
LK.setInterval(celebrationUpdate, 16);
// Add celebration text
var currentText = getCurrentText();
var celebrationText = new Text2(currentText.congratulations, {
size: 80,
fill: 0xFFD700
});
celebrationText.anchor.set(0.5, 0.5);
celebrationText.x = 1024;
celebrationText.y = 800;
game.addChild(celebrationText);
// Flash screen with rainbow colors
var rainbowColors = [0xFF0000, 0xFF8000, 0xFFFF00, 0x00FF00, 0x0080FF, 0x8000FF];
var colorIndex = 0;
LK.setInterval(function () {
if (gameState === 'completed') {
LK.effects.flashScreen(rainbowColors[colorIndex], 500);
colorIndex = (colorIndex + 1) % rainbowColors.length;
}
}, 600);
// Show final win after delay
LK.setTimeout(function () {
LK.showYouWin();
}, 5000);
}
// Initialize game with menu
createMainMenu();
LK.playMusic('bgmusic');
// Main game loop
game.update = function () {
// Only update game logic when playing
if (gameState !== 'playing' || levelCompleted) return;
// Handle input
if (keys.left) {
player.moveLeft();
}
if (keys.right) {
player.moveRight();
}
// Jump handling is now done in input handlers
// Update all game objects
player.update();
for (var i = 0; i < treasures.length; i++) {
treasures[i].update();
}
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].update();
}
// Check collisions
checkCollisions();
// Update camera
updateCamera();
// Check win condition (optional: complete level with all treasures)
if (treasuresCollected >= totalTreasures && goal && goal.reached) {
// Extra bonus for collecting all treasures
LK.setScore(LK.getScore() + 200);
updateUI();
}
};
function createVolcanoLevel() {
// Challenging volcanic platforms with gaps
var groundSegments = [{
x: 0,
w: 300
}, {
x: 500,
w: 250
}, {
x: 900,
w: 200
}, {
x: 1300,
w: 250
}, {
x: 1750,
w: 300
}, {
x: 2250,
w: 200
}, {
x: 2650,
w: 250
}, {
x: 3100,
w: 300
}, {
x: 3600,
w: 200
}, {
x: 4000,
w: 400
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Floating lava platforms - more challenging spacing
var platformData = [{
x: 350,
y: 2300,
w: 100,
h: 40
}, {
x: 600,
y: 2150,
w: 80,
h: 40
}, {
x: 750,
y: 2400,
w: 100,
h: 40
}, {
x: 1000,
y: 2250,
w: 80,
h: 40
}, {
x: 1150,
y: 2100,
w: 100,
h: 40
}, {
x: 1400,
y: 2350,
w: 80,
h: 40
}, {
x: 1600,
y: 2200,
w: 100,
h: 40
}, {
x: 1900,
y: 2100,
w: 80,
h: 40
}, {
x: 2100,
y: 2350,
w: 100,
h: 40
}, {
x: 2350,
y: 2200,
w: 80,
h: 40
}, {
x: 2500,
y: 2050,
w: 100,
h: 40
}, {
x: 2750,
y: 2300,
w: 80,
h: 40
}, {
x: 2950,
y: 2150,
w: 100,
h: 40
}, {
x: 3250,
y: 2400,
w: 80,
h: 40
}, {
x: 3450,
y: 2250,
w: 100,
h: 40
}, {
x: 3750,
y: 2100,
w: 80,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// More treasures requiring precision
var treasurePositions = [{
x: 400,
y: 2250
}, {
x: 650,
y: 2100
}, {
x: 800,
y: 2350
}, {
x: 1050,
y: 2200
}, {
x: 1200,
y: 2050
}, {
x: 1450,
y: 2300
}, {
x: 1650,
y: 2150
}, {
x: 1950,
y: 2050
}, {
x: 2150,
y: 2300
}, {
x: 2400,
y: 2150
}, {
x: 2550,
y: 2000
}, {
x: 2800,
y: 2250
}, {
x: 3000,
y: 2100
}, {
x: 3300,
y: 2350
}, {
x: 3500,
y: 2200
}, {
x: 3800,
y: 2050
}, {
x: 4300,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// More aggressive enemies
var enemyPositions = [{
x: 400,
y: 2732 - 160
}, {
x: 800,
y: 2732 - 160
}, {
x: 1200,
y: 2732 - 160
}, {
x: 1600,
y: 2732 - 160
}, {
x: 2000,
y: 2732 - 160
}, {
x: 2400,
y: 2732 - 160
}, {
x: 2800,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 3600,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -3; // Faster enemies
enemies.push(enemy);
}
// Fewer power-ups for increased difficulty
var powerUpPositions = [{
x: 1200,
y: 2000
}, {
x: 3000,
y: 2050
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createSkyLevel() {
// Floating sky platforms with large gaps
var groundSegments = [{
x: 0,
w: 250
}, {
x: 400,
w: 200
}, {
x: 750,
w: 150
}, {
x: 1100,
w: 200
}, {
x: 1500,
w: 250
}, {
x: 1900,
w: 150
}, {
x: 2250,
w: 200
}, {
x: 2600,
w: 250
}, {
x: 3000,
w: 150
}, {
x: 3400,
w: 200
}, {
x: 3800,
w: 300
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Sky platforms requiring precise jumping
var platformData = [{
x: 280,
y: 2200,
w: 80,
h: 40
}, {
x: 450,
y: 2050,
w: 70,
h: 40
}, {
x: 650,
y: 2300,
w: 80,
h: 40
}, {
x: 850,
y: 2150,
w: 70,
h: 40
}, {
x: 1000,
y: 2000,
w: 80,
h: 40
}, {
x: 1250,
y: 2200,
w: 70,
h: 40
}, {
x: 1450,
y: 2350,
w: 80,
h: 40
}, {
x: 1650,
y: 2100,
w: 70,
h: 40
}, {
x: 1850,
y: 2250,
w: 80,
h: 40
}, {
x: 2050,
y: 2000,
w: 70,
h: 40
}, {
x: 2300,
y: 2150,
w: 80,
h: 40
}, {
x: 2500,
y: 2300,
w: 70,
h: 40
}, {
x: 2750,
y: 2050,
w: 80,
h: 40
}, {
x: 2950,
y: 2200,
w: 70,
h: 40
}, {
x: 3150,
y: 2350,
w: 80,
h: 40
}, {
x: 3350,
y: 2100,
w: 70,
h: 40
}, {
x: 3550,
y: 2250,
w: 80,
h: 40
}, {
x: 3750,
y: 2000,
w: 70,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// High-altitude treasures
var treasurePositions = [{
x: 320,
y: 2150
}, {
x: 490,
y: 2000
}, {
x: 690,
y: 2250
}, {
x: 890,
y: 2100
}, {
x: 1040,
y: 1950
}, {
x: 1290,
y: 2150
}, {
x: 1490,
y: 2300
}, {
x: 1690,
y: 2050
}, {
x: 1890,
y: 2200
}, {
x: 2090,
y: 1950
}, {
x: 2340,
y: 2100
}, {
x: 2540,
y: 2250
}, {
x: 2790,
y: 2000
}, {
x: 2990,
y: 2150
}, {
x: 3190,
y: 2300
}, {
x: 3390,
y: 2050
}, {
x: 3590,
y: 2200
}, {
x: 3790,
y: 1950
}, {
x: 4200,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Flying enemies with different patterns
var enemyPositions = [{
x: 500,
y: 2732 - 160
}, {
x: 900,
y: 2732 - 160
}, {
x: 1300,
y: 2732 - 160
}, {
x: 1700,
y: 2732 - 160
}, {
x: 2100,
y: 2732 - 160
}, {
x: 2500,
y: 2732 - 160
}, {
x: 2900,
y: 2732 - 160
}, {
x: 3300,
y: 2732 - 160
}, {
x: 3700,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -2.5;
enemies.push(enemy);
}
// Limited power-ups
var powerUpPositions = [{
x: 1040,
y: 1900
}, {
x: 2790,
y: 1950
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createHauntedLevel() {
// Spooky broken ground segments
var groundSegments = [{
x: 0,
w: 200
}, {
x: 350,
w: 150
}, {
x: 650,
w: 100
}, {
x: 900,
w: 150
}, {
x: 1200,
w: 200
}, {
x: 1550,
w: 100
}, {
x: 1800,
w: 150
}, {
x: 2100,
w: 200
}, {
x: 2450,
w: 100
}, {
x: 2700,
w: 150
}, {
x: 3000,
w: 200
}, {
x: 3350,
w: 100
}, {
x: 3600,
w: 150
}, {
x: 3900,
w: 250
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Narrow ghostly platforms
var platformData = [{
x: 250,
y: 2400,
w: 60,
h: 40
}, {
x: 450,
y: 2250,
w: 50,
h: 40
}, {
x: 600,
y: 2100,
w: 60,
h: 40
}, {
x: 800,
y: 2350,
w: 50,
h: 40
}, {
x: 1000,
y: 2200,
w: 60,
h: 40
}, {
x: 1350,
y: 2050,
w: 50,
h: 40
}, {
x: 1500,
y: 2300,
w: 60,
h: 40
}, {
x: 1700,
y: 2150,
w: 50,
h: 40
}, {
x: 1950,
y: 2400,
w: 60,
h: 40
}, {
x: 2200,
y: 2250,
w: 50,
h: 40
}, {
x: 2350,
y: 2100,
w: 60,
h: 40
}, {
x: 2550,
y: 2350,
w: 50,
h: 40
}, {
x: 2750,
y: 2200,
w: 60,
h: 40
}, {
x: 2950,
y: 2050,
w: 50,
h: 40
}, {
x: 3150,
y: 2300,
w: 60,
h: 40
}, {
x: 3400,
y: 2150,
w: 50,
h: 40
}, {
x: 3550,
y: 2400,
w: 60,
h: 40
}, {
x: 3750,
y: 2250,
w: 50,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Hidden treasures in dark corners
var treasurePositions = [{
x: 280,
y: 2350
}, {
x: 475,
y: 2200
}, {
x: 630,
y: 2050
}, {
x: 825,
y: 2300
}, {
x: 1030,
y: 2150
}, {
x: 1375,
y: 2000
}, {
x: 1530,
y: 2250
}, {
x: 1725,
y: 2100
}, {
x: 1980,
y: 2350
}, {
x: 2225,
y: 2200
}, {
x: 2380,
y: 2050
}, {
x: 2575,
y: 2300
}, {
x: 2780,
y: 2150
}, {
x: 2975,
y: 2000
}, {
x: 3180,
y: 2250
}, {
x: 3425,
y: 2100
}, {
x: 3580,
y: 2350
}, {
x: 3775,
y: 2200
}, {
x: 4100,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Fast ghost enemies
var enemyPositions = [{
x: 400,
y: 2732 - 160
}, {
x: 750,
y: 2732 - 160
}, {
x: 1100,
y: 2732 - 160
}, {
x: 1450,
y: 2732 - 160
}, {
x: 1800,
y: 2732 - 160
}, {
x: 2150,
y: 2732 - 160
}, {
x: 2500,
y: 2732 - 160
}, {
x: 2850,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 3550,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -3.5; // Even faster
enemies.push(enemy);
}
// Rare power-ups
var powerUpPositions = [{
x: 1375,
y: 1950
}, {
x: 2975,
y: 1950
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createCrystalLevel() {
// Crystal formation ground segments
var groundSegments = [{
x: 0,
w: 150
}, {
x: 300,
w: 100
}, {
x: 550,
w: 120
}, {
x: 800,
w: 100
}, {
x: 1050,
w: 150
}, {
x: 1350,
w: 80
}, {
x: 1580,
