User prompt
the player is behind background2
User prompt
rest player position in level2 on the bottom platform on its top edge, same for the enemies on their platforms top edges add velocity to enemies so they will not be far from top edges of their platforms ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
rest player position on the bottom platform on its top edge, same for the enemies on their platforms top edges
User prompt
add ladders from bottom platform from its left to large platform right side top edge to top edge
User prompt
remove the other ladders let only the new 4 lines
User prompt
make the ladder above each others from small platform left side to medium platform left-center from top edge to top edge in the middle do line of 4 ladders ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove ladder on middle of bottom platform let the one on its left. Remove ladder on the small platform left side let line of 4 ladders in it. Remove other ladders.
Code edit (1 edits merged)
Please save this source code
Code edit (8 edits merged)
Please save this source code
User prompt
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
User prompt
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
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
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
User prompt
Add death x 5 beside health bar from the right by small space for the player if go down or out of the platforms
User prompt
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
User prompt
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
User prompt
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
User prompt
Let the 2 lines of 5 ladders that are on the sides only and remove the others
User prompt
Not just 2 ladders make many till reach top make it constrained to each others
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
User prompt
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
/**** * 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 only 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; } }; 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.currentPlatform = null; 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.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.isMoving) { // Walking animation when moving 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 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.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(); }; 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 - only bottom connections var ladderConnections = [{ 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 above platforms for (var i = 0; i < platforms.length; i++) { var coin = new Coin(); coin.x = platforms[i].x; coin.y = platforms[i].y - 250; // Position coins well above platforms 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; // Position above middle platform like coins and enemies 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 - 200; // Position above platform surface enemy.assignedPlatform = i; // Set platform boundaries to keep enemy confined to its platform horizontally only enemy.platformBounds.left = platforms[i].x - 350; enemy.platformBounds.right = platforms[i].x + 350; 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); // Click-to-move 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 }; // Check if tap is on an enemy for shooting 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, move player to clicked position if (!enemyClicked) { // Set facing direction based on click position if (gamePos.x < player.x) { // Clicked left of player - face left and move left player.facingLeft = true; player.updateAnimation(); } else if (gamePos.x > player.x) { // Clicked right of player - face right and move right player.facingLeft = false; player.updateAnimation(); } // Calculate target position with bounds checking - horizontal movement only var targetX = Math.max(40, Math.min(2008, gamePos.x)); // Keep player on middle platform (index 0) - no vertical movement var targetY = platforms[0].y; // Calculate movement distance for duration var moveDistance = Math.abs(targetX - player.x); var duration = moveDistance * 3; // Adjust speed by changing multiplier // Stop any existing movement tween tween.stop(player, { x: true }); // Smooth horizontal movement to target position tween(player, { x: targetX }, { duration: duration, easing: tween.easeOut }); } }; // Game update loop game.update = function () { // 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(); } };
/****
* 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 only
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;
}
};
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.currentPlatform = null;
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.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.isMoving) {
// Walking animation when moving
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
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.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();
};
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 - only bottom connections
var ladderConnections = [{
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 above platforms
for (var i = 0; i < platforms.length; i++) {
var coin = new Coin();
coin.x = platforms[i].x;
coin.y = platforms[i].y - 250; // Position coins well above platforms
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; // Position above middle platform like coins and enemies
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 - 200; // Position above platform surface
enemy.assignedPlatform = i;
// Set platform boundaries to keep enemy confined to its platform horizontally only
enemy.platformBounds.left = platforms[i].x - 350;
enemy.platformBounds.right = platforms[i].x + 350;
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);
// Click-to-move 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
};
// Check if tap is on an enemy for shooting
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, move player to clicked position
if (!enemyClicked) {
// Set facing direction based on click position
if (gamePos.x < player.x) {
// Clicked left of player - face left and move left
player.facingLeft = true;
player.updateAnimation();
} else if (gamePos.x > player.x) {
// Clicked right of player - face right and move right
player.facingLeft = false;
player.updateAnimation();
}
// Calculate target position with bounds checking - horizontal movement only
var targetX = Math.max(40, Math.min(2008, gamePos.x));
// Keep player on middle platform (index 0) - no vertical movement
var targetY = platforms[0].y;
// Calculate movement distance for duration
var moveDistance = Math.abs(targetX - player.x);
var duration = moveDistance * 3; // Adjust speed by changing multiplier
// Stop any existing movement tween
tween.stop(player, {
x: true
});
// Smooth horizontal movement to target position
tween(player, {
x: targetX
}, {
duration: duration,
easing: tween.easeOut
});
}
};
// Game update loop
game.update = function () {
// 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();
}
};
coin, hd colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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Scary wallpaper without characters, with all colors, HD colors. In-Game asset. 3d. High contrast. No shadows