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 āŖš” 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 āŖš” 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. āŖš” 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
User prompt
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 āŖš” 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 āŖš” 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. āŖš” 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 āŖš” 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 āŖš” 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: 0.4
});
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
// Physics properties
self.velocityY = 0;
self.gravity = 0.8;
self.terminalVelocity = 15;
self.isGrounded = false;
// Animation properties
self.animationFrame = 0;
self.animationSpeed = 8; // Change frame every 8 ticks
self.isMoving = false;
self.isShooting = false;
self.facingLeft = false;
self.isClimbing = false;
self.onLadder = null;
self.lastX = self.x;
// Animation frames for different states
self.walkFrames = ['Ninja1', 'Ninja2', 'Ninja3', 'Ninja4'];
self.shootFrame = 'Ninjashooting';
self.climbFrames = ['Ninja01', 'Ninja02'];
// Track animation state changes
self.lastAsset = null;
self.lastFlip = null;
// Platform collision detection
self.checkPlatformCollision = function () {
self.isGrounded = false;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var platformTop = platform.y - 200; // Platform surface
var platformLeft = platform.x - 450; // Half platform width
var platformRight = platform.x + 450; // Half platform width
// Check if player is above platform surface and within horizontal bounds
if (self.x >= platformLeft && self.x <= platformRight && self.y >= platformTop - 20 && self.y <= platformTop + 20 && self.velocityY >= 0) {
// Land on platform
self.y = platformTop;
self.velocityY = 0;
self.isGrounded = true;
self.currentPlatform = i;
break;
}
}
};
self.updateAnimation = function () {
var currentAsset = '';
if (self.isShooting) {
currentAsset = self.shootFrame;
} else if (self.isClimbing) {
// Climbing animation when on ladder
var climbFrameIndex = Math.floor(self.animationFrame / self.animationSpeed) % self.climbFrames.length;
currentAsset = self.climbFrames[climbFrameIndex];
} 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 () {
// Apply gravity when not climbing
if (!self.isClimbing) {
// Apply gravity
self.velocityY += self.gravity;
// Cap at terminal velocity
if (self.velocityY > self.terminalVelocity) {
self.velocityY = self.terminalVelocity;
}
// Apply vertical velocity
self.y += self.velocityY;
// Check platform collisions
self.checkPlatformCollision();
} else {
// Reset velocity when climbing
self.velocityY = 0;
self.isGrounded = true;
}
// Check for ladder intersection or standing on top edge
var currentLadder = null;
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
// Check direct intersection (already on ladder)
if (self.intersects(ladder)) {
currentLadder = ladder;
break;
}
// Check if standing on top edge of ladder (within 40px horizontally and 50px above)
var horizontalDistance = Math.abs(self.x - ladder.x);
var verticalDistance = ladder.y - self.y;
if (horizontalDistance <= 40 && verticalDistance >= -50 && verticalDistance <= 50 && self.isGrounded) {
currentLadder = ladder;
break;
}
}
// Update climbing state
if (currentLadder && !self.isClimbing) {
// Just reached a ladder - enter climbing mode
self.isClimbing = true;
self.onLadder = currentLadder;
self.isMoving = false;
// Stop any horizontal movement when reaching ladder
tween.stop(self, {
x: true,
y: true
});
// Snap to ladder center
self.x = currentLadder.x;
} else if (!currentLadder && self.isClimbing) {
// Left ladder area - exit climbing mode
self.isClimbing = false;
self.onLadder = null;
// Start falling when leaving ladder
self.velocityY = 0;
self.isGrounded = false;
}
// Check if player is moving (only when not climbing)
if (!self.isClimbing) {
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, shooting, or climbing
if (self.isMoving || self.isShooting || self.isClimbing) {
self.animationFrame++;
}
// Check if player has fallen off the world or gone out of bounds
if (self.y > 2732 + 100 || self.x < -100 || self.x > 2148) {
// Player is out of bounds - trigger death
if (typeof handlePlayerDeath === 'function') {
handlePlayerDeath();
}
}
// 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
****/
// Level 1 Game state variables
var currentLevel = 1;
var coinsCollected = 0;
var totalCoins = 5;
var enemiesDefeated = 0;
var totalEnemies = 4;
var levelComplete = false;
var platforms = [];
var ladders = [];
var coins = [];
var enemies = [];
var stars = [];
var player;
var playerLives = 5;
var livesDisplay = [];
var levelStartTime = 0;
// Platform positions (central hub + 4 outer platforms in 2x2 grid)
var platformPositions = [{
x: 1024,
y: 1366
},
// Center platform
{
x: 524,
y: 850
},
// Top-left
{
x: 1524,
y: 850
},
// Top-right
{
x: 524,
y: 2000
},
// Bottom-left
{
x: 1524,
y: 2000
} // 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 comprehensive ladder system with multiple segments
function createLadderPath(fromPlatform, toPlatform, segments) {
var startX = fromPlatform.x;
var startY = fromPlatform.y - 200; // Start from platform top edge
var endX = toPlatform.x;
var endY = toPlatform.y - 200; // End at platform top edge
var stepX = (endX - startX) / segments;
var stepY = (endY - startY) / segments;
for (var i = 0; i < segments; i++) {
var ladder = new Ladder();
ladder.x = startX + stepX * i + stepX / 2;