w: 120
}, {
x: 1850,
w: 100
}, {
x: 2100,
w: 150
}, {
x: 2400,
w: 80
}, {
x: 2630,
w: 120
}, {
x: 2900,
w: 100
}, {
x: 3150,
w: 150
}, {
x: 3450,
w: 80
}, {
x: 3680,
w: 200
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Sharp crystal platforms - very narrow
var platformData = [{
x: 200,
y: 2300,
w: 40,
h: 40
}, {
x: 350,
y: 2150,
w: 35,
h: 40
}, {
x: 500,
y: 2400,
w: 40,
h: 40
}, {
x: 650,
y: 2250,
w: 35,
h: 40
}, {
x: 750,
y: 2100,
w: 40,
h: 40
}, {
x: 950,
y: 2350,
w: 35,
h: 40
}, {
x: 1100,
y: 2200,
w: 40,
h: 40
}, {
x: 1300,
y: 2050,
w: 35,
h: 40
}, {
x: 1450,
y: 2300,
w: 40,
h: 40
}, {
x: 1650,
y: 2150,
w: 35,
h: 40
}, {
x: 1800,
y: 2400,
w: 40,
h: 40
}, {
x: 1950,
y: 2250,
w: 35,
h: 40
}, {
x: 2150,
y: 2100,
w: 40,
h: 40
}, {
x: 2350,
y: 2350,
w: 35,
h: 40
}, {
x: 2500,
y: 2200,
w: 40,
h: 40
}, {
x: 2700,
y: 2050,
w: 35,
h: 40
}, {
x: 2850,
y: 2300,
w: 40,
h: 40
}, {
x: 3050,
y: 2150,
w: 35,
h: 40
}, {
x: 3200,
y: 2400,
w: 40,
h: 40
}, {
x: 3400,
y: 2250,
w: 35,
h: 40
}, {
x: 3550,
y: 2100,
w: 40,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Crystal treasures requiring perfect precision
var treasurePositions = [{
x: 220,
y: 2250
}, {
x: 367,
y: 2100
}, {
x: 520,
y: 2350
}, {
x: 667,
y: 2200
}, {
x: 770,
y: 2050
}, {
x: 967,
y: 2300
}, {
x: 1120,
y: 2150
}, {
x: 1317,
y: 2000
}, {
x: 1470,
y: 2250
}, {
x: 1667,
y: 2100
}, {
x: 1820,
y: 2350
}, {
x: 1967,
y: 2200
}, {
x: 2170,
y: 2050
}, {
x: 2367,
y: 2300
}, {
x: 2520,
y: 2150
}, {
x: 2717,
y: 2000
}, {
x: 2870,
y: 2250
}, {
x: 3067,
y: 2100
}, {
x: 3220,
y: 2350
}, {
x: 3417,
y: 2200
}, {
x: 3570,
y: 2050
}, {
x: 3800,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Crystal guardians - very fast and numerous
var enemyPositions = [{
x: 250,
y: 2732 - 160
}, {
x: 450,
y: 2732 - 160
}, {
x: 650,
y: 2732 - 160
}, {
x: 850,
y: 2732 - 160
}, {
x: 1050,
y: 2732 - 160
}, {
x: 1250,
y: 2732 - 160
}, {
x: 1450,
y: 2732 - 160
}, {
x: 1650,
y: 2732 - 160
}, {
x: 1850,
y: 2732 - 160
}, {
x: 2050,
y: 2732 - 160
}, {
x: 2250,
y: 2732 - 160
}, {
x: 2450,
y: 2732 - 160
}, {
x: 2650,
y: 2732 - 160
}, {
x: 2850,
y: 2732 - 160
}, {
x: 3050,
y: 2732 - 160
}, {
x: 3250,
y: 2732 - 160
}, {
x: 3450,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -4; // Very fast
enemies.push(enemy);
}
// Single power-up - make it count
var powerUpPositions = [{
x: 1850,
y: 2000
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createLavaLevel() {
// Minimal lava stone platforms
var groundSegments = [{
x: 0,
w: 120
}, {
x: 250,
w: 80
}, {
x: 450,
w: 100
}, {
x: 700,
w: 80
}, {
x: 900,
w: 120
}, {
x: 1150,
w: 60
}, {
x: 1350,
w: 100
}, {
x: 1600,
w: 80
}, {
x: 1850,
w: 120
}, {
x: 2100,
w: 60
}, {
x: 2300,
w: 100
}, {
x: 2550,
w: 80
}, {
x: 2800,
w: 120
}, {
x: 3050,
w: 60
}, {
x: 3250,
w: 100
}, {
x: 3500,
w: 80
}, {
x: 3750,
w: 150
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Extremely narrow lava platforms
var platformData = [{
x: 150,
y: 2350,
w: 30,
h: 40
}, {
x: 300,
y: 2200,
w: 25,
h: 40
}, {
x: 420,
y: 2450,
w: 30,
h: 40
}, {
x: 550,
y: 2300,
w: 25,
h: 40
}, {
x: 650,
y: 2150,
w: 30,
h: 40
}, {
x: 820,
y: 2400,
w: 25,
h: 40
}, {
x: 980,
y: 2250,
w: 30,
h: 40
}, {
x: 1100,
y: 2100,
w: 25,
h: 40
}, {
x: 1250,
y: 2350,
w: 30,
h: 40
}, {
x: 1400,
y: 2200,
w: 25,
h: 40
}, {
x: 1520,
y: 2450,
w: 30,
h: 40
}, {
x: 1650,
y: 2300,
w: 25,
h: 40
}, {
x: 1780,
y: 2150,
w: 30,
h: 40
}, {
x: 1920,
y: 2400,
w: 25,
h: 40
}, {
x: 2050,
y: 2250,
w: 30,
h: 40
}, {
x: 2180,
y: 2100,
w: 25,
h: 40
}, {
x: 2320,
y: 2350,
w: 30,
h: 40
}, {
x: 2450,
y: 2200,
w: 25,
h: 40
}, {
x: 2580,
y: 2450,
w: 30,
h: 40
}, {
x: 2720,
y: 2300,
w: 25,
h: 40
}, {
x: 2850,
y: 2150,
w: 30,
h: 40
}, {
x: 2980,
y: 2400,
w: 25,
h: 40
}, {
x: 3120,
y: 2250,
w: 30,
h: 40
}, {
x: 3280,
y: 2100,
w: 25,
h: 40
}, {
x: 3420,
y: 2350,
w: 30,
h: 40
}, {
x: 3550,
y: 2200,
w: 25,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Maximum treasure count for final challenge
var treasurePositions = [{
x: 165,
y: 2300
}, {
x: 312,
y: 2150
}, {
x: 435,
y: 2400
}, {
x: 562,
y: 2250
}, {
x: 665,
y: 2100
}, {
x: 832,
y: 2350
}, {
x: 995,
y: 2200
}, {
x: 1112,
y: 2050
}, {
x: 1265,
y: 2300
}, {
x: 1412,
y: 2150
}, {
x: 1535,
y: 2400
}, {
x: 1662,
y: 2250
}, {
x: 1795,
y: 2100
}, {
x: 1932,
y: 2350
}, {
x: 2065,
y: 2200
}, {
x: 2192,
y: 2050
}, {
x: 2335,
y: 2300
}, {
x: 2462,
y: 2150
}, {
x: 2595,
y: 2400
}, {
x: 2732,
y: 2250
}, {
x: 2865,
y: 2100
}, {
x: 2992,
y: 2350
}, {
x: 3135,
y: 2200
}, {
x: 3292,
y: 2050
}, {
x: 3435,
y: 2300
}, {
x: 3562,
y: 2150
}, {
x: 3900,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Massive enemy army
var enemyPositions = [{
x: 200,
y: 2732 - 160
}, {
x: 350,
y: 2732 - 160
}, {
x: 500,
y: 2732 - 160
}, {
x: 650,
y: 2732 - 160
}, {
x: 800,
y: 2732 - 160
}, {
x: 950,
y: 2732 - 160
}, {
x: 1100,
y: 2732 - 160
}, {
x: 1250,
y: 2732 - 160
}, {
x: 1400,
y: 2732 - 160
}, {
x: 1550,
y: 2732 - 160
}, {
x: 1700,
y: 2732 - 160
}, {
x: 1850,
y: 2732 - 160
}, {
x: 2000,
y: 2732 - 160
}, {
x: 2150,
y: 2732 - 160
}, {
x: 2300,
y: 2732 - 160
}, {
x: 2450,
y: 2732 - 160
}, {
x: 2600,
y: 2732 - 160
}, {
x: 2750,
y: 2732 - 160
}, {
x: 2900,
y: 2732 - 160
}, {
x: 3050,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 3350,
y: 2732 - 160
}, {
x: 3500,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -4.5; // Maximum speed
enemies.push(enemy);
}
// No power-ups - pure skill required
totalTreasures = treasures.length;
}
function createFinalCastleLevel() {
// Ultimate castle challenge - minimal ground
var groundSegments = [{
x: 0,
w: 100
}, {
x: 200,
w: 60
}, {
x: 350,
w: 80
}, {
x: 500,
w: 60
}, {
x: 650,
w: 100
}, {
x: 850,
w: 40
}, {
x: 980,
w: 80
}, {
x: 1150,
w: 60
}, {
x: 1300,
w: 100
}, {
x: 1500,
w: 40
}, {
x: 1630,
w: 80
}, {
x: 1800,
w: 60
}, {
x: 1950,
w: 100
}, {
x: 2150,
w: 40
}, {
x: 2280,
w: 80
}, {
x: 2450,
w: 60
}, {
x: 2600,
w: 100
}, {
x: 2800,
w: 40
}, {
x: 2930,
w: 80
}, {
x: 3100,
w: 60
}, {
x: 3250,
w: 100
}, {
x: 3450,
w: 40
}, {
x: 3580,
w: 80
}, {
x: 3750,
w: 120
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Pixel-perfect platforms
var platformData = [{
x: 130,
y: 2400,
w: 20,
h: 40
}, {
x: 240,
y: 2250,
w: 20,
h: 40
}, {
x: 380,
y: 2500,
w: 20,
h: 40
}, {
x: 520,
y: 2350,
w: 20,
h: 40
}, {
x: 600,
y: 2200,
w: 20,
h: 40
}, {
x: 750,
y: 2450,
w: 20,
h: 40
}, {
x: 890,
y: 2300,
w: 20,
h: 40
}, {
x: 1020,
y: 2150,
w: 20,
h: 40
}, {
x: 1180,
y: 2400,
w: 20,
h: 40
}, {
x: 1330,
y: 2250,
w: 20,
h: 40
}, {
x: 1450,
y: 2500,
w: 20,
h: 40
}, {
x: 1580,
y: 2350,
w: 20,
h: 40
}, {
x: 1660,
y: 2200,
w: 20,
h: 40
}, {
x: 1830,
y: 2450,
w: 20,
h: 40
}, {
x: 1980,
y: 2300,
w: 20,
h: 40
}, {
x: 2100,
y: 2150,
w: 20,
h: 40
}, {
x: 2230,
y: 2400,
w: 20,
h: 40
}, {
x: 2380,
y: 2250,
w: 20,
h: 40
}, {
x: 2500,
y: 2500,
w: 20,
h: 40
}, {
x: 2630,
y: 2350,
w: 20,
h: 40
}, {
x: 2730,
y: 2200,
w: 20,
h: 40
}, {
x: 2880,
y: 2450,
w: 20,
h: 40
}, {
x: 3020,
y: 2300,
w: 20,
h: 40
}, {
x: 3130,
y: 2150,
w: 20,
h: 40
}, {
x: 3280,
y: 2400,
w: 20,
h: 40
}, {
x: 3480,
y: 2250,
w: 20,
h: 40
}, {
x: 3600,
y: 2500,
w: 20,
h: 40
}, {
x: 3720,
y: 2350,
w: 20,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Final treasure collection - master-level precision required
var treasurePositions = [{
x: 140,
y: 2350
}, {
x: 250,
y: 2200
}, {
x: 390,
y: 2450
}, {
x: 530,
y: 2300
}, {
x: 610,
y: 2150
}, {
x: 760,
y: 2400
}, {
x: 900,
y: 2250
}, {
x: 1030,
y: 2100
}, {
x: 1190,
y: 2350
}, {
x: 1340,
y: 2200
}, {
x: 1460,
y: 2450
}, {
x: 1590,
y: 2300
}, {
x: 1670,
y: 2150
}, {
x: 1840,
y: 2400
}, {
x: 1990,
y: 2250
}, {
x: 2110,
y: 2100
}, {
x: 2240,
y: 2350
}, {
x: 2390,
y: 2200
}, {
x: 2510,
y: 2450
}, {
x: 2640,
y: 2300
}, {
x: 2740,
y: 2150
}, {
x: 2890,
y: 2400
}, {
x: 3030,
y: 2250
}, {
x: 3140,
y: 2100
}, {
x: 3290,
y: 2350
}, {
x: 3490,
y: 2200
}, {
x: 3610,
y: 2450
}, {
x: 3730,
y: 2300
}, {
x: 3850,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Final boss-level enemy challenge
var enemyPositions = [{
x: 150,
y: 2732 - 160
}, {
x: 280,
y: 2732 - 160
}, {
x: 410,
y: 2732 - 160
}, {
x: 540,
y: 2732 - 160
}, {
x: 670,
y: 2732 - 160
}, {
x: 800,
y: 2732 - 160
}, {
x: 930,
y: 2732 - 160
}, {
x: 1060,
