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For level2 Remove the 2 smallest walls in level2 one horizontal on the right almost on the bottom, and one vertical between 2 walls on the middle left of the screen
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let the small doors doors be larger in level4 and add another door for the top right room and for the bottom left room
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for level3 make door in one of the bottom left walls of that rectangle room "not edges of the screen!"
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make door for the bottom left walls of that room "not edges of the screen!"
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for level3 add some doors to reach the coins
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For level2 remove the 2 vertical walls that that are beside right wall of the screen from its left they are closing the root for the player
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change level2 maze to be more harder
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add door to the middle rectangle and change player position to the bottom right corner
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change level2 to be Hypnotic maze, let doors in walls to go through it
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change level2 to be Hypnotic maze
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change maze of level2 to be a labyrinth
Code edit (3 edits merged)
Please save this source code
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add do some spiral squares and rectangles to look like a real maze for level1
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change maze of level4
Code edit (1 edits merged)
Please save this source code
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change some walls and the coin on the bottom right it was on the wall i couldn't touch or collect it!
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add many walls and no closed roomes of square, also add half squares and half rectangles
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now add more walls to look like egypt maze for level1
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change maze level1 and don't do closed rooms always let a pass with double size of the player or the coin.
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do more spaces
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change the maze for level1 and make it hard not just horizontal or vertical walls!
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fill it with walls but let spaces to each coin area to collect it.
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add more lines more shaping of the walls like L or C for level1
/**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.05; // Radians per frame self.update = function () { self.rotation += self.rotationSpeed; }; return self; }); // Base size, will be scaled in code // No plugins needed for this version. Tween could be used for rotation, but manual rotation is sufficient. // var tween = LK.import('@upit/tween.v1'); // Player class var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // No update needed here as movement is handled in the main game loop return self; }); // Wall class var Wall = Container.expand(function (width, height) { var self = Container.call(this); // We get a base wall asset and scale it to the desired dimensions var graphics = self.attachAsset('wall', { anchorX: 0.0, // Anchor top-left for easier positioning and scaling anchorY: 0.0, width: width, // Set the actual width height: height // Set the actual height }); // Store dimensions for collision checks self.wallWidth = width; self.wallHeight = height; // No update needed for static walls return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 // Dark background }); /**** * Game Code ****/ // Game constants and variables // Define assets used in the game. These will be automatically created and loaded. function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var gameWidth = 2048; var gameHeight = 2732; var levelTimeLimit = 60; // Seconds var totalLevels = 10; // As per description var requiredCoinsPerLevel = 10; // Maze definitions for 10 levels with increasing difficulty. // Each level: walls array [{x, y, width, height}], coins array [{x, y}], startPos {x, y} var mazeLevels = [ // Level 1: Loop with L and C shaped internal walls { walls: [ // --- Outer Borders --- { x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // --- Inner Loop Walls --- { x: 250, y: 500, width: 1548, height: 50 }, // Inner Top H { x: 250, y: 2182, width: 1548, height: 50 }, // Inner Bottom H { x: 250, y: 550, width: 50, height: 1632 }, // Inner Left V { x: 1748, y: 550, width: 50, height: 1632 }, // Inner Right V // --- Internal Complex Walls --- // L-shape Top Left { x: 300, y: 800, width: 300, height: 50 }, // H part { x: 550, y: 850, width: 50, height: 200 }, // V part (pointing down) // C-shape Mid Right { x: 1400, y: 1200, width: 300, height: 50 }, // Top H { x: 1400, y: 1500, width: 300, height: 50 }, // Bottom H { x: 1650, y: 1250, width: 50, height: 250 }, // Connecting V (opening left) // L-shape Bottom Left { x: 300, y: 1900, width: 50, height: 232 }, // V part (long) { x: 350, y: 1900, width: 300, height: 50 }, // H part (pointing right) // Small block Top Right { x: 1600, y: 700, width: 100, height: 100 }, // Obstacle // Small block Bottom Right { x: 1200, y: 2000, width: 150, height: 50 } // Obstacle ], coins: [{ x: 400, y: 375 }, // Top Left Path Start { x: 1700, y: 375 }, // Top Right Path Start { x: 400, y: 650 }, // Below Inner Top H, before L shape { x: 1500, y: 750 }, // Right side, before block { x: 400, y: 1350 }, // Mid Left area { x: 1500, y: 1350 }, // Inside C shape indent { x: 500, y: 1800 }, // Left side, above L shape bottom { x: 1700, y: 1950 }, // Bottom Right path { x: 1024, y: 600 }, // Center Top Section path { x: 1024, y: 2350 } // Center Bottom Section path ], startPos: { x: 200, y: 375 } // Start near top-left path entry }, // Level 2: Tighter passages { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // Original internal walls { x: 100, y: 700, width: 800, height: 50 }, // H-Wall 1a { x: 1148, y: 700, width: 800, height: 50 }, // H-Wall 1b { x: 500, y: 1200, width: 1048, height: 50 }, // H-Wall 2 { x: 999, y: 250, width: 50, height: 1500 }, // V-Wall 1 (Long) { x: 500, y: 1600, width: 50, height: 882 }, // V-Wall 2 // Added walls for tightness { x: 150, y: 1000, width: 300, height: 50 }, // Short