Code edit (8 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText('Coins: 0/' + totalCoins);' Line Number: 664
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText('Coins: 0/' + totalCoins);' Line Number: 664
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Add level2 with background2 and platforms in different positions from bottom to top of the screen before 500px from top and after 300px from bottom of the screen do like 6 platforms some small some large add ladders. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make this scene level1
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Please fix the bug: 'ReferenceError: updatePlayerHealthBar is not defined' in or related to this line: 'updatePlayerHealthBar();' Line Number: 553
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Add death x 5 beside health bar from the right by small space for the player if go down or out of the platforms
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If player standing on the top edge of the ladder it can go down by clicking below it to climb it down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add velocity so the player will not be floating on the air he must go down after climbing ladder to stand on the platform ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add climbing animation with Ninja01 and Ninja02 when reach ladders hold climbing position till click up or down to move player. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let the 2 lines of 5 ladders that are on the sides only and remove the others
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Not just 2 ladders make many till reach top make it constrained to each others
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Make more ladders above the bottom ladders till reach the top edges of the top platforms
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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!
/**** * 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; } // Flip enemy based on movement direction if (self.direction > 0) { // Moving right, face right enemyGraphics.scaleX = 1; } else if (self.direction < 0) { // Moving left, face left (flip horizontally) enemyGraphics.scaleX = -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 = 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 = ''; 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 changed if (!self.lastAsset || self.lastAsset !== currentAsset) { // Remove old graphics if exists if (playerGraphics) { self.removeChild(playerGraphics); } // Create new graphics playerGraphics = self.attachAsset(currentAsset, { anchorX: 0.5, anchorY: 1 }); // Store current state self.lastAsset = currentAsset; } // Flip player based on facing direction for all animation frames if (self.facingLeft) { // Facing left, flip horizontally playerGraphics.scaleX = -1; } else { // Facing right, normal orientation playerGraphics.scaleX = 1; } }; 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; moveUp = false; moveDown = false; }; // Set climbing state for animation player.isClimbing = true; // Snap to ladder horizontally player.x = ladder.x; if (moveUp) { // Check if would exceed ladder top boundary if (player.y - player.climbSpeed <= ladderTop) { // Clamp to ladder top edge player.y = ladderTop; stopClimbing(); } else { // Safe to move up (decrease Y coordinate) player.y -= player.climbSpeed; } } else if (moveDown) { // Check if would exceed ladder bottom boundary if (player.y + player.climbSpeed >= ladderBottom) { // Clamp to ladder bottom edge player.y = ladderBottom; stopClimbing(); } else { // Safe to move down (increase Y coordinate) 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; moveUp = false; moveDown = false; } }, ladder, ladderTop, ladderBottom, 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; } } // 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
@@ -671,53 +671,30 @@
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 up
- climbedDistance = Math.abs(player.y - player.climbStartY);
- 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;
- }
+ // Check if would exceed ladder top boundary
+ if (player.y - player.climbSpeed <= ladderTop) {
+ // Clamp to ladder top edge
+ player.y = ladderTop;
stopClimbing();
} else {
// Safe to move up (decrease Y coordinate)
player.y -= player.climbSpeed;
}
} else if (moveDown) {
- // Check all stop conditions BEFORE moving down
- climbedDistance = Math.abs(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;
- }
+ // Check if would exceed ladder bottom boundary
+ if (player.y + player.climbSpeed >= ladderBottom) {
+ // Clamp to ladder bottom edge
+ player.y = ladderBottom;
stopClimbing();
} else {
// Safe to move down (increase Y coordinate)
player.y += player.climbSpeed;
@@ -742,24 +719,15 @@
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;
@@ -768,9 +736,8 @@
}
} 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++) {
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