y: 2732 - 160
}, {
x: 1190,
y: 2732 - 160
}, {
x: 1320,
y: 2732 - 160
}, {
x: 1450,
y: 2732 - 160
}, {
x: 1580,
y: 2732 - 160
}, {
x: 1710,
y: 2732 - 160
}, {
x: 1840,
y: 2732 - 160
}, {
x: 1970,
y: 2732 - 160
}, {
x: 2100,
y: 2732 - 160
}, {
x: 2230,
y: 2732 - 160
}, {
x: 2360,
y: 2732 - 160
}, {
x: 2490,
y: 2732 - 160
}, {
x: 2620,
y: 2732 - 160
}, {
x: 2750,
y: 2732 - 160
}, {
x: 2880,
y: 2732 - 160
}, {
x: 3010,
y: 2732 - 160
}, {
x: 3140,
y: 2732 - 160
}, {
x: 3270,
y: 2732 - 160
}, {
x: 3400,
y: 2732 - 160
}, {
x: 3530,
y: 2732 - 160
}, {
x: 3660,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -5; // Ultimate speed
enemies.push(enemy);
}
// No power-ups - ultimate skill test
totalTreasures = treasures.length;
} /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = -2;
self.velocityY = 0;
self.direction = -1;
self.defeated = false;
self.update = function () {
if (!self.defeated) {
// Apply gravity
self.velocityY += 1.2;
// Move horizontally
self.x += self.velocityX;
self.y += self.velocityY;
// Reset velocity Y when on ground (simplified)
if (self.y >= 2732 - 160) {
self.y = 2732 - 160;
self.velocityY = 0;
}
}
};
self.defeat = function () {
if (!self.defeated) {
self.defeated = true;
self.visible = false;
LK.setScore(LK.getScore() + 50);
LK.getSound('defeat').play();
updateUI();
}
};
self.reverseDirection = function () {
self.velocityX *= -1;
self.direction *= -1;
};
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 1.0
});
self.reached = false;
return self;
});
var Ground = Container.expand(function (width) {
var self = Container.call(this);
var graphics = self.attachAsset('ground', {
anchorX: 0,
anchorY: 0,
width: width || 200,
height: 80
});
self.groundWidth = width || 200;
self.groundHeight = 80;
return self;
});
var Platform = Container.expand(function (width, height) {
var self = Container.call(this);
var graphics = self.attachAsset('platform', {
anchorX: 0,
anchorY: 0,
width: width || 200,
height: height || 40
});
self.platformWidth = width || 200;
self.platformHeight = height || 40;
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityX = 0;
self.velocityY = 0;
self.speed = 8;
self.jumpPower = 25;
self.onGround = false;
self.facingRight = true;
self.invulnerable = false;
self.powerUpTimer = 0;
self.happyAnimationTimer = 0;
self.jumpChargeTime = 0;
self.maxJumpChargeTime = 30; // 0.5 seconds at 60fps
self.isChargingJump = false;
// Happy jump animation when touched
self.down = function (x, y, obj) {
if (gameState === 'menu') {
// Happy animation
self.happyAnimationTimer = 60; // 1 second at 60fps
tween(self, {
scaleX: 1.8,
scaleY: 1.8
}, {
duration: 200,
easing: tween.bounceOut
});
tween(graphics, {
rotation: 0.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(graphics, {
rotation: 0
}, {
duration: 300,
easing: tween.elasticOut
});
}
});
// Jump effect
if (self.onGround) {
self.velocityY = -self.jumpPower * 1.5;
self.onGround = false;
}
// Scale back to normal
LK.setTimeout(function () {
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.bounceOut
});
}, 400);
}
};
self.update = function () {
// Apply gravity
self.velocityY += 1.2;
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Handle power-up timer
if (self.powerUpTimer > 0) {
self.powerUpTimer--;
if (self.powerUpTimer <= 0) {
self.invulnerable = false;
graphics.tint = 0xffffff;
}
}
// Ground state will be set by collision detection
// Apply friction
self.velocityX *= 0.85;
// Update jump charge
if (self.isChargingJump && self.onGround && self.jumpChargeTime < self.maxJumpChargeTime) {
self.jumpChargeTime++;
// Visual feedback - slightly scale player when charging
var chargeScale = 1 + self.jumpChargeTime / self.maxJumpChargeTime * 0.2;
self.scaleX = chargeScale;
self.scaleY = chargeScale;
} else if (!self.isChargingJump) {
// Reset scale and charge time when not charging
self.scaleX = 1;
self.scaleY = 1;
if (!self.onGround) {
self.jumpChargeTime = 0;
}
}
};
self.jump = function () {
if (self.onGround) {
var jumpMultiplier = 1 + self.jumpChargeTime / self.maxJumpChargeTime * 0.8; // Up to 1.8x jump power
self.velocityY = -self.jumpPower * jumpMultiplier;
self.onGround = false;
LK.getSound('jump').play();
self.jumpChargeTime = 0;
self.isChargingJump = false;
}
};
self.moveLeft = function () {
self.velocityX = -self.speed;
if (self.facingRight) {
self.facingRight = false;
graphics.scaleX = -1;
}
};
self.moveRight = function () {
self.velocityX = self.speed;
if (!self.facingRight) {
self.facingRight = true;
graphics.scaleX = 1;
}
};
self.landOnGround = function () {
self.onGround = true;
self.velocityY = 0;
};
self.collectTreasure = function () {
treasuresCollected++;
LK.setScore(LK.getScore() + 100);
LK.getSound('collect').play();
updateUI();
};
self.collectPowerUp = function () {
self.invulnerable = true;
self.powerUpTimer = 300; // 5 seconds at 60fps
graphics.tint = 0xffff00;
LK.getSound('powerup').play();
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.pulseOffset = 0;
self.update = function () {
if (!self.collected) {
self.pulseOffset += 0.15;
graphics.scaleX = 1 + Math.sin(self.pulseOffset) * 0.2;
graphics.scaleY = 1 + Math.sin(self.pulseOffset) * 0.2;
}
};
self.collect = function () {
if (!self.collected) {
self.collected = true;
self.visible = false;
return true;
}
return false;
};
return self;
});
var Treasure = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('treasure', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.bobOffset = 0;
self.update = function () {
if (!self.collected) {
self.bobOffset += 0.2;
self.y += Math.sin(self.bobOffset) * 0.5;
graphics.rotation += 0.05;
}
};
self.collect = function () {
if (!self.collected) {
self.collected = true;
self.visible = false;
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state variables
var currentLevel = storage.currentLevel || 1;
var maxLevel = storage.maxLevel || 1;
var treasuresCollected = 0;
var totalTreasures = 0;
var levelCompleted = false;
var gameState = 'menu'; // 'menu', 'playing', 'completed'
var currentLanguage = storage.currentLanguage || 'english'; // 'english', 'turkish'
var gameCamera = {
x: 0,
y: 0
};
// Language texts
var texts = {
english: {
title: "Desert Adventure",
startGame: "START GAME",
selectLevel: "Select Level:",
score: "Score: ",
level: "Level ",
treasures: "Treasures: ",
instructions: "Enter the door if it doesn't go left\nCollect ALL treasures to complete level!\nTap upper screen to jump, lower screen to move!",
levelComplete: "Level Complete!\nAll treasures collected!\nBonus: ",
collectFirst: "Collect all treasures first!\nRestarting level...",
collectAllWarning: "Collect all treasures\nto complete level!\n",
collected: " collected",
congratulations: "CONGRATULATIONS!\nYou collected all treasures\nin all 10 levels!",
returnToMenu: "Return to Main Menu",
language: "Language: English"
},
turkish: {
title: "Çöl Macerası",
startGame: "OYUNU BAŞLAT",
selectLevel: "Seviye Seç:",
score: "Puan: ",
level: "Seviye ",
treasures: "Hazineler: ",
instructions: "Sola gitmezse kapıya gir\nTÜM hazineleri topla!\nYukarı ekran zıpla, aşağı ekran hareket!",
levelComplete: "Seviye Tamamlandı!\nTüm hazineler toplandı!\nBonus: ",
collectFirst: "Önce tüm hazineleri topla!\nSeviye yeniden başlıyor...",
collectAllWarning: "Seviyeyi tamamlamak için\ntüm hazineleri topla!\n",
collected: " toplandı",
congratulations: "TEBRİKLER!\n10 seviyedeki tüm hazineleri\ntopladınız!",
returnToMenu: "Ana Menüye Dön",
language: "Dil: Türkçe"
}
};
function getCurrentText() {
return texts[currentLanguage];
}
// Menu variables
var menuButtons = [];
var menuTitle;
var playButton;
var levelSelectButtons = [];
var levelSelectTitle;
// Game objects
var player;
var platforms = [];
var grounds = [];
var treasures = [];
var enemies = [];
var powerUps = [];
var goal;
// UI elements
var scoreText;
var levelText;
var treasureText;
var instructionText;
// Level themes and colors
var levelThemes = {
1: {
name: "Desert Ruins",
bg: 0xDEB887,
groundColor: 0xD2691E
},
2: {
name: "Underground Caverns",
bg: 0x2F4F4F,
groundColor: 0x696969
},
3: {
name: "Jungle Temple",
bg: 0x228B22,
groundColor: 0x8B4513
},
4: {
name: "Icy Mountains",
bg: 0x4682B4,
groundColor: 0xE6E6FA