H near V2 { x: 1598, y: 1000, width: 300, height: 50 }, // Short H on right { x: 750, y: 750, width: 50, height: 400 }, // Short V near center left { x: 1248, y: 750, width: 50, height: 400 } // Short V near center right ], coins: [{ x: 250, y: 350 }, { x: 1700, y: 350 }, { x: 500, y: 500 }, { x: 1500, y: 500 }, { x: 250, y: 1000 }, { x: 1700, y: 1000 }, { x: 850, y: 1500 }, { x: 1150, y: 1500 }, { x: 300, y: 2000 }, { x: 1700, y: 2000 }], startPos: { x: 200, y: 350 } }, // Level 3: S-Shape Path { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // S-shape walls { x: 100, y: 700, width: 1450, height: 50 }, // Top H segment (left part) { x: 500, y: 1200, width: 1448, height: 50 }, // Middle H segment (right part) { x: 100, y: 1700, width: 1450, height: 50 }, // Bottom H segment (left part) { x: 1500, y: 250, width: 50, height: 450 }, // V segment 1 (top right) { x: 500, y: 750, width: 50, height: 450 }, // V segment 2 (middle left) { x: 1500, y: 1250, width: 50, height: 450 }, // V segment 3 (middle right) { x: 500, y: 1750, width: 50, height: 732 } // V segment 4 (bottom left) ], coins: [{ x: 300, y: 300 }, { x: 1700, y: 450 }, { x: 300, y: 950 }, { x: 1700, y: 950 }, { x: 300, y: 1450 }, { x: 1700, y: 1450 }, { x: 300, y: 2000 }, { x: 1700, y: 2000 }, { x: 1000, y: 1450 }, { x: 1000, y: 950 }], startPos: { x: 200, y: 300 } }, // Level 4: Quadrants { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // Dividers (with gaps) { x: 999, y: 250, width: 50, height: 1000 }, // Top half V divider { x: 999, y: 1450, width: 50, height: 1032 }, // Bottom half V divider { x: 100, y: 1341, width: 850, height: 50 }, // Left half H divider { x: 1098, y: 1341, width: 850, height: 50 }, // Right half H divider // Internal quadrant walls { x: 150, y: 800, width: 800, height: 50 }, // Top-Left H { x: 1098, y: 800, width: 800, height: 50 }, // Top-Right H { x: 500, y: 1400, width: 50, height: 600 }, // Bottom-Left V { x: 1498, y: 1400, width: 50, height: 600 } // Bottom-Right V ], coins: [{ x: 300, y: 300 }, { x: 1700, y: 300 }, { x: 300, y: 2400 }, { x: 1700, y: 2400 }, { x: 700, y: 1000 }, { x: 1300, y: 1000 }, { x: 700, y: 1800 }, { x: 1300, y: 1800 }, { x: 1024, y: 500 }, // Near center top { x: 1024, y: 2000 } // Near center bottom ], startPos: { x: 200, y: 300 } }, // Level 5: Central Hub Branching { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // Central Hub Walls (creating a box ~800x800 in center) { x: 624, y: 966, width: 800, height: 50 }, // Hub Top { x: 624, y: 1716, width: 800, height: 50 }, // Hub Bottom { x: 624, y: 1016, width: 50, height: 700 }, // Hub Left { x: 1374, y: 1016, width: 50, height: 700 }, // Hub Right // Branch Walls (connecting hub/borders to create paths) { x: 150, y: 600, width: 1700, height: 50 }, // Top Branch Divider { x: 150, y: 2066, width: 1700, height: 50 }, // Bottom Branch Divider { x: 350, y: 650, width: 50, height: 1416 }, // Left Branch Divider (Inner) { x: 1648, y: 650, width: 50, height: 1416 }, // Right Branch Divider (Inner) // Add some dead ends or twists within branches { x: 150, y: 1341, width: 150, height: 50 }, // Left branch block { x: 1748, y: 1341, width: 150, height: 50 }, // Right branch block { x: 1000, y: 250, width: 50, height: 300 }, // Top branch block { x: 1000, y: 2116, width: 50, height: 300 } // Bottom branch block ], coins: [{ x: 1024, y: 1341 }, // Center Hub { x: 250, y: 400 }, // Top Left Branch { x: 1798, y: 400 }, // Top Right Branch { x: 250, y: 2250 }, // Bottom Left Branch { x: 1798, y: 2250 }, // Bottom Right Branch { x: 250, y: 1341 }, // Mid Left Branch end { x: 1798, y: 1341 }, // Mid Right Branch end { x: 1024, y: 350 }, // Mid Top Branch end { x: 1024, y: 2300 }, // Mid Bottom Branch end { x: 800, y: 1500 } // Inside Hub offset ], startPos: { x: 1024, y: 1341 } // Start in Center Hub }, // Level 6: More complex branching/connections { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Horizontal dividers { x: 100, y: 800, width: 800, height: 50 }, { x: 1148, y: 800, width: 800, height: 50 }, { x: 100, y: 1300, width: 1848, height: 50 }, { x: 100, y: 1800, width: 800, height: 50 }, { x: 1148, y: 1800, width: 800, height: 50 }, // Vertical dividers { x: 500, y: 250, width: 50, height: 500 }, { x: 500, y: 850, width: 50, height: 400 }, { x: 500, y: 1350, width: 50, height: 400 }, { x: 500, y: 1850, width: 50, height: 632 }, { x: 1500, y: 250, width: 50, height: 500 }, { x: 1500, y: 850, width: 50, height: 400 }, { x: 1500, y: 1350, width: 50, height: 400 }, { x: 1500, y: 1850, width: 50, height: 632 }], coins: [{ x: 300, y: 300 }, { x: 1024, y: 300 }, { x: 1748, y: 300 }, { x: 300, y: 1050 }, { x: 1748, y: 1050 }, { x: 1024, y: 1550 }, // Center area coin { x: 300, y: 2100 }, { x: 1748, y: 2100 }, { x: 800, y: 500 }, { x: 1248, y: 2000 }], startPos: { x: 1024, y: 1550 } // Start near center }, // Level 7: Grid with missing segments { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Grid lines (approx every 450px) { x: 100, y: 650, width: 1848, height: 50 }, { x: 100, y: 1100, width: 1848, height: 50 }, { x: 100, y: 1550, width: 1848, height: 50 }, { x: 100, y: 2000, width: 1848, height: 50 }, { x: 550, y: 250, width: 50, height: 2232 }, { x: 1000, y: 250, width: 50, height: 2232 }, { x: 1450, y: 250, width: 50, height: 2232 } // Remove segments to create path // (For simplicity, just adding coins in grid cells) ], coins: [ // Place coins in different grid cells { x: 325, y: 425 }, { x: 775, y: 425 }, { x: 1225, y: 425 }, { x: 1675, y: 425 }, { x: 325, y: 875 }, { x: 1675, y: 875 }, // Skip middle cells { x: 325, y: 1325 }, { x: 1675, y: 1325 }, { x: 775, y: 1775 }, { x: 1225, y: 2225 }], startPos: { x: 325, y: 2225 } // Start bottom left }, // Level 8: Spiral (Approximation with Rectangles) { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Outer spiral path { x: 100, y: 700, width: 1600, height: 50 }, // H1 { x: 1650, y: 250, width: 50, height: 900 }, // V1 { x: 300, y: 1150, width: 1400, height: 50 }, // H2 { x: 250, y: 750, width: 50, height: 850 }, // V2 { x: 250, y: 1600, width: 1200, height: 50 }, // H3 { x: 1450, y: 1150, width: 50, height: 900 }, // V3 { x: 450, y: 2050, width: 1050, height: 50 }, // H4 (inner end) { x: 400, y: 1650, width: 50, height: 400 } // V4 (inner end) ], coins: [ // Place along the spiral path { x: 200, y: 400 }, { x: 1000, y: 400 }, { x: 1800, y: 400 }, // Outer Top { x: 1800, y: 900 }, { x: 1800, y: 1400 }, // Right Down { x: 1000, y: 900 }, // Inner loop 1 { x: 400, y: 900 }, { x: 400, y: 1400 }, // Left Down/Up { x: 400, y: 1800 }, { x: 1000, y: 1800 } // Inner end area ], startPos: { x: 200, y: 300 } // Start near entrance }, // Level 9: Dense Obstacles { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Many small walls creating tight paths { x: 200, y: 400, width: 200, height: 50 }, { x: 500, y: 400, width: 200, height: 50 }, { x: 800, y: 400, width: 200, height: 50 }, { x: 1100, y: 400, width: 200, height: 50 }, { x: 1400, y: 400, width: 200, height: 50 }, { x: 1700, y: 400, width: 200, height: 50 }, { x: 300, y: 600, width: 50, height: 200 }, { x: 600, y: 600, width: 50, height: 200 }, { x: 900, y: 600, width: 50, height: 200 }, { x: 1200, y: 600, width: 50, height: 200 }, { x: 1500, y: 600, width: 50, height: 200 }, { x: 1800, y: 600, width: 50, height: 200 }, // ... Continue pattern downwards ... { x: 200, y: 900, width: 200, height: 50 }, { x: 500, y: 900, width: 200, height: 50 }, // etc. { x: 300, y: 1100, width: 50, height: 200 }, { x: 600, y: 1100, width: 50, height: 200 }, // etc. { x: 200, y: 1400, width: 200, height: 50 }, { x: 500, y: 1400, width: 200, height: 50 }, // etc. { x: 300, y: 1600, width: 50, height: 200 }, { x: 600, y: 1600, width: 50, height: 200 }, // etc. { x: 200, y: 1900, width: 200, height: 50 }, { x: 500, y: 1900, width: 200, height: 50 }, // etc. { x: 300, y: 2100, width: 50, height: 200 }, { x: 600, y: 2100, width: 50, height: 200 }, // etc. // Mirror pattern on right side { x: 1100, y: 900, width: 200, height: 50 }, { x: 1400, y: 900, width: 200, height: 50 }, { x: 1700, y: 900, width: 200, height: 50 }, { x: 1200, y: 1100, width: 50, height: 200 }, { x: 1500, y: 1100, width: 50, height: 200 }, { x: 1800, y: 1100, width: 50, height: 200 }, { x: 1100, y: 1400, width: 200, height: 50 }, { x: 1400, y: 1400, width: 200, height: 50 }, { x: 1700, y: 1400, width: 200, height: 50 }, { x: 1200, y: 1600, width: 50, height: 200 }, { x: 1500, y: 1600, width: 50, height: 200 }, { x: 1800, y: 1600, width: 50, height: 200 }, { x: 1100, y: 1900, width: 200, height: 50 }, { x: 1400, y: 1900, width: 200, height: 50 }, { x: 1700, y: 1900, width: 200, height: 50 }, { x: 1200, y: 2100, width: 50, height: 200 }, { x: 1500, y: 2100, width: 50, height: 200 }, { x: 1800, y: 2100, width: 50, height: 200 }], coins: [ // Place in tricky spots within the dense grid { x: 250, y: 300 }, { x: 1800, y: 300 }, { x: 400, y: 700 }, { x: 1650, y: 700 }, { x: 750, y: 1000 }, { x: 1300, y: 1000 }, { x: 250, y: 1500 }, { x: 1800, y: 1500 }, { x: 400, y: 2200 }, { x: 1650, y: 2200 }], startPos: { x: 1024, y: 300 } // Start top center }, // Level 10: Final Challenge - Combination { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Mix of grid, long paths, tight spots // Section 1 (Top Grid) { x: 100, y: 700, width: 1848, height: 50 }, { x: 550, y: 250, width: 50, height: 450 }, { x: 1000, y: 250, width: 50, height: 450 }, { x: 1450, y: 250, width: 50, height: 450 }, // Section 2 (Middle Maze) { x: 100, y: 1200, width: 800, height: 50 }, { x: 1148, y: 1200, width: 800, height: 50 }, { x: 500, y: 750, width: 50, height: 900 }, { x: 1500, y: 750, width: 50, height: 900 }, { x: 100, y: 1650, width: 1848, height: 50 }, // Section 3 (Bottom Spiral-like element) { x: 300, y: 2100, width: 1448, height: 50 }, { x: 1748, y: 1700, width: 50, height: 400 }, { x: 300, y: 1700, width: 50, height: 400 }, { x: 500, y: 1900, width: 1048, height: 50 } // Inner H ], coins: [{ x: 325, y: 400 }, { x: 1675, y: 400 }, // Top Grid { x: 200, y: 900 }, { x: 1800, y: 900 }, // Mid sides { x: 1024, y: 1400 }, // Mid center { x: 400, y: 1800 }, { x: 1600, y: 1800 }, // Lower Mid { x: 200, y: 2300 }, { x: 1800, y: 2300 }, // Bottom Corners { x: 1024, y: 2000 } // Bottom Center (inner) ], startPos: { x: 1024, y: 300 } // Start Top Center } // NOTE: Circular mazes are hard to represent with rectangular walls. // This implementation uses only rectangular walls. ]; // Game state variables var currentLevelIndex = 0; var walls = []; var coins = []; var player = null; var score = 0; var timeLeft = levelTimeLimit; var timerInterval = null; var scoreTxt = null; var timerTxt = null; var levelTxt = null; var levelComplete = false; var isDragging = false; var dragOffset = { x: 0, y: 0 }; // Offset between touch point and player center // --- Helper Functions --- // Clears current level elements function clearLevel() { walls.forEach(function (wall) { wall.destroy(); }); walls = []; coins.forEach(function (coin) { coin.destroy(); }); coins = []; if (player) { player.destroy(); player = null; } levelComplete = false; isDragging = false; } // Loads a level by index function loadLevel(levelIndex) { clearLevel(); if (levelIndex >= mazeLevels.length) { // Handle case where we run out of predefined levels but haven't reached totalLevels console.log("Warning: Ran out of predefined maze data, repeating last level."); levelIndex = mazeLevels.length - 1; // Repeat the last available level // Ideally, generate levels procedurally or add more data. if (levelIndex < 0) { // Should not happen if mazeLevels has data LK.showGameOver(); // No levels defined at all return; } } currentLevelIndex = levelIndex; // Update the global index tracker var levelData = mazeLevels[levelIndex]; // Create walls levelData.walls.forEach(function (wallData) { var wall = new Wall(wallData.width, wallData.height); wall.x = wallData.x; wall.y = wallData.y; game.addChild(wall); walls.push(wall); }); // Create coins levelData.coins.forEach(function (coinData) { var coin = new Coin(); coin.x = coinData.x; coin.y = coinData.y; game.addChild(coin); coins.push(coin); }); // Create player player = new Player(); player.x = levelData.startPos.x; player.y = levelData.startPos.y; game.addChild(player); // Reset score and timer for the new level score = 0; timeLeft = levelTimeLimit; updateScoreDisplay(); updateTimerDisplay(); updateLevelDisplay(); // Update level text startTimer(); } // Checks collision between player (at potential new position) and all walls function checkWallCollision(targetX, targetY) { if (!player) { return true; } // No player, collision is effectively true var playerRadius = player.width / 2; // Assuming player is a circle // Create a hypothetical bounding box for the player at the target position var playerBounds = { left: targetX - playerRadius, right: targetX + playerRadius, top: targetY - playerRadius, bottom: targetY + playerRadius }; for (var i = 0; i < walls.length; i++) { var wall = walls[i]; var wallBounds = { left: wall.x, right: wall.x + wall.wallWidth, // Use stored dimensions top: wall.y, bottom: wall.y + wall.wallHeight // Use stored dimensions }; // Basic AABB collision check if (playerBounds.right > wallBounds.left && playerBounds.left < wallBounds.right && playerBounds.bottom > wallBounds.top && playerBounds.top < wallBounds.bottom) { return true; // Collision detected } } return false; // No collision } // Updates the score display function updateScoreDisplay() { scoreTxt.setText("Coins: " + score + "/" + requiredCoinsPerLevel); } // Updates the timer display function updateTimerDisplay() { timerTxt.setText("Time: " + timeLeft); } // Updates the level display function updateLevelDisplay() { levelTxt.setText("Level: " + (currentLevelIndex + 1)); } // Timer tick function function handleTimerTick() { if (levelComplete) { return; } // Stop timer if level is done timeLeft--; updateTimerDisplay(); if (timeLeft <= 0) { LK.clearInterval(timerInterval); timerInterval = null; LK.showGameOver(); // LK handles the game over state } } // Starts the level timer function startTimer() { if (timerInterval) { LK.clearInterval(timerInterval); } timeLeft = levelTimeLimit; // Reset time updateTimerDisplay(); timerInterval = LK.setInterval(handleTimerTick, 1000); } // Stops the level timer function stopTimer() { if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } } // --- GUI Setup --- // Score display scoreTxt = new Text2('Coins: 0/' + requiredCoinsPerLevel, { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // Anchor middle-top LK.gui.top.addChild(scoreTxt); // Add to top-center GUI area scoreTxt.y = 20; // Add some padding from the top edge // Timer display timerTxt = new Text2('Time: ' + levelTimeLimit, { size: 60, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); // Anchor top-right LK.gui.topRight.addChild(timerTxt); // Add to top-right GUI area timerTxt.y = 20; // Match score padding timerTxt.x = -20; // Add some padding from the right edge // --- Event Handlers --- // Level display levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); // Anchor top-left LK.gui.topLeft.addChild(levelTxt); // Add to top-left GUI area (near pause) levelTxt.x = 110; // Offset from the very corner (reserved area) levelTxt.y = 20; // Match other UI padding game.down = function (x, y, obj) { if (levelComplete) { // If level is complete, tap anywhere to proceed currentLevelIndex++; if (currentLevelIndex < totalLevels) { loadLevel(currentLevelIndex); } else { LK.showYouWin(); // Completed all levels } return; // Don't process drag start } // Check if the press is on the player var playerPos = player.position; var dx = x - playerPos.x; var dy = y - playerPos.y; var distSq = dx * dx + dy * dy; var playerRadius = player.width / 2; // Allow starting drag if touching the player // Add a small tolerance for easier touch if (distSq < playerRadius * playerRadius * 1.5 * 1.5) { isDragging = true; // Calculate offset from player center to touch point // The x, y arguments are already in the game's local coordinate system dragOffset.x = player.x - x; dragOffset.y = player.y - y; } else { isDragging = false; } }; game.move = function (x, y, obj) { if (!isDragging || levelComplete || !player) { return; } // The x, y arguments are already in the game's local coordinate system var targetX = x + dragOffset.x; var targetY = y + dragOffset.y; // Check for collisions *before* moving if (!checkWallCollision(targetX, targetY)) { player.x = targetX; player.y = targetY; } else { // Optional: Try moving only horizontally or vertically if diagonal move fails // Check X movement only if (!checkWallCollision(targetX, player.y)) { player.x = targetX; } // Check Y movement only if (!checkWallCollision(player.x, targetY)) { player.y = targetY; } // If both fail, the player stays put } }; game.up = function (x, y, obj) { isDragging = false; }; // --- Game Update Loop --- game.update = function () { if (levelComplete || !player) { return; } // Don't update if level is done or no player // Check for coin collection var playerRadius = player.width / 2; for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; var dx = player.x - coin.x; var dy = player.y - coin.y; var distance = Math.sqrt(dx * dx + dy * dy); var coinRadius = coin.width / 2; if (distance < playerRadius + coinRadius) { // Collision detected - collect coin score++; updateScoreDisplay(); coin.destroy(); coins.splice(i, 1); // Check for level completion if (score >= requiredCoinsPerLevel) { levelComplete = true; stopTimer(); // Optionally show a "Level Clear! Tap to continue" message // For now, just rely on the game.down handler checking levelComplete console.log("Level " + (currentLevelIndex + 1) + " Complete!"); // Note: LK engine might handle transitions, but the prompt asks for tap to continue. if (currentLevelIndex + 1 >= totalLevels) { // If this was the last level according to totalLevels count LK.showYouWin(); } // Otherwise, wait for tap in game.down break; // Exit loop after collecting a coin and potentially completing level } } } }; // --- Start Game --- loadLevel(currentLevelIndex);
/****
* Classes
****/
// Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.rotationSpeed = 0.05; // Radians per frame
self.update = function () {
self.rotation += self.rotationSpeed;
};
return self;
});
// Base size, will be scaled in code
// No plugins needed for this version. Tween could be used for rotation, but manual rotation is sufficient.
// var tween = LK.import('@upit/tween.v1');
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// No update needed here as movement is handled in the main game loop
return self;
});
// Wall class
var Wall = Container.expand(function (width, height) {
var self = Container.call(this);
// We get a base wall asset and scale it to the desired dimensions
var graphics = self.attachAsset('wall', {
anchorX: 0.0,
// Anchor top-left for easier positioning and scaling
anchorY: 0.0,
width: width,
// Set the actual width
height: height // Set the actual height
});
// Store dimensions for collision checks
self.wallWidth = width;
self.wallHeight = height;
// No update needed for static walls
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x111111 // Dark background
});
/****
* Game Code
****/
// Game constants and variables
// Define assets used in the game. These will be automatically created and loaded.
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function _defineProperty(e, r, t) {
return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
value: t,
enumerable: !0,
configurable: !0,
writable: !0
}) : e[r] = t, e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
var gameWidth = 2048;
var gameHeight = 2732;
var levelTimeLimit = 60; // Seconds
var totalLevels = 10; // As per description
var requiredCoinsPerLevel = 10;
// Maze definitions for 10 levels with increasing difficulty.
