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shoot the stars only if enemies clicked by mouse and let the click on the screen for movement of the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add shot for the ninja to shoot enemies 'star' asset . ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix ladder collision so the player can climb it, it stuck before it!
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reduce player health by 10 when touched by enemies.
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Add healthbar for ninja player 100/100 on the top left side of the screen, add healthbar for enemies above them like a small bar.
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Import of asset
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Import of asset
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Import of asset
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Import of asset
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the player can't reach the ladders!
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The edges collisions of platforms are thick make them thin a bit.
Code edit (9 edits merged)
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make sur the player doesn't out from platforms only by ladder, increase speed of climbing ladder, change climbing to be a movement by hold to move player not by click.
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Add more distance for the climbing movement of the player on ladders, don't let it out from any terrain by any movement vertical or horizontal V/H
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let the player step on the other platforms like before to collect coins in it, it stuck on their edges. and the movement when climbing on ladders is slow so add some speed for that.
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remove diagonal movement let only vertical or horizontal when holding mouse button.
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add vertical movment for the player it can't go up to the ladder!
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let the player climb the ladder when reach it!
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fix the player after finishing distance of ladder it outs and continue moving till out from the screen! it must step on the terrains when finishing climbing the ladder not to continue going up!.
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Limit the distance of player movement to be in the terrains or in ladder only so it will not out of it or from the screen, the enemies must not change their area from terrain to another, let 4 enemies only each one in its area and they can't teleport to another terrain, the enemies can move horizontal and add vertical movement tow.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 253
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Platform Climber
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; // Gentle floating animation self.floatOffset = 0; self.originalY = 0; self.update = function () { if (!self.collected) { self.floatOffset += 0.1; self.y = self.originalY + Math.sin(self.floatOffset) * 5; } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1 }); self.speed = 1.5; self.direction = 1; self.verticalSpeed = 1; self.verticalDirection = 1; self.platformBounds = { left: 0, right: 500, top: 0, bottom: 0 }; self.assignedPlatform = 0; self.update = function () { // Horizontal movement self.x += self.speed * self.direction; // Bounce off platform edges horizontally if (self.x <= self.platformBounds.left || self.x >= self.platformBounds.right) { self.direction *= -1; } // Vertical movement within platform area self.y += self.verticalSpeed * self.verticalDirection; // Bounce off platform edges vertically if (self.y <= self.platformBounds.top || self.y >= self.platformBounds.bottom) { self.verticalDirection *= -1; } }; return self; }); var Ladder = Container.expand(function () { var self = Container.call(this); var ladderGraphics = self.attachAsset('ladder', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); self.speed = 7; self.climbSpeed = 10; self.isClimbing = false; self.currentPlatform = null; self.targetY = 0; self.update = function () { // Handle climbing movement if (self.isClimbing) { if (Math.abs(self.y - self.targetY) > 8) { // Increased from 8 to 20 for more climbing distance if (self.y > self.targetY) { self.y -= self.climbSpeed; } else { self.y += self.climbSpeed; } // Ensure player doesn't go beyond terrain boundaries while climbing self.y = Math.max(100, Math.min(2632, self.y)); } else { // Snap exactly to target platform position self.y = self.targetY; self.isClimbing = false; // Clear any movement flags to prevent continued movement moveUp = false; moveDown = false; } } else { // Check if player is at a ladder and should start climbing for (var i = 0; i < ladders.length; i++) { var ladder = ladders[i]; if (Math.abs(self.x - ladder.x) < 50 && Math.abs(self.y - ladder.y) < 100) { // Player is at a ladder, determine which direction to climb var targetPlatformIndex = -1; var closestDistance = Infinity; // Find closest platform that's connected by this ladder for (var j = 0; j < platforms.length; j++) { if (Math.abs(platforms[j].x - ladder.x) < 100 && platforms[j].y !== self.y) { var distance = Math.abs(platforms[j].y - self.y); if (distance < closestDistance) { closestDistance = distance; targetPlatformIndex = j; } } } if (targetPlatformIndex !== -1) { self.isClimbing = true; self.x = ladder.x; // Snap to ladder self.targetY = platforms[targetPlatformIndex].y; self.currentPlatform = targetPlatformIndex; break; } } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state variables var currentLevel = 1; var coinsCollected = 0; var totalCoins = 5; var platforms = []; var ladders = []; var coins = []; var enemies = []; var player; // Platform positions (central hub + 4 outer platforms in 2x2 grid) var platformPositions = [{ x: 1024, y: 1366 }, // Center platform { x: 524, y: 922 }, // Top-left { x: 1524, y: 922 }, // Top-right { x: 524, y: 1800 }, // Bottom-left { x: 1524, y: 1800 } // Bottom-right ]; // Add background var background = game.attachAsset('background1', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Create platforms for (var i = 0; i < platformPositions.length; i++) { var platform = new Platform(); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; platforms.push(platform); game.addChild(platform); } // Create ladders connecting platforms var ladderConnections = [{ from: 0, to: 1 }, // Center to top-left { from: 0, to: 2 }, // Center to top-right { from: 0, to: 3 }, // Center to bottom-left { from: 0, to: 4 } // Center to bottom-right ]; for (var i = 0; i < ladderConnections.length; i++) { var connection = ladderConnections[i]; var fromPlatform = platforms[connection.from]; var toPlatform = platforms[connection.to]; var ladder = new Ladder(); ladder.x = (fromPlatform.x + toPlatform.x) / 2; ladder.y = (fromPlatform.y + toPlatform.y) / 2; ladders.push(ladder); game.addChild(ladder); } // Create coins on each platform for (var i = 0; i < platforms.length; i++) { var coin = new Coin(); coin.x = platforms[i].x; coin.y = platforms[i].y - 50; coin.originalY = coin.y; coins.push(coin); game.addChild(coin); } // Create player player = new Player(); player.x = platforms[0].x; // Start on center platform player.y = platforms[0].y; player.currentPlatform = 0; game.addChild(player); // Create enemies based on level function spawnEnemies() { // Clear existing enemies for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; // Spawn exactly 4 enemies, one on each outer platform (excluding center platform at index 0) for (var i = 1; i < platforms.length; i++) { var enemy = new Enemy(); enemy.x = platforms[i].x; enemy.y = platforms[i].y; enemy.assignedPlatform = i; // Set platform boundaries to keep enemy confined to its platform enemy.platformBounds.left = platforms[i].x - 250; enemy.platformBounds.right = platforms[i].x + 250; enemy.platformBounds.top = platforms[i].y - 100; enemy.platformBounds.bottom = platforms[i].y + 50; enemies.push(enemy); game.addChild(enemy); } } // Initial enemy spawn spawnEnemies(); // Score display var scoreText = new Text2('Coins: 0/' + totalCoins, { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Level display var levelText = new Text2('Level: ' + currentLevel, { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(1, 0); LK.gui.topRight.addChild(levelText); // Movement controls var moveLeft = false; var moveRight = false; var moveUp = false; var moveDown = false; // Touch controls game.down = function (x, y, obj) { // Use the x, y parameters directly as they are already in game coordinates var gamePos = { x: x, y: y }; // Calculate distances for both horizontal and vertical movement var horizontalDistance = Math.abs(gamePos.x - player.x); var verticalDistance = Math.abs(gamePos.y - player.y); // Reset all movement flags first moveLeft = false; moveRight = false; moveUp = false; moveDown = false; // Check for ladder climbing first - if near ladder, only allow vertical movement var nearLadder = false; for (var i = 0; i < ladders.length; i++) { var ladder = ladders[i]; if (Math.abs(gamePos.x - ladder.x) < 150 && Math.abs(gamePos.y - ladder.y) < 200) { nearLadder = true; // Only vertical movement when near ladder if (gamePos.y < player.y - 50) { moveUp = true; } else if (gamePos.y > player.y + 50) { moveDown = true; } break; } } // If not near ladder, prioritize the larger distance (horizontal vs vertical) if (!nearLadder) { if (horizontalDistance > verticalDistance) { // Horizontal movement takes priority if (gamePos.x < player.x - 50) { moveLeft = true; } else if (gamePos.x > player.x + 50) { moveRight = true; } } else { // Vertical movement takes priority if (gamePos.y < player.y - 50) { moveUp = true; } else if (gamePos.y > player.y + 50) { moveDown = true; } } } }; game.up = function (x, y, obj) { moveLeft = false; moveRight = false; moveUp = false; moveDown = false; }; // Game update loop game.update = function () { // Handle player movement if (!player.isClimbing) { if (moveLeft) { player.x -= player.speed; // Ensure player doesn't go beyond left boundary player.x = Math.max(20, player.x); } if (moveRight) { player.x += player.speed; // Ensure player doesn't go beyond right boundary player.x = Math.min(2028, player.x); } if (moveUp) { player.y -= player.speed; // Ensure player doesn't go beyond top boundary player.y = Math.max(100, player.y); } if (moveDown) { player.y += player.speed; // Ensure player doesn't go beyond bottom boundary player.y = Math.min(2632, player.y); } // Platform boundary checking - keep player on current platform unless using ladder if (player.currentPlatform !== null && !player.isClimbing) { var currentPlatform = platforms[player.currentPlatform]; // Horizontal platform boundaries var platformLeft = currentPlatform.x - 200; var platformRight = currentPlatform.x + 200; // Vertical platform boundaries var platformTop = currentPlatform.y - 100; var platformBottom = currentPlatform.y + 100; // Check if player is trying to move outside platform boundaries if (player.x < platformLeft || player.x > platformRight || player.y < platformTop || player.y > platformBottom) { // Only allow if player is near a ladder - increased detection range var nearLadder = false; for (var ladderIndex = 0; ladderIndex < ladders.length; ladderIndex++) { var ladder = ladders[ladderIndex]; if (Math.abs(player.x - ladder.x) < 150 && Math.abs(player.y - ladder.y) < 200) { nearLadder = true; break; } } // If not near ladder, constrain to platform if (!nearLadder) { player.x = Math.max(platformLeft, Math.min(platformRight, player.x)); player.y = Math.max(platformTop, Math.min(platformBottom, player.y)); } } } // Allow player to move between platforms by updating current platform based on proximity if (player.currentPlatform !== null) { // Check if player is close to any platform to update current platform var closestPlatformIndex = 0; var closestDistance = Math.abs(player.y - platforms[0].y); for (var i = 1; i < platforms.length; i++) { var distance = Math.abs(player.y - platforms[i].y); if (distance < closestDistance && Math.abs(player.x - platforms[i].x) < 200) { closestDistance = distance; closestPlatformIndex = i; } } // Update current platform if player is close enough to a different platform if (Math.abs(player.x - platforms[closestPlatformIndex].x) < 200 && Math.abs(player.y - platforms[closestPlatformIndex].y) < 100) { player.currentPlatform = closestPlatformIndex; } } // Keep player within screen bounds player.x = Math.max(20, Math.min(2028, player.x)); player.y = Math.max(100, Math.min(2632, player.y)); // Additional check: if player is climbing and goes out of bounds, stop climbing if (player.isClimbing && (player.y <= 100 || player.y >= 2632)) { player.isClimbing = false; moveUp = false; moveDown = false; // Snap to nearest platform var