},
5: {
name: "Volcano Depths",
bg: 0x8B0000,
groundColor: 0x800000
},
6: {
name: "Sky Palace",
bg: 0x87CEEB,
groundColor: 0x4169E1
},
7: {
name: "Haunted Forest",
bg: 0x2F2F2F,
groundColor: 0x654321
},
8: {
name: "Crystal Caves",
bg: 0x4B0082,
groundColor: 0x9370DB
},
9: {
name: "Lava Temple",
bg: 0xFF4500,
groundColor: 0x8B0000
},
10: {
name: "Final Castle",
bg: 0x1C1C1C,
groundColor: 0x000000
}
};
// Input handling
var keys = {
left: false,
right: false,
jump: false
};
function initializeUI() {
// Clear any existing UI
if (scoreText) scoreText.destroy();
if (levelText) levelText.destroy();
if (treasureText) treasureText.destroy();
if (instructionText) instructionText.destroy();
var currentText = getCurrentText();
scoreText = new Text2(currentText.score + '0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 120;
scoreText.y = 20;
LK.gui.topLeft.addChild(scoreText);
levelText = new Text2(currentText.level + '1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
treasureText = new Text2(currentText.treasures + '0/0', {
size: 60,
fill: 0xFFFFFF
});
treasureText.anchor.set(1, 0);
treasureText.x = -20;
treasureText.y = 20;
LK.gui.topRight.addChild(treasureText);
instructionText = new Text2(currentText.instructions, {
size: 60,
fill: 0xFFFF00
});
instructionText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(instructionText);
// Hide instruction after 4 seconds
LK.setTimeout(function () {
if (instructionText) instructionText.visible = false;
}, 4000);
}
function updateUI() {
var currentText = getCurrentText();
scoreText.setText(currentText.score + LK.getScore());
levelText.setText(currentText.level + currentLevel + ': ' + levelThemes[currentLevel].name);
treasureText.setText(currentText.treasures + treasuresCollected + '/' + totalTreasures);
}
function createLevel(levelNum) {
// Clear existing objects
clearLevel();
// Set theme
var theme = levelThemes[levelNum];
game.setBackgroundColor(theme.bg);
// Create player
player = game.addChild(new Player());
player.x = 200;
player.y = 2732 - 200;
// Create level-specific layout
if (levelNum === 1) {
createDesertLevel();
} else if (levelNum === 2) {
createCaveLevel();
} else if (levelNum === 3) {
createJungleLevel();
} else if (levelNum === 4) {
createMountainLevel();
} else if (levelNum === 5) {
createVolcanoLevel();
} else if (levelNum === 6) {
createSkyLevel();
} else if (levelNum === 7) {
createHauntedLevel();
} else if (levelNum === 8) {
createCrystalLevel();
} else if (levelNum === 9) {
createLavaLevel();
} else if (levelNum === 10) {
createFinalCastleLevel();
}
// Create goal at the end
goal = game.addChild(new Goal());
goal.x = 4500;
goal.y = 2732 - 80;
// Reset level state
treasuresCollected = 0;
levelCompleted = false;
gameCamera.x = 0;
updateUI();
}
function createDesertLevel() {
// Ground segments
for (var i = 0; i < 25; i++) {
var ground = game.addChild(new Ground(200));
ground.x = i * 200;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Platforms
var platformData = [{
x: 400,
y: 2400,
w: 200,
h: 40
}, {
x: 800,
y: 2200,
w: 150,
h: 40
}, {
x: 1200,
y: 2000,
w: 200,
h: 40
}, {
x: 1600,
y: 2300,
w: 180,
h: 40
}, {
x: 2000,
y: 2100,
w: 200,
h: 40
}, {
x: 2500,
y: 2400,
w: 150,
h: 40
}, {
x: 2900,
y: 2200,
w: 200,
h: 40
}, {
x: 3400,
y: 2000,
w: 180,
h: 40
}, {
x: 3800,
y: 2300,
w: 200,
h: 40
}, {
x: 4200,
y: 2100,
w: 150,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Treasures
var treasurePositions = [{
x: 500,
y: 2350
}, {
x: 900,
y: 2150
}, {
x: 1300,
y: 1950
}, {
x: 1700,
y: 2250
}, {
x: 2100,
y: 2050
}, {
x: 2600,
y: 2350
}, {
x: 3000,
y: 2150
}, {
x: 3500,
y: 1950
}, {
x: 3900,
y: 2250
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Enemies
var enemyPositions = [{
x: 1000,
y: 2732 - 160
}, {
x: 1800,
y: 2732 - 160
}, {
x: 2700,
y: 2732 - 160
}, {
x: 3600,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Power-ups
var powerUp = game.addChild(new PowerUp());
powerUp.x = 1500;
powerUp.y = 1950;
powerUps.push(powerUp);
totalTreasures = treasures.length;
}
function createCaveLevel() {
// Similar structure but different layout for cave theme
for (var i = 0; i < 25; i++) {
var ground = game.addChild(new Ground(200));
ground.x = i * 200;
ground.y = 2732 - 80;
grounds.push(ground);
}
// More complex platforming for cave level
var platformData = [{
x: 300,
y: 2500,
w: 150,
h: 40
}, {
x: 600,
y: 2300,
w: 120,
h: 40
}, {
x: 900,
y: 2100,
w: 150,
h: 40
}, {
x: 1300,
y: 2400,
w: 180,
h: 40
}, {
x: 1700,
y: 2200,
w: 150,
h: 40
}, {
x: 2100,
y: 2000,
w: 200,
h: 40
}, {
x: 2600,
y: 2300,
w: 150,
h: 40
}, {
x: 3000,
y: 2100,
w: 180,
h: 40
}, {
x: 3500,
y: 2400,
w: 150,
h: 40
}, {
x: 3900,
y: 2200,
w: 200,
h: 40
}, {
x: 4300,
y: 2000,
w: 150,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// More treasures in cave
var treasurePositions = [{
x: 400,
y: 2450
}, {
x: 700,
y: 2250
}, {
x: 1000,
y: 2050
}, {
x: 1400,
y: 2350
}, {
x: 1800,
y: 2150
}, {
x: 2200,
y: 1950
}, {
x: 2700,
y: 2250
}, {
x: 3100,
y: 2050
}, {
x: 3600,
y: 2350
}, {
x: 4000,
y: 2150
}, {
x: 4400,
y: 1950
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// More enemies in cave
var enemyPositions = [{
x: 800,
y: 2732 - 160
}, {
x: 1500,
y: 2732 - 160
}, {
x: 2300,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 4100,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Multiple power-ups
var powerUpPositions = [{
x: 1200,
y: 2050
}, {
x: 2800,
y: 2050
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createJungleLevel() {
// Ground with gaps for jungle
var groundSegments = [{
x: 0,
w: 400
}, {
x: 600,
w: 300
}, {
x: 1100,
w: 250
}, {
x: 1500,
w: 400
}, {
x: 2100,
w: 300
}, {
x: 2600,
w: 400
}, {
x: 3200,
w: 300
}, {
x: 3700,
w: 400
}, {
x: 4300,
w: 500
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Vine-like platforms for jungle
var platformData = [{
x: 450,
y: 2400,
w: 100,
h: 40
}, {
x: 750,
y: 2300,
w: 120,
h: 40
}, {
x: 950,
y: 2500,
w: 100,
h: 40
}, {
x: 1350,
y: 2200,
w: 100,
h: 40
}, {
x: 1650,
y: 2400,
w: 120,
h: 40
}, {
x: 1950,
y: 2100,
w: 100,
h: 40
}, {
x: 2450,
y: 2300,
w: 100,
h: 40
}, {
x: 2850,
y: 2500,
w: 120,
h: 40
}, {
x: 3050,
y: 2200,
w: 100,
h: 40
}, {
x: 3550,
y: 2400,
w: 120,
h: 40
}, {
x: 3950,
y: 2100,
w: 100,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Hidden treasures in jungle
var treasurePositions = [{
x: 500,
y: 2350
}, {
x: 800,
y: 2250
}, {
x: 1000,
y: 2450
}, {
x: 1400,
y: 2150
}, {
x: 1700,
y: 2350
}, {
x: 2000,
y: 2050
}, {
x: 2500,
y: 2250
}, {
x: 2900,
y: 2450
}, {
x: 3100,
y: 2150
}, {
x: 3600,
y: 2350
}, {
x: 4000,
y: 2050
}, {
x: 4500,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Jungle enemies
var enemyPositions = [{
x: 700,
y: 2732 - 160
}, {
x: 1200,
y: 2732 - 160
}, {
x: 1800,
y: 2732 - 160
}, {
x: 2800,
y: 2732 - 160
}, {
x: 3800,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Power-ups
var powerUpPositions = [{
x: 1350,
y: 2150
}, {
x: 2900,
y: 2150
}, {
x: 3550,
y: 2150
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createMountainLevel() {
// Icy platforms at different heights
for (var i = 0; i < 20; i++) {
var ground = game.addChild(new Ground(250));
ground.x = i * 250;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Mountain-like ascending platforms
var platformData = [{
x: 300,
y: 2500,
w: 150,
h: 40
}, {
x: 600,
y: 2350,
w: 140,
h: 40
}, {
x: 900,
y: 2200,
w: 150,
h: 40
}, {
x: 1250,
y: 2050,
w: 140,
h: 40
}, {
x: 1600,
y: 1900,
w: 150,
h: 40
}, {
x: 1950,
y: 2000,
w: 140,
h: 40
}, {
x: 2300,
y: 2150,
w: 150,
h: 40
}, {
x: 2650,
y: 2000,
w: 140,
h: 40
}, {
x: 3000,
y: 1850,
w: 150,
h: 40
}, {
x: 3350,
y: 2000,
w: 140,
h: 40
}, {
x: 3700,
y: 2150,
w: 150,
h: 40
}, {
x: 4050,
y: 2000,
w: 140,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Mountain treasures
var treasurePositions = [{
x: 375,
y: 2450
}, {
x: 670,
y: 2300
}, {
x: 975,
y: 2150
}, {
x: 1320,
y: 2000
}, {
x: 1675,
y: 1850
}, {
x: 2020,
y: 1950
}, {
x: 2375,
y: 2100
}, {
x: 2720,
y: 1950
}, {
x: 3075,
y: 1800
}, {
x: 3420,
y: 1950
}, {
x: 3775,
y: 2100
}, {
x: 4120,
y: 1950
}, {
x: 4400,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Mountain enemies
var enemyPositions = [{
x: 500,
y: 2732 - 160
}, {
x: 1100,
