User prompt
Make more ladders above the bottom ladders till reach the top edges of the top platforms
Code edit (1 edits merged)
Please save this source code
User prompt
move player to above the platform top edge, and limit its movement by distance of the platforms horizontal edges ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make horizontal movsment only and set player position above the platform that is in the middle of the other 4 platforms like you did with coins and enemies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make smooth movement for player to the cursor position ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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change movement of the player by click the direction to move it to it, rest player position above the platform
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change movement of the player by click the direction to move it to it, rest player position above the platform
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move enemies to walk above the platforms not in their middle! so the player make it above the middle platform
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remove the top ladders, make the enemies walk above the platforms left and right and so the coins above the platforms. make the ninja can move horizontally left and right only on the above platforms.
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change to hold on player and drag to move it, remove climbing
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Remove what's doing the continuous climbing let it only on the size of the ladder no more then its top or bottom edges!
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Fix the vertical movement of climbing is climbing up only on any ladder!
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Add direction-based flipping logic to player class using scaleX property, and for its frames of moving and shooting
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Do the same for enemies are not fliping !
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Change this code to be for ninja animations to flip by direction, movement assets Ninja1 ninja2 ninja3 ninja4, and for shooting is ninjashooting asset try to do it by this code: // Flip player based on movement direction if (self.speed > 0) { // Moving right, face right self.scaleX = 1; } else if (self.speed < 0) { // Moving left, face left (flip horizontally) self.scaleX = -1; } }; return self;
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when hold down move player down on ladder not up!
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Make the player climb down when going down to ladder its climbing up!
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Flip player asset and its ninja1 ninja2 ninja3 ninja4 if mouse button clicked on its left
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Flip ninja frames if moving to the left
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If enemies moving horizontally to the right flip their images to the right and if they are moving to the left flip their images to the left
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Flip enemies images based on their direction movement
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the images are not changning when moving on side of the screen from the middle!
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make the player can climb down and up based on the clicked position down player or up the player
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Flip images based on the middle of the screen
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Flip images of animation Ninja 1 2 3 4 if mouse button clicked and holded on the left side of the player and same if holded on the right side flip images to the right side
/**** * 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.maxHealth = 50; self.health = 50; // Create health bar background self.healthBarBg = self.attachAsset('enemyHealthBarBg', { anchorX: 0.5, anchorY: 1 }); self.healthBarBg.x = 0; self.healthBarBg.y = -120; // Create health bar self.healthBar = self.attachAsset('enemyHealthBar', { anchorX: 0.5, anchorY: 1 }); self.healthBar.x = 0; self.healthBar.y = -120; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBar.width = 60 * healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { self.healthBar.tint = 0xffff00; } else { self.healthBar.tint = 0xff0000; } }; self.update = function () { // Track last direction for flipping detection if (self.lastDirection === undefined) { self.lastDirection = self.direction; } // 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; } // Check if direction changed and flip enemy graphics accordingly if (self.direction !