ladder.y = startY + stepY * i + stepY / 2;
ladders.push(ladder);
game.addChild(ladder);
}
}
// Create only the two side lines of 5 ladders each
// Left side connection (platform 1 to 3) - 5 ladder segments
createLadderPath(platforms[1], platforms[3], 5);
// Right side connection (platform 2 to 4) - 5 ladder segments
createLadderPath(platforms[2], platforms[4], 5);
// 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 - 200; // Position above the top edge of middle platform
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 for Level 1
spawnEnemies();
// Level 1 initialization
levelStartTime = LK.ticks;
// Level 1 intro effect - flash screen blue
LK.effects.flashScreen(0x4169E1, 1000);
// 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);
// Lives display (5 skull icons beside health bar)
for (var i = 0; i < 5; i++) {
var skull = LK.getAsset('skull', {
anchorX: 0.5,
anchorY: 0.5
});
skull.x = 350 + i * 50; // Position beside health bar with spacing
skull.y = 35; // Align with health bar center
skull.alpha = 1; // All skulls start visible
livesDisplay.push(skull);
LK.gui.topLeft.addChild(skull);
}
// 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 1 title display
var levelText = new Text2('LEVEL 1', {
size: 60,
fill: 0xFFD700
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 0;
levelText.y = 20;
LK.gui.top.addChild(levelText);
// Level objective display
var objectiveText = new Text2('Collect all coins and defeat all enemies!', {
size: 40,
fill: 0xFFFFFF
});
objectiveText.anchor.set(0.5, 0);
objectiveText.x = 0;
objectiveText.y = 90;
LK.gui.top.addChild(objectiveText);
// Function to update lives display
function updateLivesDisplay() {
for (var i = 0; i < livesDisplay.length; i++) {
if (i < playerLives) {
livesDisplay[i].alpha = 1; // Show skull for remaining lives
} else {
livesDisplay[i].alpha = 0.3; // Dim skull for lost lives
}
}
}
// Function to handle player death
function handlePlayerDeath() {
playerLives--;
updateLivesDisplay();
if (playerLives <= 0) {
LK.showGameOver();
} else {
// Reset player position to center platform
player.x = platforms[0].x;
player.y = platforms[0].y - 200;
player.health = player.maxHealth;
player.velocityY = 0;
player.isGrounded = true;
player.currentPlatform = 0;
updatePlayerHealthBar();
LK.effects.flashScreen(0xff0000, 1000);
}
}
// Add climbing movement function
function movePlayerVertically(direction) {
if (player.isClimbing && player.onLadder) {
var moveDistance = 200; // Distance to move up/down
var targetY = player.y + direction * moveDistance;
// Calculate duration based on distance
var duration = 800; // Fixed duration for climbing movement
// Animate vertical movement
tween(player, {
y: targetY
}, {
duration: duration,
easing: tween.easeOut
});
}
}
// 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 for climbing controls when player is on ladder or can start climbing
if (player.isClimbing && player.onLadder) {
// Determine if click is above or below player for climbing direction
if (gamePos.y < player.y - 50) {
// Click above player - climb up
movePlayerVertically(-1);
return;
} else if (gamePos.y > player.y + 50) {
// Click below player - climb down
movePlayerVertically(1);
return;
}
} else {
// Check if player can start climbing down from platform edge
for (var ladderIndex = 0; ladderIndex < ladders.length; ladderIndex++) {
var ladder = ladders[ladderIndex];
var horizontalDistance = Math.abs(player.x - ladder.x);
var verticalDistance = ladder.y - player.y;
// If player is standing on top edge of ladder and clicks below
if (horizontalDistance <= 40 && verticalDistance >= -50 && verticalDistance <= 50 && player.isGrounded && gamePos.y > player.y + 50) {
// Start climbing down
player.isClimbing = true;
player.onLadder = ladder;
player.isMoving = false;
// Stop any horizontal movement
tween.stop(player, {
x: true,
y: true
});
// Snap to ladder center
player.x = ladder.x;
// Start climbing down
movePlayerVertically(1);
return;
}
}
}
// 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();
}
// Only allow horizontal movement when player is grounded or climbing
if (player.isGrounded || player.isClimbing) {
// Calculate target position with bounds checking - horizontal movement only
// Check which platform player should move within
var targetPlatform = player.currentPlatform || 0;
var platformLeft = platforms[targetPlatform].x - 450;
var platformRight = platforms[targetPlatform].x + 450;
var targetX = Math.max(platformLeft, Math.min(platformRight, gamePos.x));
// 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
});
}
}
};
// Update player health bar function
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);
}
// 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();
}
}
// 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);
enemiesDefeated++;
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) {
handlePlayerDeath();
}
}
}
// Update enemy health bars
enemy.updateHealthBar();
}
// Level 1 completion check
if (!levelComplete && coinsCollected >= totalCoins && enemiesDefeated >= totalEnemies) {
levelComplete = true;
// Flash screen green to indicate level completion
LK.effects.flashScreen(0x00ff00, 1500);
// Show victory after a brief delay
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -505,9 +505,9 @@
var levelText = new Text2('LEVEL 1', {
size: 60,
fill: 0xFFD700
});
-levelText.anchor.set(0.5, 0);
+levelText.anchor.set(0.5, 0.5);
levelText.x = 0;
levelText.y = 20;
LK.gui.top.addChild(levelText);
// Level objective display
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