y: 2732 - 160
}, {
x: 1700,
y: 2732 - 160
}, {
x: 2400,
y: 2732 - 160
}, {
x: 3100,
y: 2732 - 160
}, {
x: 3800,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Power-ups
var powerUpPositions = [{
x: 1320,
y: 1950
}, {
x: 2720,
y: 1900
}, {
x: 3775,
y: 1950
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createCastleLevel() {
// Castle ground segments
for (var i = 0; i < 30; i++) {
var ground = game.addChild(new Ground(200));
ground.x = i * 200;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Castle-like platform structure
var platformData = [{
x: 300,
y: 2400,
w: 200,
h: 40
}, {
x: 600,
y: 2200,
w: 150,
h: 40
}, {
x: 900,
y: 2000,
w: 180,
h: 40
}, {
x: 1200,
y: 1800,
w: 150,
h: 40
}, {
x: 1500,
y: 2300,
w: 200,
h: 40
}, {
x: 1800,
y: 2100,
w: 150,
h: 40
}, {
x: 2100,
y: 1900,
w: 180,
h: 40
}, {
x: 2400,
y: 2200,
w: 150,
h: 40
}, {
x: 2700,
y: 2000,
w: 200,
h: 40
}, {
x: 3000,
y: 1800,
w: 150,
h: 40
}, {
x: 3300,
y: 2100,
w: 180,
h: 40
}, {
x: 3600,
y: 1900,
w: 150,
h: 40
}, {
x: 3900,
y: 2200,
w: 200,
h: 40
}, {
x: 4200,
y: 2000,
w: 150,
h: 40
}, {
x: 4500,
y: 1800,
w: 180,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Final castle treasures
var treasurePositions = [{
x: 400,
y: 2350
}, {
x: 675,
y: 2150
}, {
x: 990,
y: 1950
}, {
x: 1275,
y: 1750
}, {
x: 1600,
y: 2250
}, {
x: 1875,
y: 2050
}, {
x: 2190,
y: 1850
}, {
x: 2475,
y: 2150
}, {
x: 2800,
y: 1950
}, {
x: 3075,
y: 1750
}, {
x: 3390,
y: 2050
}, {
x: 3675,
y: 1850
}, {
x: 4000,
y: 2150
}, {
x: 4275,
y: 1950
}, {
x: 4590,
y: 1750
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Final castle enemies
var enemyPositions = [{
x: 800,
y: 2732 - 160
}, {
x: 1300,
y: 2732 - 160
}, {
x: 1900,
y: 2732 - 160
}, {
x: 2500,
y: 2732 - 160
}, {
x: 3100,
y: 2732 - 160
}, {
x: 3700,
y: 2732 - 160
}, {
x: 4300,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemies.push(enemy);
}
// Multiple power-ups for final level
var powerUpPositions = [{
x: 1275,
y: 1700
}, {
x: 2190,
y: 1800
}, {
x: 3075,
y: 1700
}, {
x: 4275,
y: 1900
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function clearLevel() {
// Clear all game objects
for (var i = 0; i < platforms.length; i++) {
platforms[i].destroy();
}
platforms = [];
for (var i = 0; i < grounds.length; i++) {
grounds[i].destroy();
}
grounds = [];
for (var i = 0; i < treasures.length; i++) {
treasures[i].destroy();
}
treasures = [];
for (var i = 0; i < enemies.length; i++) {
enemies[i].destroy();
}
enemies = [];
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].destroy();
}
powerUps = [];
if (goal) {
goal.destroy();
goal = null;
}
if (player) {
player.destroy();
player = null;
}
}
function checkCollisions() {
// Reset ground state first
player.onGround = false;
// Player vs ground collision
for (var i = 0; i < grounds.length; i++) {
var ground = grounds[i];
if (player.x + 40 > ground.x && player.x - 40 < ground.x + ground.groundWidth && player.y > ground.y - 10 && player.y < ground.y + ground.groundHeight + 10 && player.velocityY >= 0) {
player.y = ground.y;
player.landOnGround();
}
}
// Player vs platform collision
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (player.x + 40 > platform.x && player.x - 40 < platform.x + platform.platformWidth && player.y > platform.y - 10 && player.y < platform.y + platform.platformHeight + 10 && player.velocityY >= 0) {
player.y = platform.y;
player.landOnGround();
}
}
// Player vs treasure collision
for (var i = 0; i < treasures.length; i++) {
var treasure = treasures[i];
if (!treasure.collected && player.intersects(treasure)) {
if (treasure.collect()) {
player.collectTreasure();
}
}
}
// Player vs enemy collision
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy.defeated && player.intersects(enemy)) {
if (player.invulnerable) {
enemy.defeat();
} else {
// Player takes damage
LK.effects.flashScreen(0xff0000, 500);
player.x = 200; // Reset position
player.y = 2732 - 200;
player.velocityX = 0;
player.velocityY = 0;
}
}
}
// Player vs power-up collision
for (var i = 0; i < powerUps.length; i++) {
var powerUp = powerUps[i];
if (!powerUp.collected && player.intersects(powerUp)) {
if (powerUp.collect()) {
player.collectPowerUp();
}
}
}
// Player vs goal collision
if (goal && !goal.reached && player.intersects(goal)) {
// Check if all treasures are collected before allowing level completion
if (treasuresCollected < totalTreasures) {
// Not all treasures collected - restart level
var currentText = getCurrentText();
var warningText = new Text2(currentText.collectFirst, {
size: 80,
fill: 0xFFFF00
});
warningText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(warningText);
// Flash screen yellow
LK.effects.flashScreen(0xFFFF00, 1000);
// Restart level after delay
LK.setTimeout(function () {
warningText.destroy();
createLevel(currentLevel); // Restart the same level
}, 2000);
return; // Don't complete level
}
goal.reached = true;
levelCompleted = true;
completeLevel();
}
// Enemy vs platform collision (simple AI)
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy.defeated) {
var onPlatform = false;
// Check if enemy is on ground
for (var j = 0; j < grounds.length; j++) {
var ground = grounds[j];
if (enemy.x + 30 > ground.x && enemy.x - 30 < ground.x + ground.groundWidth && enemy.y >= ground.y - 10 && enemy.y <= ground.y + 10) {
enemy.y = ground.y;
enemy.velocityY = 0;
onPlatform = true;
break;
}
}
// Check if enemy is on platform
if (!onPlatform) {
for (var j = 0; j < platforms.length; j++) {
var platform = platforms[j];
if (enemy.x + 30 > platform.x && enemy.x - 30 < platform.x + platform.platformWidth && enemy.y >= platform.y - 10 && enemy.y <= platform.y + 10) {
enemy.y = platform.y;
enemy.velocityY = 0;
onPlatform = true;
break;
}
}
}
// Reverse direction at edges
if (enemy.x <= 0 || enemy.x >= 5000) {
enemy.reverseDirection();
}
}
}
// Keep player in bounds
if (player.x < 0) player.x = 0;
if (player.x > 5000) player.x = 5000;
// Check if player falls off screen
if (player.y > 2732 + 200) {
player.x = 200;
player.y = 2732 - 200;
player.velocityX = 0;
player.velocityY = 0;
LK.effects.flashScreen(0xff0000, 500);
}
}
function updateCamera() {
// Follow player with camera
var targetX = -player.x + 1024; // Center player horizontally
gameCamera.x += (targetX - gameCamera.x) * 0.1; // Smooth camera movement
// Clamp camera
if (gameCamera.x > 0) gameCamera.x = 0;
if (gameCamera.x < -3500) gameCamera.x = -3500;
// Apply camera to game objects
game.x = gameCamera.x;
}
function completeLevel() {
var currentText = getCurrentText();
// Check if all treasures are collected
if (treasuresCollected < totalTreasures) {
var warningText = new Text2(currentText.collectAllWarning + treasuresCollected + '/' + totalTreasures + currentText.collected, {
size: 80,
fill: 0xFFFF00
});
warningText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(warningText);
// Flash screen yellow
LK.effects.flashScreen(0xFFFF00, 1000);
// Remove warning after delay
LK.setTimeout(function () {
warningText.destroy();
}, 2000);
return; // Don't complete level
}
// All treasures collected - complete level
var completionBonus = 500;
var treasureBonus = treasuresCollected * 50;
var totalBonus = completionBonus + treasureBonus;
LK.setScore(LK.getScore() + totalBonus);
// Update storage
if (currentLevel >= maxLevel) {
maxLevel = currentLevel + 1;
storage.maxLevel = maxLevel;
}
// Show completion message
var completionText = new Text2(currentText.levelComplete + totalBonus, {
size: 100,
fill: 0x00FF00
});
completionText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(completionText);
// Flash screen green
LK.effects.flashScreen(0x00ff00, 1000);
// Advance to next level after delay
LK.setTimeout(function () {
completionText.destroy();
if (currentLevel < 10) {
currentLevel++;
storage.currentLevel = currentLevel;
createLevel(currentLevel);
} else {
// Game completed - show happy animation
showGameCompleteAnimation();
}
}, 2000);
}
// Touch controls
game.down = function (x, y, obj) {
// Handle menu input
if (gameState === 'menu') {
handleMenuInput(x, y);
return;
}
// Game input
if (gameState === 'playing') {
// Check if pressed on upper half of screen for jump
if (y < 1366) {
// Upper half - start charging jump