// Each level: walls array [{x, y, width, height}], coins array [{x, y}], startPos {x, y}
var mazeLevels = [
// Level 1: Loop with L and C shaped internal walls
{
walls: [
// --- Outer Borders ---
{
x: 100,
y: 200,
width: 1848,
height: 50
},
// Top
{
x: 100,
y: 2482,
width: 1848,
height: 50
},
// Bottom
{
x: 100,
y: 250,
width: 50,
height: 2232
},
// Left
{
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Right
// --- Inner Loop Walls ---
{
x: 250,
y: 500,
width: 1548,
height: 50
},
// Inner Top H
{
x: 250,
y: 2182,
width: 1548,
height: 50
},
// Inner Bottom H
{
x: 250,
y: 550,
width: 50,
height: 1632
},
// Inner Left V
{
x: 1748,
y: 550,
width: 50,
height: 1632
},
// Inner Right V
// --- Internal Complex Walls ---
// L-shape Top Left
{
x: 300,
y: 800,
width: 300,
height: 50
},
// H part
{
x: 550,
y: 850,
width: 50,
height: 200
},
// V part (pointing down)
// C-shape Mid Right
{
x: 1400,
y: 1200,
width: 300,
height: 50
},
// Top H
{
x: 1400,
y: 1500,
width: 300,
height: 50
},
// Bottom H
{
x: 1650,
y: 1250,
width: 50,
height: 250
},
// Connecting V (opening left)
// L-shape Bottom Left
{
x: 300,
y: 1900,
width: 50,
height: 232
},
// V part (long)
{
x: 350,
y: 1900,
width: 300,
height: 50
},
// H part (pointing right)
// Small block Top Right
{
x: 1600,
y: 700,
width: 100,
height: 100
},
// Obstacle
// Small block Bottom Right
{
x: 1200,
y: 2000,
width: 150,
height: 50
} // Obstacle
],
coins: [{
x: 400,
y: 375
},
// Top Left Path Start
{
x: 1700,
y: 375
},
// Top Right Path Start
{
x: 400,
y: 650
},
// Below Inner Top H, before L shape
{
x: 1500,
y: 750
},
// Right side, before block
{
x: 400,
y: 1350
},
// Mid Left area
{
x: 1500,
y: 1350
},
// Inside C shape indent
{
x: 500,
y: 1800
},
// Left side, above L shape bottom
{
x: 1700,
y: 1950
},
// Bottom Right path
{
x: 1024,
y: 600
},
// Center Top Section path
{
x: 1024,
y: 2350
} // Center Bottom Section path
],
startPos: {
x: 200,
y: 375
} // Start near top-left path entry
},
// Level 2: Tighter passages
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
},
// Top
{
x: 100,
y: 2482,
width: 1848,
height: 50
},
// Bottom
{
x: 100,
y: 250,
width: 50,
height: 2232
},
// Left
{
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Right
// Original internal walls
{
x: 100,
y: 700,
width: 800,
height: 50
},
// H-Wall 1a
{
x: 1148,
y: 700,
width: 800,
height: 50
},
// H-Wall 1b
{
x: 500,
y: 1200,
width: 1048,
height: 50
},
// H-Wall 2
{
x: 999,
y: 250,
width: 50,
height: 1500
},
// V-Wall 1 (Long)
{
x: 500,
y: 1600,
width: 50,
height: 882
},
// V-Wall 2
// Added walls for tightness
{
x: 150,
y: 1000,
width: 300,
height: 50
},
// Short H near V2
{
x: 1598,
y: 1000,
width: 300,
height: 50
},
// Short H on right
{
x: 750,
y: 750,
width: 50,
height: 400
},
// Short V near center left
{
x: 1248,
y: 750,
width: 50,
height: 400
} // Short V near center right
],
coins: [{
x: 250,
y: 350
}, {
x: 1700,
y: 350
}, {
x: 500,
y: 500
}, {
x: 1500,
y: 500
}, {
x: 250,
y: 1000
}, {
x: 1700,
y: 1000
}, {
x: 850,
y: 1500
}, {
x: 1150,
y: 1500
}, {
x: 300,
y: 2000
}, {
x: 1700,
y: 2000
}],
startPos: {
x: 200,
y: 350
}
},
// Level 3: S-Shape Path
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
},
// Top
{
x: 100,
y: 2482,
width: 1848,
height: 50
},
// Bottom
{
x: 100,
y: 250,
width: 50,
height: 2232
},
// Left
{
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Right
// S-shape walls
{
x: 100,
y: 700,
width: 1450,
height: 50
},
// Top H segment (left part)
{
x: 500,
y: 1200,
width: 1448,
height: 50
},
// Middle H segment (right part)
{
x: 100,
y: 1700,
width: 1450,
height: 50
},
// Bottom H segment (left part)
{
x: 1500,
y: 250,
width: 50,
height: 450
},
// V segment 1 (top right)
{
x: 500,
y: 750,
width: 50,
height: 450
},
// V segment 2 (middle left)
{
x: 1500,
y: 1250,
width: 50,
height: 450
},
// V segment 3 (middle right)
{
x: 500,
y: 1750,
width: 50,
height: 732
} // V segment 4 (bottom left)
],
coins: [{
x: 300,
y: 300
}, {
x: 1700,
y: 450
}, {
x: 300,
y: 950
}, {
x: 1700,
y: 950
}, {
x: 300,
y: 1450
}, {
x: 1700,
y: 1450
}, {
x: 300,
y: 2000
}, {
x: 1700,
y: 2000
}, {
x: 1000,
y: 1450
}, {
x: 1000,
y: 950
}],
startPos: {
x: 200,
y: 300
}
},
// Level 4: Quadrants
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
},
// Top
{
x: 100,
y: 2482,
width: 1848,
height: 50
},
// Bottom
{
x: 100,
y: 250,
width: 50,
height: 2232
},
// Left
{
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Right
// Dividers (with gaps)
{
x: 999,
y: 250,
width: 50,
height: 1000
},
// Top half V divider
{
x: 999,
y: 1450,
width: 50,
height: 1032
},
// Bottom half V divider
{
x: 100,
y: 1341,
width: 850,
height: 50
},
// Left half H divider
{
x: 1098,
y: 1341,
width: 850,
height: 50
},
// Right half H divider
// Internal quadrant walls
{
x: 150,
y: 800,
width: 800,
height: 50
},
// Top-Left H
{
x: 1098,
y: 800,
width: 800,
height: 50
},
// Top-Right H
{
x: 500,
y: 1400,
width: 50,
height: 600
},
// Bottom-Left V
{
x: 1498,
y: 1400,
width: 50,
height: 600
} // Bottom-Right V
],
coins: [{
x: 300,
y: 300
}, {
x: 1700,
y: 300
}, {
x: 300,
y: 2400
}, {
x: 1700,
y: 2400
}, {
x: 700,
y: 1000
}, {
x: 1300,
y: 1000
}, {
x: 700,
y: 1800
}, {
x: 1300,
y: 1800
}, {
x: 1024,
y: 500
},
// Near center top
{
x: 1024,
y: 2000
} // Near center bottom
],
startPos: {
x: 200,
y: 300
}
},
// Level 5: Central Hub Branching
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
},
// Top
{
x: 100,
y: 2482,
width: 1848,
height: 50
},
// Bottom
{
x: 100,
y: 250,
width: 50,
height: 2232
},
// Left
{
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Right