nearestPlatform = platforms[0]; var nearestDistance = Math.abs(player.y - nearestPlatform.y); for (var i = 1; i < platforms.length; i++) { var distance = Math.abs(player.y - platforms[i].y); if (distance < nearestDistance) { nearestDistance = distance; nearestPlatform = platforms[i]; player.currentPlatform = i; } } player.y = nearestPlatform.y; } // Check for ladder climbing with hold-to-move if (moveUp || moveDown) { for (var i = 0; i < ladders.length; i++) { var ladder = ladders[i]; if (Math.abs(player.x - ladder.x) < 150) { // Snap to ladder horizontally player.x = ladder.x; // Direct climbing movement based on held direction if (moveUp) { player.y -= player.climbSpeed; // Ensure doesn't go above screen player.y = Math.max(100, player.y); } else if (moveDown) { player.y += player.climbSpeed; // Ensure doesn't go below screen player.y = Math.min(2632, player.y); } // Update current platform based on proximity while climbing var closestPlatformIndex = 0; var closestDistance = Math.abs(player.y - platforms[0].y); for (var j = 1; j < platforms.length; j++) { var distance = Math.abs(player.y - platforms[j].y); if (distance < closestDistance && Math.abs(platforms[j].x - ladder.x) < 100) { closestDistance = distance; closestPlatformIndex = j; } } // Snap to platform if very close if (closestDistance < 30) { player.y = platforms[closestPlatformIndex].y; player.currentPlatform = closestPlatformIndex; } break; } } } } // Check coin collection for (var i = 0; i < coins.length; i++) { var coin = coins[i]; if (!coin.collected && player.intersects(coin)) { coin.collected = true; coin.alpha = 0; coinsCollected++; LK.setScore(coinsCollected); scoreText.setText('Coins: ' + coinsCollected + '/' + totalCoins); LK.getSound('coinCollect').play(); // Check win condition if (coinsCollected >= totalCoins) { LK.showYouWin(); } } } // Check enemy collisions for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (player.intersects(enemy)) { LK.getSound('enemyHit').play(); LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } } // Level progression (spawn more enemies every 30 seconds) if (LK.ticks % (60 * 30) === 0 && coinsCollected < totalCoins) { currentLevel++; levelText.setText('Level: ' + currentLevel); spawnEnemies(); } };
===================================================================
--- original.js
+++ change.js
@@ -303,9 +303,9 @@
// Check for ladder climbing first - if near ladder, only allow vertical movement
var nearLadder = false;
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
- if (Math.abs(gamePos.x - ladder.x) < 80 && Math.abs(gamePos.y - ladder.y) < 100) {
+ if (Math.abs(gamePos.x - ladder.x) < 150 && Math.abs(gamePos.y - ladder.y) < 200) {
nearLadder = true;
// Only vertical movement when near ladder
if (gamePos.y < player.y - 50) {
moveUp = true;
@@ -374,13 +374,13 @@
var platformTop = currentPlatform.y - 100;
var platformBottom = currentPlatform.y + 100;
// Check if player is trying to move outside platform boundaries
if (player.x < platformLeft || player.x > platformRight || player.y < platformTop || player.y > platformBottom) {
- // Only allow if player is near a ladder
+ // Only allow if player is near a ladder - increased detection range
var nearLadder = false;
for (var ladderIndex = 0; ladderIndex < ladders.length; ladderIndex++) {
var ladder = ladders[ladderIndex];
- if (Math.abs(player.x - ladder.x) < 60 && Math.abs(player.y - ladder.y) < 100) {
+ if (Math.abs(player.x - ladder.x) < 150 && Math.abs(player.y - ladder.y) < 200) {
nearLadder = true;
break;
}
}
@@ -432,9 +432,9 @@
// Check for ladder climbing with hold-to-move
if (moveUp || moveDown) {
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
- if (Math.abs(player.x - ladder.x) < 60) {
+ if (Math.abs(player.x - ladder.x) < 150) {
// Snap to ladder horizontally
player.x = ladder.x;
// Direct climbing movement based on held direction
if (moveUp) {
coin, hd colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Scary blue background of forest, moon, small owl on tree, HD colors. In-Game asset. 2d. High contrast. No shadows
Scary graveyard with different things around it scary things spiders, web spider, skulls, swords, grass, trees.. In-Game asset. 2d. High contrast. No shadows
Scary wallpaper without characters, with all colors, HD colors. In-Game asset. 3d. High contrast. No shadows