if (player.onGround) {
player.isChargingJump = true;
player.jumpChargeTime = 0;
}
} else {
// Lower half - movement controls
if (x < 1024) {
keys.left = true;
} else {
keys.right = true;
}
}
}
};
game.up = function (x, y, obj) {
if (gameState === 'playing') {
// Handle jump release - only jump if we were charging and pressed upper screen
if (player.isChargingJump && y < 1366) {
player.jump();
} else {
// Reset charging state if not jumping
player.isChargingJump = false;
player.jumpChargeTime = 0;
}
// Only reset movement keys when releasing from lower screen (movement area)
if (y >= 1366) {
keys.left = false;
keys.right = false;
}
}
};
// Add pause button handler
LK.on('pause', function () {
// Show main menu option when paused
var currentText = getCurrentText();
var mainMenuText = new Text2(currentText.returnToMenu, {
size: 80,
fill: 0xFFFFFF
});
mainMenuText.anchor.set(0.5, 0.5);
mainMenuText.x = 1024;
mainMenuText.y = 1500;
LK.gui.center.addChild(mainMenuText);
// Add click handler for main menu return
var menuClickHandler = function menuClickHandler(x, y) {
if (x > mainMenuText.x - 200 && x < mainMenuText.x + 200 && y > mainMenuText.y - 50 && y < mainMenuText.y + 50) {
// Clean up pause menu
mainMenuText.destroy();
// Return to main menu
createMainMenu();
LK.resume();
}
};
// Temporarily override game down handler for menu interaction
var originalDown = game.down;
game.down = function (x, y, obj) {
if (LK.isPaused()) {
menuClickHandler(x, y);
} else {
originalDown(x, y, obj);
}
};
// Clean up when unpaused
LK.on('resume', function () {
if (mainMenuText && mainMenuText.parent) {
mainMenuText.destroy();
}
game.down = originalDown;
});
});
function createMainMenu() {
gameState = 'menu';
// Clear any existing level
clearLevel();
// Clear existing menu elements
if (menuTitle) menuTitle.destroy();
if (playButton) playButton.destroy();
for (var i = 0; i < levelSelectButtons.length; i++) {
levelSelectButtons[i].destroy();
}
for (var i = 0; i < menuButtons.length; i++) {
menuButtons[i].destroy();
}
// Reset arrays
menuButtons = [];
levelSelectButtons = [];
var currentText = getCurrentText();
// Create menu title
menuTitle = new Text2(currentText.title, {
size: 120,
fill: 0xFFD700
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 1024;
menuTitle.y = 400;
game.addChild(menuTitle);
// Create language button
var languageButton = new Text2(currentText.language, {
size: 50,
fill: 0xFFFFFF
});
languageButton.anchor.set(0.5, 0.5);
languageButton.x = 1024;
languageButton.y = 500;
game.addChild(languageButton);
// Create play button
playButton = new Text2(currentText.startGame, {
size: 80,
fill: 0x00FF00
});
playButton.anchor.set(0.5, 0.5);
playButton.x = 1024;
playButton.y = 800;
game.addChild(playButton);
// Clear existing level select title if it exists
if (typeof levelSelectTitle !== 'undefined' && levelSelectTitle && levelSelectTitle.parent) {
levelSelectTitle.destroy();
}
// Create level select title
var levelSelectTitle = new Text2(currentText.selectLevel, {
size: 60,
fill: 0xFFFFFF
});
levelSelectTitle.anchor.set(0.5, 0.5);
levelSelectTitle.x = 1024;
levelSelectTitle.y = 1000;
game.addChild(levelSelectTitle);
// Create level selection buttons
levelSelectButtons = [];
for (var i = 1; i <= 10; i++) {
var levelButton = new Text2(i.toString(), {
size: 60,
fill: i <= maxLevel ? 0x00FF00 : 0x888888
});
levelButton.anchor.set(0.5, 0.5);
levelButton.x = 300 + (i - 1) % 5 * 300;
levelButton.y = 1200 + Math.floor((i - 1) / 5) * 150;
levelButton.levelNumber = i;
levelButton.unlocked = i <= maxLevel;
game.addChild(levelButton);
levelSelectButtons.push(levelButton);
}
// Store language button for menu interaction
menuButtons = [languageButton];
// Add animated character in menu
var menuCharacter = game.addChild(new Player());
menuCharacter.x = 1024;
menuCharacter.y = 600;
menuCharacter.scaleX = 1.5;
menuCharacter.scaleY = 1.5;
// Happy bounce animation
var bounceOffset = 0;
var menuCharacterUpdate = function menuCharacterUpdate() {
if (gameState === 'menu') {
bounceOffset += 0.1;
menuCharacter.y = 600 + Math.sin(bounceOffset) * 20;
}
};
LK.setInterval(menuCharacterUpdate, 16);
}
function handleMenuInput(x, y) {
if (gameState !== 'menu') return;
// Check language button
if (menuButtons.length > 0) {
var languageButton = menuButtons[0];
if (x > languageButton.x - 100 && x < languageButton.x + 100 && y > languageButton.y - 30 && y < languageButton.y + 30) {
// Toggle language
currentLanguage = currentLanguage === 'english' ? 'turkish' : 'english';
storage.currentLanguage = currentLanguage;
// Clear any running tweens/animations to prevent conflicts
if (typeof tween !== 'undefined' && tween.removeAll) {
tween.removeAll();
}
// Add small delay to ensure proper cleanup before recreating menu
LK.setTimeout(function () {
createMainMenu();
}, 50);
return;
}
}
// Check play button
if (x > playButton.x - 150 && x < playButton.x + 150 && y > playButton.y - 50 && y < playButton.y + 50) {
startGame();
return;
}
// Check level buttons
for (var i = 0; i < levelSelectButtons.length; i++) {
var btn = levelSelectButtons[i];
if (btn.unlocked && x > btn.x - 50 && x < btn.x + 50 && y > btn.y - 50 && y < btn.y + 50) {
currentLevel = btn.levelNumber;
startGame();
return;
}
}
}
function startGame() {
gameState = 'playing';
// Clear menu
if (menuTitle) menuTitle.destroy();
if (playButton) playButton.destroy();
for (var i = 0; i < levelSelectButtons.length; i++) {
levelSelectButtons[i].destroy();
}
// Initialize UI and start game
initializeUI();
createLevel(currentLevel);
}
function showGameCompleteAnimation() {
gameState = 'completed';
// Create celebration character
var celebrationCharacter = game.addChild(new Player());
celebrationCharacter.x = 1024;
celebrationCharacter.y = 1300;
celebrationCharacter.scaleX = 2;
celebrationCharacter.scaleY = 2;
// Happy celebration animation
var celebrationOffset = 0;
var celebrationUpdate = function celebrationUpdate() {
if (gameState === 'completed') {
celebrationOffset += 0.15;
celebrationCharacter.y = 1300 + Math.sin(celebrationOffset) * 50;
celebrationCharacter.rotation = Math.sin(celebrationOffset * 2) * 0.3;
}
};
LK.setInterval(celebrationUpdate, 16);
// Add celebration text
var currentText = getCurrentText();
var celebrationText = new Text2(currentText.congratulations, {
size: 80,
fill: 0xFFD700
});
celebrationText.anchor.set(0.5, 0.5);
celebrationText.x = 1024;
celebrationText.y = 800;
game.addChild(celebrationText);
// Flash screen with rainbow colors
var rainbowColors = [0xFF0000, 0xFF8000, 0xFFFF00, 0x00FF00, 0x0080FF, 0x8000FF];
var colorIndex = 0;
LK.setInterval(function () {
if (gameState === 'completed') {
LK.effects.flashScreen(rainbowColors[colorIndex], 500);
colorIndex = (colorIndex + 1) % rainbowColors.length;
}
}, 600);
// Show final win after delay
LK.setTimeout(function () {
LK.showYouWin();
}, 5000);
}
// Initialize game with menu
createMainMenu();
LK.playMusic('bgmusic');
// Main game loop
game.update = function () {
// Only update game logic when playing
if (gameState !== 'playing' || levelCompleted) return;
// Handle input
if (keys.left) {
player.moveLeft();
}
if (keys.right) {
player.moveRight();
}
// Jump handling is now done in input handlers
// Update all game objects
player.update();
for (var i = 0; i < treasures.length; i++) {
treasures[i].update();
}
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].update();
}
// Check collisions
checkCollisions();
// Update camera
updateCamera();
// Check win condition (optional: complete level with all treasures)
if (treasuresCollected >= totalTreasures && goal && goal.reached) {
// Extra bonus for collecting all treasures
LK.setScore(LK.getScore() + 200);
updateUI();
}
};
function createVolcanoLevel() {
// Challenging volcanic platforms with gaps
var groundSegments = [{
x: 0,
w: 300
}, {
x: 500,
w: 250
}, {
x: 900,
w: 200
}, {
x: 1300,
w: 250
}, {
x: 1750,
w: 300
}, {
x: 2250,
w: 200
}, {
x: 2650,
w: 250
}, {
x: 3100,
w: 300
}, {
x: 3600,
w: 200
}, {
x: 4000,
w: 400
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Floating lava platforms - more challenging spacing
var platformData = [{
x: 350,
y: 2300,
w: 100,
h: 40
}, {