// Central Hub Walls (creating a box ~800x800 in center)
{
x: 624,
y: 966,
width: 800,
height: 50
},
// Hub Top
{
x: 624,
y: 1716,
width: 800,
height: 50
},
// Hub Bottom
{
x: 624,
y: 1016,
width: 50,
height: 700
},
// Hub Left
{
x: 1374,
y: 1016,
width: 50,
height: 700
},
// Hub Right
// Branch Walls (connecting hub/borders to create paths)
{
x: 150,
y: 600,
width: 1700,
height: 50
},
// Top Branch Divider
{
x: 150,
y: 2066,
width: 1700,
height: 50
},
// Bottom Branch Divider
{
x: 350,
y: 650,
width: 50,
height: 1416
},
// Left Branch Divider (Inner)
{
x: 1648,
y: 650,
width: 50,
height: 1416
},
// Right Branch Divider (Inner)
// Add some dead ends or twists within branches
{
x: 150,
y: 1341,
width: 150,
height: 50
},
// Left branch block
{
x: 1748,
y: 1341,
width: 150,
height: 50
},
// Right branch block
{
x: 1000,
y: 250,
width: 50,
height: 300
},
// Top branch block
{
x: 1000,
y: 2116,
width: 50,
height: 300
} // Bottom branch block
],
coins: [{
x: 1024,
y: 1341
},
// Center Hub
{
x: 250,
y: 400
},
// Top Left Branch
{
x: 1798,
y: 400
},
// Top Right Branch
{
x: 250,
y: 2250
},
// Bottom Left Branch
{
x: 1798,
y: 2250
},
// Bottom Right Branch
{
x: 250,
y: 1341
},
// Mid Left Branch end
{
x: 1798,
y: 1341
},
// Mid Right Branch end
{
x: 1024,
y: 350
},
// Mid Top Branch end
{
x: 1024,
y: 2300
},
// Mid Bottom Branch end
{
x: 800,
y: 1500
} // Inside Hub offset
],
startPos: {
x: 1024,
y: 1341
} // Start in Center Hub
},
// Level 6: More complex branching/connections
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
}, {
x: 100,
y: 2482,
width: 1848,
height: 50
}, {
x: 100,
y: 250,
width: 50,
height: 2232
}, {
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Horizontal dividers
{
x: 100,
y: 800,
width: 800,
height: 50
}, {
x: 1148,
y: 800,
width: 800,
height: 50
}, {
x: 100,
y: 1300,
width: 1848,
height: 50
}, {
x: 100,
y: 1800,
width: 800,
height: 50
}, {
x: 1148,
y: 1800,
width: 800,
height: 50
},
// Vertical dividers
{
x: 500,
y: 250,
width: 50,
height: 500
}, {
x: 500,
y: 850,
width: 50,
height: 400
}, {
x: 500,
y: 1350,
width: 50,
height: 400
}, {
x: 500,
y: 1850,
width: 50,
height: 632
}, {
x: 1500,
y: 250,
width: 50,
height: 500
}, {
x: 1500,
y: 850,
width: 50,
height: 400
}, {
x: 1500,
y: 1350,
width: 50,
height: 400
}, {
x: 1500,
y: 1850,
width: 50,
height: 632
}],
coins: [{
x: 300,
y: 300
}, {
x: 1024,
y: 300
}, {
x: 1748,
y: 300
}, {
x: 300,
y: 1050
}, {
x: 1748,
y: 1050
}, {
x: 1024,
y: 1550
},
// Center area coin
{
x: 300,
y: 2100
}, {
x: 1748,
y: 2100
}, {
x: 800,
y: 500
}, {
x: 1248,
y: 2000
}],
startPos: {
x: 1024,
y: 1550
} // Start near center
},
// Level 7: Grid with missing segments
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
}, {
x: 100,
y: 2482,
width: 1848,
height: 50
}, {
x: 100,
y: 250,
width: 50,
height: 2232
}, {
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Grid lines (approx every 450px)
{
x: 100,
y: 650,
width: 1848,
height: 50
}, {
x: 100,
y: 1100,
width: 1848,
height: 50
}, {
x: 100,
y: 1550,
width: 1848,
height: 50
}, {
x: 100,
y: 2000,
width: 1848,
height: 50
}, {
x: 550,
y: 250,
width: 50,
height: 2232
}, {
x: 1000,
y: 250,
width: 50,
height: 2232
}, {
x: 1450,
y: 250,
width: 50,
height: 2232
}
// Remove segments to create path
// (For simplicity, just adding coins in grid cells)
],
coins: [
// Place coins in different grid cells
{
x: 325,
y: 425
}, {
x: 775,
y: 425
}, {
x: 1225,
y: 425
}, {
x: 1675,
y: 425
}, {
x: 325,
y: 875
}, {
x: 1675,
y: 875
},
// Skip middle cells
{
x: 325,
y: 1325
}, {
x: 1675,
y: 1325
}, {
x: 775,
y: 1775
}, {
x: 1225,
y: 2225
}],
startPos: {
x: 325,
y: 2225
} // Start bottom left
},
// Level 8: Spiral (Approximation with Rectangles)
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
}, {
x: 100,
y: 2482,
width: 1848,
height: 50
}, {
x: 100,
y: 250,
width: 50,
height: 2232
}, {
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Outer spiral path
{
x: 100,
y: 700,
width: 1600,
height: 50
},
// H1
{
x: 1650,
y: 250,
width: 50,
height: 900
},
// V1
{
x: 300,
y: 1150,
width: 1400,
height: 50
},
// H2
{
x: 250,
y: 750,
width: 50,
height: 850
},
// V2
{
x: 250,
y: 1600,
width: 1200,
height: 50
},
// H3
{
x: 1450,
y: 1150,
width: 50,
height: 900
},
// V3
{
x: 450,
y: 2050,
width: 1050,
height: 50
},
// H4 (inner end)
{
x: 400,
y: 1650,
width: 50,
height: 400
} // V4 (inner end)
],
coins: [
// Place along the spiral path
{
x: 200,
y: 400
}, {
x: 1000,
y: 400
}, {
x: 1800,
y: 400
},
// Outer Top
{
x: 1800,
y: 900
}, {
x: 1800,
y: 1400
},
// Right Down
{
x: 1000,
y: 900
},
// Inner loop 1
{
x: 400,
y: 900
}, {
x: 400,
y: 1400
},
// Left Down/Up
{
x: 400,
y: 1800
}, {
x: 1000,
y: 1800
} // Inner end area
],
startPos: {
x: 200,
y: 300
} // Start near entrance
},
// Level 9: Dense Obstacles
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
}, {
x: 100,
y: 2482,
width: 1848,
height: 50
}, {
x: 100,
y: 250,
width: 50,
height: 2232
}, {
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Many small walls creating tight paths
{
x: 200,
y: 400,
width: 200,
height: 50
}, {
x: 500,
y: 400,
width: 200,
height: 50
}, {
x: 800,
y: 400,
width: 200,
height: 50
}, {
x: 1100,
y: 400,
width: 200,
height: 50
}, {
x: 1400,
y: 400,
width: 200,
height: 50
}, {
x: 1700,
y: 400,
width: 200,
height: 50
}, {
x: 300,
y: 600,
width: 50,
height: 200
}, {
x: 600,
y: 600,
width: 50,
height: 200
}, {
x: 900,
y: 600,
width: 50,
height: 200
}, {
x: 1200,
y: 600,
width: 50,
height: 200
}, {
x: 1500,
y: 600,
width: 50,
height: 200
}, {
x: 1800,
y: 600,
width: 50,
height: 200
},
// ... Continue pattern downwards ...