== self.lastDirection) { // Remove old graphics if (enemyGraphics) { self.removeChild(enemyGraphics); } // Create new graphics with proper flipping based on movement direction // If direction > 0 (moving right), don't flip (flipX: 0) // If direction < 0 (moving left), flip horizontally (flipX: 1) enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1, flipX: self.direction < 0 ? 1 : 0 }); self.lastDirection = self.direction; } // 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 = 2; self.isClimbing = false; self.currentPlatform = null; self.targetY = 0; self.maxHealth = 100; self.health = 100; self.lastShot = 0; self.shootCooldown = 30; // 30 ticks = 0.5 seconds // Animation properties self.animationFrame = 0; self.animationSpeed = 8; // Change frame every 8 ticks self.isMoving = false; self.isShooting = false; self.facingLeft = false; self.lastX = self.x; // Animation frames for different states self.walkFrames = ['Ninja1', 'Ninja2', 'Ninja3', 'Ninja4']; self.climbFrames = ['Ninja01', 'Ninja02']; self.shootFrame = 'Ninjashooting'; // Track animation state changes self.lastAsset = null; self.lastFlip = null; self.updateAnimation = function () { var currentAsset = ''; var shouldFlip = self.facingLeft; // Always use facingLeft for flipping ninja frames if (self.isShooting) { currentAsset = self.shootFrame; } else if (self.isClimbing && self.isMoving) { // Only animate climbing when actually moving on ladder var climbFrameIndex = Math.floor(self.animationFrame / self.animationSpeed) % self.climbFrames.length; currentAsset = self.climbFrames[climbFrameIndex]; } else if (self.isMoving && !self.isClimbing) { // Walking animation when moving horizontally var walkFrameIndex = Math.floor(self.animationFrame / self.animationSpeed) % self.walkFrames.length; currentAsset = self.walkFrames[walkFrameIndex]; } else { // Default standing pose - show player asset when not moving currentAsset = 'player'; } // Only update graphics if asset or flip state changed if (!self.lastAsset || self.lastAsset !== currentAsset || self.lastFlip !== shouldFlip) { // Remove old graphics if exists if (playerGraphics) { self.removeChild(playerGraphics); } // Create new graphics with proper flipping based on facing direction playerGraphics = self.attachAsset(currentAsset, { anchorX: 0.5, anchorY: 1, flipX: shouldFlip ? 1 : 0 }); // Store current state self.lastAsset = currentAsset; self.lastFlip = shouldFlip; } }; self.update = function () { // Check if player is moving (horizontally or vertically) var horizontalMovement = Math.abs(self.x - self.lastX) > 0.1; var verticalMovement = Math.abs(self.y - (self.lastY || self.y)) > 0.1; if (horizontalMovement || verticalMovement && self.isClimbing) { self.isMoving = true; // Determine facing direction for any horizontal movement if (horizontalMovement) { if (self.x < self.lastX) { if (!self.facingLeft) { self.facingLeft = true; self.updateAnimation(); } } else if (self.x > self.lastX) { if (self.facingLeft) { self.facingLeft = false; self.updateAnimation(); } } } } else { self.isMoving = false; } // Update last positions self.lastX = self.x; self.lastY = self.y; // Check if player is shooting (cooldown active) self.isShooting = LK.ticks - self.lastShot < 15; // Show shooting animation for 15 ticks // Update animation frame counter only when moving or shooting if (self.isMoving || self.isShooting) { self.animationFrame++; } // Update animation self.updateAnimation(); // 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 { // Player can now climb ladders freely with hold-to-move controls // No automatic climbing logic needed here } }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 30; self.targetX = 0; self.targetY = 0; self.active = true; self.shootAt = function (targetX, targetY) { self.targetX = targetX; self.targetY = targetY; // Calculate distance for animation duration var distance = Math.sqrt(Math.pow(targetX - self.x, 2) + Math.pow(targetY - self.y, 2)); var duration = distance * 3; // Adjust speed by changing multiplier // Use tween to animate star to target tween(self, { x: targetX, y: targetY, rotation: Math.PI * 4 }, { duration: duration, easing: tween.linear, onFinish: function onFinish() { self.active = false; } }); }; 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 stars = []; 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(); // Player health bar var playerHealthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0 }); playerHealthBarBg.x = 120; playerHealthBarBg.y = 20; LK.gui.topLeft.addChild(playerHealthBarBg); var playerHealthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0 }); playerHealthBar.x = 120; playerHealthBar.y = 20; LK.gui.topLeft.addChild(playerHealthBar); var healthText = new Text2('Health: 100/100', { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0, 0); healthText.x = 120; healthText.y = 50; LK.gui.topLeft.addChild(healthText); // 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; // --- Flip