x: 600,
y: 2150,
w: 80,
h: 40
}, {
x: 750,
y: 2400,
w: 100,
h: 40
}, {
x: 1000,
y: 2250,
w: 80,
h: 40
}, {
x: 1150,
y: 2100,
w: 100,
h: 40
}, {
x: 1400,
y: 2350,
w: 80,
h: 40
}, {
x: 1600,
y: 2200,
w: 100,
h: 40
}, {
x: 1900,
y: 2100,
w: 80,
h: 40
}, {
x: 2100,
y: 2350,
w: 100,
h: 40
}, {
x: 2350,
y: 2200,
w: 80,
h: 40
}, {
x: 2500,
y: 2050,
w: 100,
h: 40
}, {
x: 2750,
y: 2300,
w: 80,
h: 40
}, {
x: 2950,
y: 2150,
w: 100,
h: 40
}, {
x: 3250,
y: 2400,
w: 80,
h: 40
}, {
x: 3450,
y: 2250,
w: 100,
h: 40
}, {
x: 3750,
y: 2100,
w: 80,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// More treasures requiring precision
var treasurePositions = [{
x: 400,
y: 2250
}, {
x: 650,
y: 2100
}, {
x: 800,
y: 2350
}, {
x: 1050,
y: 2200
}, {
x: 1200,
y: 2050
}, {
x: 1450,
y: 2300
}, {
x: 1650,
y: 2150
}, {
x: 1950,
y: 2050
}, {
x: 2150,
y: 2300
}, {
x: 2400,
y: 2150
}, {
x: 2550,
y: 2000
}, {
x: 2800,
y: 2250
}, {
x: 3000,
y: 2100
}, {
x: 3300,
y: 2350
}, {
x: 3500,
y: 2200
}, {
x: 3800,
y: 2050
}, {
x: 4300,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// More aggressive enemies
var enemyPositions = [{
x: 400,
y: 2732 - 160
}, {
x: 800,
y: 2732 - 160
}, {
x: 1200,
y: 2732 - 160
}, {
x: 1600,
y: 2732 - 160
}, {
x: 2000,
y: 2732 - 160
}, {
x: 2400,
y: 2732 - 160
}, {
x: 2800,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 3600,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -3; // Faster enemies
enemies.push(enemy);
}
// Fewer power-ups for increased difficulty
var powerUpPositions = [{
x: 1200,
y: 2000
}, {
x: 3000,
y: 2050
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createSkyLevel() {
// Floating sky platforms with large gaps
var groundSegments = [{
x: 0,
w: 250
}, {
x: 400,
w: 200
}, {
x: 750,
w: 150
}, {
x: 1100,
w: 200
}, {
x: 1500,
w: 250
}, {
x: 1900,
w: 150
}, {
x: 2250,
w: 200
}, {
x: 2600,
w: 250
}, {
x: 3000,
w: 150
}, {
x: 3400,
w: 200
}, {
x: 3800,
w: 300
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Sky platforms requiring precise jumping
var platformData = [{
x: 280,
y: 2200,
w: 80,
h: 40
}, {
x: 450,
y: 2050,
w: 70,
h: 40
}, {
x: 650,
y: 2300,
w: 80,
h: 40
}, {
x: 850,
y: 2150,
w: 70,
h: 40
}, {
x: 1000,
y: 2000,
w: 80,
h: 40
}, {
x: 1250,
y: 2200,
w: 70,
h: 40
}, {
x: 1450,
y: 2350,
w: 80,
h: 40
}, {
x: 1650,
y: 2100,
w: 70,
h: 40
}, {
x: 1850,
y: 2250,
w: 80,
h: 40
}, {
x: 2050,
y: 2000,
w: 70,
h: 40
}, {
x: 2300,
y: 2150,
w: 80,
h: 40
}, {
x: 2500,
y: 2300,
w: 70,
h: 40
}, {
x: 2750,
y: 2050,
w: 80,
h: 40
}, {
x: 2950,
y: 2200,
w: 70,
h: 40
}, {
x: 3150,
y: 2350,
w: 80,
h: 40
}, {
x: 3350,
y: 2100,
w: 70,
h: 40
}, {
x: 3550,
y: 2250,
w: 80,
h: 40
}, {
x: 3750,
y: 2000,
w: 70,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// High-altitude treasures
var treasurePositions = [{
x: 320,
y: 2150
}, {
x: 490,
y: 2000
}, {
x: 690,
y: 2250
}, {
x: 890,
y: 2100
}, {
x: 1040,
y: 1950
}, {
x: 1290,
y: 2150
}, {
x: 1490,
y: 2300
}, {
x: 1690,
y: 2050
}, {
x: 1890,
y: 2200
}, {
x: 2090,
y: 1950
}, {
x: 2340,
y: 2100
}, {
x: 2540,
y: 2250
}, {
x: 2790,
y: 2000
}, {
x: 2990,
y: 2150
}, {
x: 3190,
y: 2300
}, {
x: 3390,
y: 2050
}, {
x: 3590,
y: 2200
}, {
x: 3790,
y: 1950
}, {
x: 4200,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Flying enemies with different patterns
var enemyPositions = [{
x: 500,
y: 2732 - 160
}, {
x: 900,
y: 2732 - 160
}, {
x: 1300,
y: 2732 - 160
}, {
x: 1700,
y: 2732 - 160
}, {
x: 2100,
y: 2732 - 160
}, {
x: 2500,
y: 2732 - 160
}, {
x: 2900,
y: 2732 - 160
}, {
x: 3300,
y: 2732 - 160
}, {
x: 3700,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -2.5;
enemies.push(enemy);
}
// Limited power-ups
var powerUpPositions = [{
x: 1040,
y: 1900
}, {
x: 2790,
y: 1950
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createHauntedLevel() {
// Spooky broken ground segments
var groundSegments = [{
x: 0,
w: 200
}, {
x: 350,
w: 150
}, {
x: 650,
w: 100
}, {
x: 900,
w: 150
}, {
x: 1200,
w: 200
}, {
x: 1550,
w: 100
}, {
x: 1800,
w: 150
}, {
x: 2100,
w: 200
}, {
x: 2450,
w: 100
}, {
x: 2700,
w: 150
}, {
x: 3000,
w: 200
}, {
x: 3350,
w: 100
}, {
x: 3600,
w: 150
}, {
x: 3900,
w: 250
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Narrow ghostly platforms
var platformData = [{
x: 250,
y: 2400,
w: 60,
h: 40
}, {
x: 450,
y: 2250,
w: 50,
h: 40
}, {
x: 600,
y: 2100,
w: 60,
h: 40
}, {
x: 800,
y: 2350,
w: 50,
h: 40
}, {
x: 1000,
y: 2200,
w: 60,
h: 40
}, {
x: 1350,
y: 2050,
w: 50,
h: 40
}, {
x: 1500,
y: 2300,
w: 60,
h: 40
}, {
x: 1700,
y: 2150,
w: 50,
h: 40
}, {
x: 1950,
y: 2400,
w: 60,
h: 40
}, {
x: 2200,
y: 2250,
w: 50,
h: 40
}, {
x: 2350,
y: 2100,
w: 60,
h: 40
}, {
x: 2550,
y: 2350,
w: 50,
h: 40
}, {
x: 2750,
y: 2200,
w: 60,
h: 40
}, {
x: 2950,
y: 2050,
w: 50,
h: 40
}, {
x: 3150,
y: 2300,
w: 60,
h: 40
}, {
x: 3400,
y: 2150,
w: 50,
h: 40
}, {
x: 3550,
y: 2400,
w: 60,
h: 40
}, {
x: 3750,
y: 2250,
w: 50,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Hidden treasures in dark corners
var treasurePositions = [{
x: 280,
y: 2350
}, {
x: 475,
y: 2200
}, {
x: 630,
y: 2050
}, {
x: 825,
y: 2300
}, {
x: 1030,
y: 2150
}, {
x: 1375,
y: 2000
}, {
x: 1530,
y: 2250
}, {
x: 1725,
y: 2100
}, {
x: 1980,
y: 2350
}, {
x: 2225,
y: 2200
}, {
x: 2380,
y: 2050
}, {
x: 2575,
y: 2300
}, {
x: 2780,
y: 2150
}, {
x: 2975,
y: 2000
}, {
x: 3180,
y: 2250
}, {
x: 3425,
y: 2100
}, {
x: 3580,
y: 2350
}, {
x: 3775,
y: 2200
}, {
x: 4100,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Fast ghost enemies
var enemyPositions = [{
x: 400,
y: 2732 - 160
}, {
x: 750,
y: 2732 - 160
}, {
x: 1100,
y: 2732 - 160
}, {
x: 1450,
y: 2732 - 160
}, {
x: 1800,
y: 2732 - 160
}, {
x: 2150,
y: 2732 - 160
}, {
x: 2500,
y: 2732 - 160
}, {
x: 2850,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 3550,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -3.5; // Even faster
enemies.push(enemy);
}
// Rare power-ups
var powerUpPositions = [{
x: 1375,
y: 1950
}, {
x: 2975,
y: 1950
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createCrystalLevel() {
// Crystal formation ground segments
var groundSegments = [{
x: 0,
w: 150
}, {
x: 300,
w: 100
}, {
x: 550,
w: 120
}, {
x: 800,
w: 100
}, {
x: 1050,
w: 150
}, {
x: 1350,
w: 80
}, {
x: 1580,
w: 120
}, {
x: 1850,
w: 100
}, {
x: 2100,
w: 150
}, {
x: 2400,
w: 80
}, {
x: 2630,
w: 120
}, {
x: 2900,
w: 100
}, {
x: 3150,
w: 150
}, {
x: 3450,
w: 80
}, {
x: 3680,
w: 200
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Sharp crystal platforms - very narrow
var platformData = [{
x: 200,
y: 2300,
w: 40,
h: 40
}, {
x: 350,
y: 2150,
w: 35,
h: 40
}, {
x: 500,
y: 2400,
w: 40,
h: 40
}, {
x: 650,
y: 2250,
w: 35,
h: 40
}, {
x: 750,
y: 2100,
w: 40,
h: 40
}, {
x: 950,
y: 2350,
w: 35,
h: 40
}, {
x: 1100,
y: 2200,
w: 40,
h: 40
}, {
x: 1300,
y: 2050,
w: 35,
h: 40
}, {
x: 1450,
y: 2300,
w: 40,
h: 40
}, {
x: 1650,
y: 2150,
w: 35,
h: 40
}, {
x: 1800,
y: 2400,
w: 40,
h: 40
}, {
x: 1950,
y: 2250,
w: 35,
h: 40
}, {
x: 2150,
y: 2100,
w: 40,
h: 40
}, {
x: 2350,
y: 2350,
w: 35,
h: 40
}, {
x: 2500,
y: 2200,
w: 40,
h: 40
}, {
x: 2700,
y: 2050,
w: 35,
h: 40
}, {
x: 2850,
y: 2300,
w: 40,
h: 40
}, {
x: 3050,
y: 2150,
w: 35,
h: 40
}, {
x: 3200,
y: 2400,
w: 40,
h: 40
}, {
x: 3400,
y: 2250,
w: 35,
h: 40
}, {
x: 3550,
y: 2100,
w: 40,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Crystal treasures requiring perfect precision
var treasurePositions = [{
x: 220,
y: 2250
}, {
x: 367,
y: 2100
}, {
x: 520,
y: 2350
}, {
x: 667,
y: 2200
}, {
x: 770,
y: 2050
}, {
x: 967,
y: 2300
}, {
x: 1120,
y: 2150
}, {
x: 1317,
y: 2000
}, {
x: 1470,
y: 2250
}, {
x: 1667,
y: 2100
}, {
x: 1820,
y: 2350
}, {
x: 1967,
y: 2200
}, {
x: 2170,
y: 2050
}, {
x: 2367,
y: 2300
}, {
x: 2520,
y: 2150
}, {
x: 2717,
y: 2000
}, {
x: 2870,
y: 2250
}, {
x: 3067,
y: 2100
}, {
x: 3220,
y: 2350
}, {
x: 3417,
y: 2200
}, {
x: 3570,
y: 2050
}, {
x: 3800,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Crystal guardians - very fast and numerous
var enemyPositions = [{
x: 250,
y: 2732 - 160
}, {
x: 450,
y: 2732 - 160
}, {
x: 650,
y: 2732 - 160
}, {
x: 850,
y: 2732 - 160
}, {
x: 1050,
y: 2732 - 160
}, {
x: 1250,
y: 2732 - 160
}, {
x: 1450,
y: 2732 - 160
}, {
x: 1650,
y: 2732 - 160
}, {
x: 1850,
y: 2732 - 160
}, {
x: 2050,
y: 2732 - 160
}, {
x: 2250,