{
x: 200,
y: 900,
width: 200,
height: 50
}, {
x: 500,
y: 900,
width: 200,
height: 50
},
// etc.
{
x: 300,
y: 1100,
width: 50,
height: 200
}, {
x: 600,
y: 1100,
width: 50,
height: 200
},
// etc.
{
x: 200,
y: 1400,
width: 200,
height: 50
}, {
x: 500,
y: 1400,
width: 200,
height: 50
},
// etc.
{
x: 300,
y: 1600,
width: 50,
height: 200
}, {
x: 600,
y: 1600,
width: 50,
height: 200
},
// etc.
{
x: 200,
y: 1900,
width: 200,
height: 50
}, {
x: 500,
y: 1900,
width: 200,
height: 50
},
// etc.
{
x: 300,
y: 2100,
width: 50,
height: 200
}, {
x: 600,
y: 2100,
width: 50,
height: 200
},
// etc.
// Mirror pattern on right side
{
x: 1100,
y: 900,
width: 200,
height: 50
}, {
x: 1400,
y: 900,
width: 200,
height: 50
}, {
x: 1700,
y: 900,
width: 200,
height: 50
}, {
x: 1200,
y: 1100,
width: 50,
height: 200
}, {
x: 1500,
y: 1100,
width: 50,
height: 200
}, {
x: 1800,
y: 1100,
width: 50,
height: 200
}, {
x: 1100,
y: 1400,
width: 200,
height: 50
}, {
x: 1400,
y: 1400,
width: 200,
height: 50
}, {
x: 1700,
y: 1400,
width: 200,
height: 50
}, {
x: 1200,
y: 1600,
width: 50,
height: 200
}, {
x: 1500,
y: 1600,
width: 50,
height: 200
}, {
x: 1800,
y: 1600,
width: 50,
height: 200
}, {
x: 1100,
y: 1900,
width: 200,
height: 50
}, {
x: 1400,
y: 1900,
width: 200,
height: 50
}, {
x: 1700,
y: 1900,
width: 200,
height: 50
}, {
x: 1200,
y: 2100,
width: 50,
height: 200
}, {
x: 1500,
y: 2100,
width: 50,
height: 200
}, {
x: 1800,
y: 2100,
width: 50,
height: 200
}],
coins: [
// Place in tricky spots within the dense grid
{
x: 250,
y: 300
}, {
x: 1800,
y: 300
}, {
x: 400,
y: 700
}, {
x: 1650,
y: 700
}, {
x: 750,
y: 1000
}, {
x: 1300,
y: 1000
}, {
x: 250,
y: 1500
}, {
x: 1800,
y: 1500
}, {
x: 400,
y: 2200
}, {
x: 1650,
y: 2200
}],
startPos: {
x: 1024,
y: 300
} // Start top center
},
// Level 10: Final Challenge - Combination
{
walls: [{
x: 100,
y: 200,
width: 1848,
height: 50
}, {
x: 100,
y: 2482,
width: 1848,
height: 50
}, {
x: 100,
y: 250,
width: 50,
height: 2232
}, {
x: 1898,
y: 250,
width: 50,
height: 2232
},
// Mix of grid, long paths, tight spots
// Section 1 (Top Grid)
{
x: 100,
y: 700,
width: 1848,
height: 50
}, {
x: 550,
y: 250,
width: 50,
height: 450
}, {
x: 1000,
y: 250,
width: 50,
height: 450
}, {
x: 1450,
y: 250,
width: 50,
height: 450
},
// Section 2 (Middle Maze)
{
x: 100,
y: 1200,
width: 800,
height: 50
}, {
x: 1148,
y: 1200,
width: 800,
height: 50
}, {
x: 500,
y: 750,
width: 50,
height: 900
}, {
x: 1500,
y: 750,
width: 50,
height: 900
}, {
x: 100,
y: 1650,
width: 1848,
height: 50
},
// Section 3 (Bottom Spiral-like element)
{
x: 300,
y: 2100,
width: 1448,
height: 50
}, {
x: 1748,
y: 1700,
width: 50,
height: 400
}, {
x: 300,
y: 1700,
width: 50,
height: 400
}, {
x: 500,
y: 1900,
width: 1048,
height: 50
} // Inner H
],
coins: [{
x: 325,
y: 400
}, {
x: 1675,
y: 400
},
// Top Grid
{
x: 200,
y: 900
}, {
x: 1800,
y: 900
},
// Mid sides
{
x: 1024,
y: 1400
},
// Mid center
{
x: 400,
y: 1800
}, {
x: 1600,
y: 1800
},
// Lower Mid
{
x: 200,
y: 2300
}, {
x: 1800,
y: 2300
},
// Bottom Corners
{
x: 1024,
y: 2000
} // Bottom Center (inner)
],
startPos: {
x: 1024,
y: 300
} // Start Top Center
}
// NOTE: Circular mazes are hard to represent with rectangular walls.
// This implementation uses only rectangular walls.