Ninja animation images based on mouse hold left/right of player position --- if (gamePos.x < player.x) { // Clicked left of player - face left if (!player.facingLeft) { player.facingLeft = true; player.updateAnimation(); } } else if (gamePos.x > player.x) { // Clicked right of player - face right if (player.facingLeft) { player.facingLeft = false; player.updateAnimation(); } } // --------------------------------------------------------------------------- // 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]; // Much tighter detection - player must be very close to ladder to climb if (Math.abs(gamePos.x - ladder.x) < 40 && Math.abs(gamePos.y - ladder.y) < 60) { nearLadder = true; // Only vertical movement when near ladder - based on clicked position relative to player if (gamePos.y < player.y) { moveUp = true; } else if (gamePos.y > player.y) { moveDown = true; } break; } } // If not near ladder, check for enemy shooting first, then movement if (!nearLadder) { // Check if tap is on an enemy var enemyClicked = false; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyDistance = Math.sqrt(Math.pow(gamePos.x - enemy.x, 2) + Math.pow(gamePos.y - enemy.y, 2)); if (enemyDistance < 80) { // Enemy click radius // Shoot at the clicked enemy if cooldown allows if (LK.ticks - player.lastShot > player.shootCooldown) { // Set facing direction based on enemy position var shouldFaceLeft = enemy.x < player.x; if (player.facingLeft !== shouldFaceLeft) { player.facingLeft = shouldFaceLeft; player.updateAnimation(); } var star = new Star(); star.x = player.x; star.y = player.y - 50; // Shoot from slightly above player star.shootAt(enemy.x, enemy.y); stars.push(star); game.addChild(star); player.lastShot = LK.ticks; LK.getSound('shoot').play(); } enemyClicked = true; break; } } // If no enemy was clicked, handle movement if (!enemyClicked) { 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 - based on clicked position relative to player if (gamePos.y < player.y) { moveUp = true; } else if (gamePos.y > player.y) { 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; // Set facing direction for movement if (!player.facingLeft) { player.facingLeft = true; player.updateAnimation(); } // Ensure player doesn't go beyond left boundary player.x = Math.max(20, player.x); } if (moveRight) { player.x += player.speed; // Set facing direction for movement if (player.facingLeft) { player.facingLeft = false; player.updateAnimation(); } // Ensure player doesn't go beyond right boundary player.x = Math.min(2028, player.x); } // Update facing direction based on screen middle position during movement var screenMiddle = 1024; // Middle of 2048px wide screen if (moveLeft || moveRight || moveUp || moveDown) { if (player.x < screenMiddle) { if (!player.facingLeft) { player.facingLeft = true; player.updateAnimation(); } } else if (player.x > screenMiddle) { if (player.facingLeft) { player.facingLeft = false; player.updateAnimation(); } } } 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 - reduced from 200 to 150 to allow ladder access var platformLeft = currentPlatform.x - 150; var platformRight = currentPlatform.x + 150; // Vertical platform boundaries - made much thinner var platformTop = currentPlatform.y - 30; var platformBottom = currentPlatform.y + 30; // 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) < 250 && Math.abs(player.y - ladder.y) < 300) { nearLadder = true; break; } } // If not near ladder, constrain to platform with thinner boundaries 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 - thinner detection if (Math.abs(player.x - platforms[closestPlatformIndex].x) < 200 && Math.abs(player.y - platforms[closestPlatformIndex].y) < 40) { 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) { var _loop = function _loop() { ladder = ladders[i]; // Calculate ladder boundaries (top and bottom edges) ladderTop = ladder.y - 100; // Half of ladder height (200/2) ladderBottom = ladder.y + 100; // Half of ladder height (200/2) // Player must be very close to ladder horizontally AND within ladder vertical boundaries if (Math.abs(player.x - ladder.x) < 50 && player.y >= ladderTop - 20 && player.y <= ladderBottom + 20) { // Function to stop climbing completely var stopClimbing = function stopClimbing() { player.isClimbing = false; player.climbStartY = undefined; moveUp = false; moveDown = false; }; // Direct climbing movement based on held direction // Initialize climbing start position if not set if (player.climbStartY === undefined) { player.climbStartY = player.y; } // Set climbing state for animation player.isClimbing = true; // Snap to ladder horizontally player.x = ladder.x; if (moveUp) { // Check all stop conditions BEFORE moving climbedDistance = player.climbStartY - player.y; wouldExceed200px = climbedDistance >= 200; wouldExceedLadderTop = player.y - player.climbSpeed <= ladderTop; wouldExceedScreenTop = player.y - player.climbSpeed <= 100; // Stop if any boundary would be reached if (wouldExceed200px || wouldExceedLadderTop || wouldExceedScreenTop) { // Clamp to appropriate boundary if (wouldExceedScreenTop) { player.y = 100; } else if (wouldExceedLadderTop) { player.y = ladderTop; } stopClimbing(); } else { // Safe to move up player.y -= player.climbSpeed; } } else if (moveDown) { // Check all stop conditions BEFORE moving climbedDistance = player.y - player.climbStartY; wouldExceed200px = climbedDistance >= 200; wouldExceedLadderBottom = player.y + player.climbSpeed >= ladderBottom; wouldExceedScreenBottom = player.y + player.climbSpeed >= 2632; // Stop if any boundary would be reached if (wouldExceed200px || wouldExceedLadderBottom || wouldExceedScreenBottom) { // Clamp to appropriate boundary if (wouldExceedScreenBottom) { player.y = 2632; } else if (wouldExceedLadderBottom) { player.y = ladderBottom; } stopClimbing(); } else { // Safe to move down player.y += player.climbSpeed; } } // Update current platform based on proximity while climbing closestPlatformIndex = 0; closestDistance = Math.abs(player.y - platforms[0].y); for (j = 1; j < platforms.length; j++) { distance = Math.abs(player.y - platforms[j].y); if (distance < closestDistance && Math.abs(platforms[j].x - ladder.x) < 120) { closestDistance = distance; closestPlatformIndex = j; } } // Stop climbing and snap to platform if on platform level if (closestDistance < 40) { player.y = platforms[closestPlatformIndex].y; player.currentPlatform = closestPlatformIndex; stopClimbing(); } return 1; // break } else if (player.isClimbing) { // Player has moved outside ladder boundaries while climbing, stop climbing player.isClimbing = false; player.climbStartY = undefined; moveUp = false; moveDown = false; } }, ladder, ladderTop, ladderBottom, climbedDistance, wouldExceed200px, wouldExceedLadderTop, wouldExceedScreenTop, climbedDistance, wouldExceed200px, wouldExceedLadderBottom, wouldExceedScreenBottom, closestPlatformIndex, closestDistance, j, distance; for (var i = 0; i < ladders.length; i++) { if (_loop()) break; } } else { // Not climbing if not moving up or down player.isClimbing = false; player.climbStartY = undefined; } } // 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(); } } } // Update player health bar function updatePlayerHealthBar() { var healthPercent = player.health / player.maxHealth; playerHealthBar.width = 200 * healthPercent; if (healthPercent > 0.6) { playerHealthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { playerHealthBar.tint = 0xffff00; } else { playerHealthBar.tint = 0xff0000; } healthText.setText('Health: ' + player.health + '/' + player.maxHealth); } // Update and check star collisions for (var i = stars.length - 1; i >= 0; i--) { var star = stars[i]; // Check star-enemy collisions var hitEnemy = false; for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; if (star.active && star.intersects(enemy)) { // Damage enemy enemy.health -= 25; enemy.updateHealthBar(); // Flash enemy red tween(enemy, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 200 }); } }); LK.getSound('enemyHit').play(); hitEnemy = true; // Remove enemy if health <= 0 if (enemy.health <= 0) { enemy.destroy(); enemies.splice(j, 1); j--; // Adjust index after removal } break; } } // Remove star if hit enemy or inactive if (hitEnemy || !star.active) { tween.stop(star); // Stop any ongoing tween star.destroy(); stars.splice(i, 1); } } // Check enemy collisions for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (player.intersects(enemy)) { // Initialize lastHit if not exists if (enemy.lastHit === undefined) { enemy.lastHit = 0; } // Only damage if enough time has passed (1 second = 60 ticks) if (LK.ticks - enemy.lastHit > 60) { player.health -= 10; enemy.lastHit = LK.ticks; updatePlayerHealthBar(); LK.getSound('enemyHit').play(); LK.effects.flashScreen(0xff0000, 500); if (player.health <= 0) { LK.showGameOver(); } } } // Update enemy health bars enemy.updateHealthBar(); } // 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
@@ -462,16 +462,17 @@
moveLeft = false;
moveRight = false;
moveUp = false;
moveDown = false;
- // --- Flip Ninja animation images based on mouse hold left/right of screen middle ---
- var screenMiddle = 1024; // Middle of 2048px wide screen
- if (gamePos.x < screenMiddle) {
+ // --- Flip Ninja animation images based on mouse hold left/right of player position ---
+ if (gamePos.x < player.x) {
+ // Clicked left of player - face left
if (!player.facingLeft) {
player.facingLeft = true;
player.updateAnimation();
}
- } else if (gamePos.x > screenMiddle) {
+ } else if (gamePos.x > player.x) {
+ // Clicked right of player - face right
if (player.facingLeft) {
player.facingLeft = false;
player.updateAnimation();
}
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