y: 2732 - 160
}, {
x: 2450,
y: 2732 - 160
}, {
x: 2650,
y: 2732 - 160
}, {
x: 2850,
y: 2732 - 160
}, {
x: 3050,
y: 2732 - 160
}, {
x: 3250,
y: 2732 - 160
}, {
x: 3450,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -4; // Very fast
enemies.push(enemy);
}
// Single power-up - make it count
var powerUpPositions = [{
x: 1850,
y: 2000
}];
for (var i = 0; i < powerUpPositions.length; i++) {
var p = powerUpPositions[i];
var powerUp = game.addChild(new PowerUp());
powerUp.x = p.x;
powerUp.y = p.y;
powerUps.push(powerUp);
}
totalTreasures = treasures.length;
}
function createLavaLevel() {
// Minimal lava stone platforms
var groundSegments = [{
x: 0,
w: 120
}, {
x: 250,
w: 80
}, {
x: 450,
w: 100
}, {
x: 700,
w: 80
}, {
x: 900,
w: 120
}, {
x: 1150,
w: 60
}, {
x: 1350,
w: 100
}, {
x: 1600,
w: 80
}, {
x: 1850,
w: 120
}, {
x: 2100,
w: 60
}, {
x: 2300,
w: 100
}, {
x: 2550,
w: 80
}, {
x: 2800,
w: 120
}, {
x: 3050,
w: 60
}, {
x: 3250,
w: 100
}, {
x: 3500,
w: 80
}, {
x: 3750,
w: 150
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Extremely narrow lava platforms
var platformData = [{
x: 150,
y: 2350,
w: 30,
h: 40
}, {
x: 300,
y: 2200,
w: 25,
h: 40
}, {
x: 420,
y: 2450,
w: 30,
h: 40
}, {
x: 550,
y: 2300,
w: 25,
h: 40
}, {
x: 650,
y: 2150,
w: 30,
h: 40
}, {
x: 820,
y: 2400,
w: 25,
h: 40
}, {
x: 980,
y: 2250,
w: 30,
h: 40
}, {
x: 1100,
y: 2100,
w: 25,
h: 40
}, {
x: 1250,
y: 2350,
w: 30,
h: 40
}, {
x: 1400,
y: 2200,
w: 25,
h: 40
}, {
x: 1520,
y: 2450,
w: 30,
h: 40
}, {
x: 1650,
y: 2300,
w: 25,
h: 40
}, {
x: 1780,
y: 2150,
w: 30,
h: 40
}, {
x: 1920,
y: 2400,
w: 25,
h: 40
}, {
x: 2050,
y: 2250,
w: 30,
h: 40
}, {
x: 2180,
y: 2100,
w: 25,
h: 40
}, {
x: 2320,
y: 2350,
w: 30,
h: 40
}, {
x: 2450,
y: 2200,
w: 25,
h: 40
}, {
x: 2580,
y: 2450,
w: 30,
h: 40
}, {
x: 2720,
y: 2300,
w: 25,
h: 40
}, {
x: 2850,
y: 2150,
w: 30,
h: 40
}, {
x: 2980,
y: 2400,
w: 25,
h: 40
}, {
x: 3120,
y: 2250,
w: 30,
h: 40
}, {
x: 3280,
y: 2100,
w: 25,
h: 40
}, {
x: 3420,
y: 2350,
w: 30,
h: 40
}, {
x: 3550,
y: 2200,
w: 25,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Maximum treasure count for final challenge
var treasurePositions = [{
x: 165,
y: 2300
}, {
x: 312,
y: 2150
}, {
x: 435,
y: 2400
}, {
x: 562,
y: 2250
}, {
x: 665,
y: 2100
}, {
x: 832,
y: 2350
}, {
x: 995,
y: 2200
}, {
x: 1112,
y: 2050
}, {
x: 1265,
y: 2300
}, {
x: 1412,
y: 2150
}, {
x: 1535,
y: 2400
}, {
x: 1662,
y: 2250
}, {
x: 1795,
y: 2100
}, {
x: 1932,
y: 2350
}, {
x: 2065,
y: 2200
}, {
x: 2192,
y: 2050
}, {
x: 2335,
y: 2300
}, {
x: 2462,
y: 2150
}, {
x: 2595,
y: 2400
}, {
x: 2732,
y: 2250
}, {
x: 2865,
y: 2100
}, {
x: 2992,
y: 2350
}, {
x: 3135,
y: 2200
}, {
x: 3292,
y: 2050
}, {
x: 3435,
y: 2300
}, {
x: 3562,
y: 2150
}, {
x: 3900,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Massive enemy army
var enemyPositions = [{
x: 200,
y: 2732 - 160
}, {
x: 350,
y: 2732 - 160
}, {
x: 500,
y: 2732 - 160
}, {
x: 650,
y: 2732 - 160
}, {
x: 800,
y: 2732 - 160
}, {
x: 950,
y: 2732 - 160
}, {
x: 1100,
y: 2732 - 160
}, {
x: 1250,
y: 2732 - 160
}, {
x: 1400,
y: 2732 - 160
}, {
x: 1550,
y: 2732 - 160
}, {
x: 1700,
y: 2732 - 160
}, {
x: 1850,
y: 2732 - 160
}, {
x: 2000,
y: 2732 - 160
}, {
x: 2150,
y: 2732 - 160
}, {
x: 2300,
y: 2732 - 160
}, {
x: 2450,
y: 2732 - 160
}, {
x: 2600,
y: 2732 - 160
}, {
x: 2750,
y: 2732 - 160
}, {
x: 2900,
y: 2732 - 160
}, {
x: 3050,
y: 2732 - 160
}, {
x: 3200,
y: 2732 - 160
}, {
x: 3350,
y: 2732 - 160
}, {
x: 3500,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -4.5; // Maximum speed
enemies.push(enemy);
}
// No power-ups - pure skill required
totalTreasures = treasures.length;
}
function createFinalCastleLevel() {
// Ultimate castle challenge - minimal ground
var groundSegments = [{
x: 0,
w: 100
}, {
x: 200,
w: 60
}, {
x: 350,
w: 80
}, {
x: 500,
w: 60
}, {
x: 650,
w: 100
}, {
x: 850,
w: 40
}, {
x: 980,
w: 80
}, {
x: 1150,
w: 60
}, {
x: 1300,
w: 100
}, {
x: 1500,
w: 40
}, {
x: 1630,
w: 80
}, {
x: 1800,
w: 60
}, {
x: 1950,
w: 100
}, {
x: 2150,
w: 40
}, {
x: 2280,
w: 80
}, {
x: 2450,
w: 60
}, {
x: 2600,
w: 100
}, {
x: 2800,
w: 40
}, {
x: 2930,
w: 80
}, {
x: 3100,
w: 60
}, {
x: 3250,
w: 100
}, {
x: 3450,
w: 40
}, {
x: 3580,
w: 80
}, {
x: 3750,
w: 120
}];
for (var i = 0; i < groundSegments.length; i++) {
var seg = groundSegments[i];
var ground = game.addChild(new Ground(seg.w));
ground.x = seg.x;
ground.y = 2732 - 80;
grounds.push(ground);
}
// Pixel-perfect platforms
var platformData = [{
x: 130,
y: 2400,
w: 20,
h: 40
}, {
x: 240,
y: 2250,
w: 20,
h: 40
}, {
x: 380,
y: 2500,
w: 20,
h: 40
}, {
x: 520,
y: 2350,
w: 20,
h: 40
}, {
x: 600,
y: 2200,
w: 20,
h: 40
}, {
x: 750,
y: 2450,
w: 20,
h: 40
}, {
x: 890,
y: 2300,
w: 20,
h: 40
}, {
x: 1020,
y: 2150,
w: 20,
h: 40
}, {
x: 1180,
y: 2400,
w: 20,
h: 40
}, {
x: 1330,
y: 2250,
w: 20,
h: 40
}, {
x: 1450,
y: 2500,
w: 20,
h: 40
}, {
x: 1580,
y: 2350,
w: 20,
h: 40
}, {
x: 1660,
y: 2200,
w: 20,
h: 40
}, {
x: 1830,
y: 2450,
w: 20,
h: 40
}, {
x: 1980,
y: 2300,
w: 20,
h: 40
}, {
x: 2100,
y: 2150,
w: 20,
h: 40
}, {
x: 2230,
y: 2400,
w: 20,
h: 40
}, {
x: 2380,
y: 2250,
w: 20,
h: 40
}, {
x: 2500,
y: 2500,
w: 20,
h: 40
}, {
x: 2630,
y: 2350,
w: 20,
h: 40
}, {
x: 2730,
y: 2200,
w: 20,
h: 40
}, {
x: 2880,
y: 2450,
w: 20,
h: 40
}, {
x: 3020,
y: 2300,
w: 20,
h: 40
}, {
x: 3130,
y: 2150,
w: 20,
h: 40
}, {
x: 3280,
y: 2400,
w: 20,
h: 40
}, {
x: 3480,
y: 2250,
w: 20,
h: 40
}, {
x: 3600,
y: 2500,
w: 20,
h: 40
}, {
x: 3720,
y: 2350,
w: 20,
h: 40
}];
for (var i = 0; i < platformData.length; i++) {
var p = platformData[i];
var platform = game.addChild(new Platform(p.w, p.h));
platform.x = p.x;
platform.y = p.y;
platforms.push(platform);
}
// Final treasure collection - master-level precision required
var treasurePositions = [{
x: 140,
y: 2350
}, {
x: 250,
y: 2200
}, {
x: 390,
y: 2450
}, {
x: 530,
y: 2300
}, {
x: 610,
y: 2150
}, {
x: 760,
y: 2400
}, {
x: 900,
y: 2250
}, {
x: 1030,
y: 2100
}, {
x: 1190,
y: 2350
}, {
x: 1340,
y: 2200
}, {
x: 1460,
y: 2450
}, {
x: 1590,
y: 2300
}, {
x: 1670,
y: 2150
}, {
x: 1840,
y: 2400
}, {
x: 1990,
y: 2250
}, {
x: 2110,
y: 2100
}, {
x: 2240,
y: 2350
}, {
x: 2390,
y: 2200
}, {
x: 2510,
y: 2450
}, {
x: 2640,
y: 2300
}, {
x: 2740,
y: 2150
}, {
x: 2890,
y: 2400
}, {
x: 3030,
y: 2250
}, {
x: 3140,
y: 2100
}, {
x: 3290,
y: 2350
}, {
x: 3490,
y: 2200
}, {
x: 3610,
y: 2450
}, {
x: 3730,
y: 2300
}, {
x: 3850,
y: 2600
}];
for (var i = 0; i < treasurePositions.length; i++) {
var t = treasurePositions[i];
var treasure = game.addChild(new Treasure());
treasure.x = t.x;
treasure.y = t.y;
treasures.push(treasure);
}
// Final boss-level enemy challenge
var enemyPositions = [{
x: 150,
y: 2732 - 160
}, {
x: 280,
y: 2732 - 160
}, {
x: 410,
y: 2732 - 160
}, {
x: 540,
y: 2732 - 160
}, {
x: 670,
y: 2732 - 160
}, {
x: 800,
y: 2732 - 160
}, {
x: 930,
y: 2732 - 160
}, {
x: 1060,
y: 2732 - 160
}, {
x: 1190,
y: 2732 - 160
}, {
x: 1320,
y: 2732 - 160
}, {
x: 1450,
y: 2732 - 160
}, {
x: 1580,
y: 2732 - 160
}, {
x: 1710,
y: 2732 - 160
}, {
x: 1840,
y: 2732 - 160
}, {
x: 1970,
y: 2732 - 160
}, {
x: 2100,
y: 2732 - 160
}, {
x: 2230,
y: 2732 - 160
}, {
x: 2360,
y: 2732 - 160
}, {
x: 2490,
y: 2732 - 160
}, {
x: 2620,
y: 2732 - 160
}, {
x: 2750,
y: 2732 - 160
}, {
x: 2880,
y: 2732 - 160
}, {
x: 3010,
y: 2732 - 160
}, {
x: 3140,
y: 2732 - 160
}, {
x: 3270,
y: 2732 - 160
}, {
x: 3400,
y: 2732 - 160
}, {
x: 3530,
y: 2732 - 160
}, {
x: 3660,
y: 2732 - 160
}];
for (var i = 0; i < enemyPositions.length; i++) {
var e = enemyPositions[i];
var enemy = game.addChild(new Enemy());
enemy.x = e.x;
enemy.y = e.y;
enemy.velocityX = -5; // Ultimate speed
enemies.push(enemy);
}
// No power-ups - ultimate skill test
totalTreasures = treasures.length;
}
but like nathan drake. In-Game asset. 2d. High contrast. No shadows
silahlı çöl kıyafeti giyen bir asker. In-Game asset. 2d. High contrast. No shadows
Not a chest, just one valuable item such as a gold earring, a silver historical container or similar, but only one. In-Game asset. 2d. High contrast. No shadows
sand like a flat road. In-Game asset. 2d. High contrast. No shadows
a wall built with flat, mossy stones. In-Game asset. 2d. High contrast. No shadows
rusted iron door. In-Game asset. 2d. High contrast. No shadows