];
// Game state variables
var currentLevelIndex = 0;
var walls = [];
var coins = [];
var player = null;
var score = 0;
var timeLeft = levelTimeLimit;
var timerInterval = null;
var scoreTxt = null;
var timerTxt = null;
var levelTxt = null;
var levelComplete = false;
var isDragging = false;
var dragOffset = {
x: 0,
y: 0
}; // Offset between touch point and player center
// --- Helper Functions ---
// Clears current level elements
function clearLevel() {
walls.forEach(function (wall) {
wall.destroy();
});
walls = [];
coins.forEach(function (coin) {
coin.destroy();
});
coins = [];
if (player) {
player.destroy();
player = null;
}
levelComplete = false;
isDragging = false;
}
// Loads a level by index
function loadLevel(levelIndex) {
clearLevel();
if (levelIndex >= mazeLevels.length) {
// Handle case where we run out of predefined levels but haven't reached totalLevels
console.log("Warning: Ran out of predefined maze data, repeating last level.");
levelIndex = mazeLevels.length - 1; // Repeat the last available level
// Ideally, generate levels procedurally or add more data.
if (levelIndex < 0) {
// Should not happen if mazeLevels has data
LK.showGameOver(); // No levels defined at all
return;
}
}
currentLevelIndex = levelIndex; // Update the global index tracker
var levelData = mazeLevels[levelIndex];
// Create walls
levelData.walls.forEach(function (wallData) {
var wall = new Wall(wallData.width, wallData.height);
wall.x = wallData.x;
wall.y = wallData.y;
game.addChild(wall);
walls.push(wall);
});
// Create coins
levelData.coins.forEach(function (coinData) {
var coin = new Coin();
coin.x = coinData.x;
coin.y = coinData.y;
game.addChild(coin);
coins.push(coin);
});
// Create player
player = new Player();
player.x = levelData.startPos.x;
player.y = levelData.startPos.y;
game.addChild(player);
// Reset score and timer for the new level
score = 0;
timeLeft = levelTimeLimit;
updateScoreDisplay();
updateTimerDisplay();
updateLevelDisplay(); // Update level text
startTimer();
}
// Checks collision between player (at potential new position) and all walls
function checkWallCollision(targetX, targetY) {
if (!player) {
return true;
} // No player, collision is effectively true
var playerRadius = player.width / 2; // Assuming player is a circle
// Create a hypothetical bounding box for the player at the target position
var playerBounds = {
left: targetX - playerRadius,
right: targetX + playerRadius,
top: targetY - playerRadius,
bottom: targetY + playerRadius
};
for (var i = 0; i < walls.length; i++) {
var wall = walls[i];
var wallBounds = {
left: wall.x,
right: wall.x + wall.wallWidth,
// Use stored dimensions
top: wall.y,
bottom: wall.y + wall.wallHeight // Use stored dimensions
};
// Basic AABB collision check
if (playerBounds.right > wallBounds.left && playerBounds.left < wallBounds.right && playerBounds.bottom > wallBounds.top && playerBounds.top < wallBounds.bottom) {
return true; // Collision detected
}
}
return false; // No collision
}
// Updates the score display
function updateScoreDisplay() {
scoreTxt.setText("Coins: " + score + "/" + requiredCoinsPerLevel);
}
// Updates the timer display
function updateTimerDisplay() {
timerTxt.setText("Time: " + timeLeft);
}
// Updates the level display
function updateLevelDisplay() {
levelTxt.setText("Level: " + (currentLevelIndex + 1));
}
// Timer tick function
function handleTimerTick() {
if (levelComplete) {
return;
} // Stop timer if level is done
timeLeft--;
updateTimerDisplay();
if (timeLeft <= 0) {
LK.clearInterval(timerInterval);
timerInterval = null;
LK.showGameOver(); // LK handles the game over state
}
}
// Starts the level timer
function startTimer() {
if (timerInterval) {
LK.clearInterval(timerInterval);
}
timeLeft = levelTimeLimit; // Reset time
updateTimerDisplay();
timerInterval = LK.setInterval(handleTimerTick, 1000);
}
// Stops the level timer
function stopTimer() {
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
}
// --- GUI Setup ---
// Score display
scoreTxt = new Text2('Coins: 0/' + requiredCoinsPerLevel, {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0); // Anchor middle-top
LK.gui.top.addChild(scoreTxt); // Add to top-center GUI area
scoreTxt.y = 20; // Add some padding from the top edge
// Timer display
timerTxt = new Text2('Time: ' + levelTimeLimit, {
size: 60,
fill: 0xFFFFFF
});
timerTxt.anchor.set(1, 0); // Anchor top-right
LK.gui.topRight.addChild(timerTxt); // Add to top-right GUI area
timerTxt.y = 20; // Match score padding
timerTxt.x = -20; // Add some padding from the right edge
// --- Event Handlers ---
// Level display
levelTxt = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0); // Anchor top-left
LK.gui.topLeft.addChild(levelTxt); // Add to top-left GUI area (near pause)
levelTxt.x = 110; // Offset from the very corner (reserved area)
levelTxt.y = 20; // Match other UI padding
game.down = function (x, y, obj) {
if (levelComplete) {
// If level is complete, tap anywhere to proceed
currentLevelIndex++;
if (currentLevelIndex < totalLevels) {
loadLevel(currentLevelIndex);
} else {
LK.showYouWin(); // Completed all levels
}
return; // Don't process drag start
}
// Check if the press is on the player
var playerPos = player.position;
var dx = x - playerPos.x;
var dy = y - playerPos.y;
var distSq = dx * dx + dy * dy;
var playerRadius = player.width / 2;
// Allow starting drag if touching the player
// Add a small tolerance for easier touch
if (distSq < playerRadius * playerRadius * 1.5 * 1.5) {
isDragging = true;
// Calculate offset from player center to touch point
// The x, y arguments are already in the game's local coordinate system
dragOffset.x = player.x - x;
dragOffset.y = player.y - y;
} else {
isDragging = false;
}
};
game.move = function (x, y, obj) {
if (!isDragging || levelComplete || !player) {
return;
}
// The x, y arguments are already in the game's local coordinate system
var targetX = x + dragOffset.x;
var targetY = y + dragOffset.y;
// Check for collisions *before* moving
if (!checkWallCollision(targetX, targetY)) {
player.x = targetX;
player.y = targetY;
} else {
// Optional: Try moving only horizontally or vertically if diagonal move fails
// Check X movement only
if (!checkWallCollision(targetX, player.y)) {
player.x = targetX;
}
// Check Y movement only
if (!checkWallCollision(player.x, targetY)) {
player.y = targetY;
}
// If both fail, the player stays put
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
// --- Game Update Loop ---
game.update = function () {
if (levelComplete || !player) {
return;
} // Don't update if level is done or no player
// Check for coin collection
var playerRadius = player.width / 2;
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
var dx = player.x - coin.x;
var dy = player.y - coin.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var coinRadius = coin.width / 2;
if (distance < playerRadius + coinRadius) {
// Collision detected - collect coin
score++;
updateScoreDisplay();
coin.destroy();
coins.splice(i, 1);
// Check for level completion
if (score >= requiredCoinsPerLevel) {
levelComplete = true;
stopTimer();
// Optionally show a "Level Clear! Tap to continue" message
// For now, just rely on the game.down handler checking levelComplete
console.log("Level " + (currentLevelIndex + 1) + " Complete!");
// Note: LK engine might handle transitions, but the prompt asks for tap to continue.
if (currentLevelIndex + 1 >= totalLevels) {
// If this was the last level according to totalLevels count
LK.showYouWin();
}
// Otherwise, wait for tap in game.down
break; // Exit loop after collecting a coin and potentially completing level
}
}
}
};
// --- Start Game ---
loadLevel(currentLevelIndex);