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the player is behind background2
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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
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rest player position on the bottom platform on its top edge, same for the enemies on their platforms top edges
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add ladders from bottom platform from its left to large platform right side top edge to top edge
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remove the other ladders let only the new 4 lines
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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
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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)
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Code edit (8 edits merged)
Please save this source code
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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
Code edit (1 edits merged)
Please save this source code
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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
Code edit (1 edits merged)
Please save this source code
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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
/**** * 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 // Adjust platform boundaries based on scale for Level 2 var platformScale = platform.scaleX || 1; var platformWidth = 450 * platformScale; var platformLeft = platform.x - platformWidth; // Half platform width var platformRight = platform.x + platformWidth; // 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 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; // Level 1 Platform positions (central hub + 4 outer platforms in 2x2 grid) var level1PlatformPositions = [{ 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 ]; // Level 2 Platform positions (vertical tower layout with varying sizes) var level2PlatformPositions = [{ x: 1024, y: 2500 // Bottom platform (500px from bottom: 2732 - 500 = 2232, plus platform height) }, { x: 400, y: 2200 // Small platform left side }, { x: 1500, y: 1950 // Large platform right side }, { x: 400, y: 1400 // Medium platform left-center }, { x: 1400, y: 1450 // Small platform right-center }, { x: 1200, y: 1000 // Large center platform }, { x: 400, y: 600 // Small platform far left }, { x: 1750, y: 500 // Small platform far right }]; var platformPositions = currentLevel === 1 ? level1PlatformPositions : level2PlatformPositions; // Add background based on current level var backgroundAsset = currentLevel === 1 ? 'background1' : 'background2'; var background = game.attachAsset(backgroundAsset, { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Create platforms with different sizes for Level 2 for (var i = 0; i < platformPositions.length; i++) { var platform = new Platform(); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; // Scale platforms differently for Level 2 to create variety if (currentLevel === 2) { if (i === 1 || i === 4 || i === 6 || i === 7) { // Small platforms platform.scaleX = 0.6; platform.scaleY = 0.8; } else if (i === 2 || i === 5) { // Large platforms platform.scaleX = 1.2; platform.scaleY = 1.0; } else { // Medium platforms platform.scaleX = 0.9; platform.scaleY = 1.0; } } 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); } } if (currentLevel === 1) { // Level 1: 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); } else if (currentLevel === 2) { // Level 2: Create limited ladder connections // Bottom to small left platform - 4 ladder segments createLadderPath(platforms[0], platforms[1], 4); // Small left platform to medium platform left-center - 4 ladder segments createLadderPath(platforms[1], platforms[3], 4); } // 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 = []; if (currentLevel === 1) { // Level 1: 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); } } else if (currentLevel === 2) { // Level 2: Spawn enemies on selected platforms with adjusted boundaries based on platform scale var enemyPlatforms = [1, 2, 4, 6, 7]; // Skip bottom platform and center platform for (var i = 0; i < enemyPlatforms.length; i++) { var platformIndex = enemyPlatforms[i]; var enemy = new Enemy(); enemy.x = platforms[platformIndex].x; enemy.y = platforms[platformIndex].y - 200; enemy.assignedPlatform = platformIndex; // Adjust boundaries based on platform scale var platformScale = platforms[platformIndex].scaleX || 1; var boundaryWidth = 350 * platformScale; enemy.platformBounds.left = platforms[platformIndex].x - boundaryWidth; enemy.platformBounds.right = platforms[platformIndex].x + boundaryWidth; enemies.push(enemy); game.addChild(enemy); } } } // 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(-2.3, 0.5); levelText.x = 0; levelText.y = 20; LK.gui.top.addChild(levelText); // Function to initialize specific level function initializeLevel(levelNumber) { currentLevel = levelNumber; // Clear existing game objects for (var i = 0; i < platforms.length; i++) { platforms[i].destroy(); } for (var i = 0; i < ladders.length; i++) { ladders[i].destroy(); } for (var i = 0; i < coins.length; i++) { coins[i].destroy(); } for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } for (var i = 0; i < stars.length; i++) { stars[i].destroy(); } // Clear arrays platforms = []; ladders = []; coins = []; enemies = []; stars = []; // Reset game state coinsCollected = 0; enemiesDefeated = 0; levelComplete = false; // Update platform positions and totals based on level if (levelNumber === 1) { platformPositions = level1PlatformPositions; totalCoins = 5; totalEnemies = 4; } else if (levelNumber === 2) { platformPositions = level2PlatformPositions; totalCoins = 8; totalEnemies = 5; } // Update background background.destroy(); var backgroundAsset = currentLevel === 1 ? 'background1' : 'background2'; background = game.attachAsset(backgroundAsset, { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Recreate platforms with scaling for Level 2 for (var i = 0; i < platformPositions.length; i++) { var platform = new Platform(); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; // Scale platforms differently for Level 2 to create variety if (currentLevel === 2) { if (i === 1 || i === 4 || i === 6 || i === 7) { // Small platforms platform.scaleX = 0.6; platform.scaleY = 0.8; } else if (i === 2 || i === 5) { // Large platforms platform.scaleX = 1.2; platform.scaleY = 1.0; } else { // Medium platforms platform.scaleX = 0.9; platform.scaleY = 1.0; } } platforms.push(platform); game.addChild(platform); } // Recreate ladders based on level if (currentLevel === 1) { createLadderPath(platforms[1], platforms[3], 5); createLadderPath(platforms[2], platforms[4], 5); } else if (currentLevel === 2) { createLadderPath(platforms[0], platforms[1], 4); createLadderPath(platforms[1], platforms[3], 4); } // Recreate coins for (var i = 0; i < platforms.length; i++) { var coin = new Coin(); coin.x = platforms[i].x; coin.y = platforms[i].y - 250; coin.originalY = coin.y; coins.push(coin); game.addChild(coin); } // Reset player position player.x = platforms[0].x; player.y = platforms[0].y - 200; player.currentPlatform = 0; player.health = player.maxHealth; player.velocityY = 0; player.isGrounded = true; // Update UI scoreText.setText('Coins: 0/' + totalCoins); levelText.setText('LEVEL ' + levelNumber); updatePlayerHealthBar(); // Spawn enemies spawnEnemies(); // Level intro effect levelStartTime = LK.ticks; var levelColor = levelNumber === 1 ? 0x4169E1 : 0xFF6347; LK.effects.flashScreen(levelColor, 1000); } // Initialize Level 2 for testing (change to initializeLevel(1) for Level 1) initializeLevel(2); // Level 1 initialization levelStartTime = LK.ticks; // Level 1 intro effect - flash screen blue LK.effects.flashScreen(0x4169E1, 1000); // 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; // Adjust platform boundaries based on scale var platformScale = platforms[targetPlatform].scaleX || 1; var platformWidth = 450 * platformScale; var platformLeft = platforms[targetPlatform].x - platformWidth; var platformRight = platforms[targetPlatform].x + platformWidth; 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
@@ -469,8 +469,10 @@
} else if (currentLevel === 2) {
// Level 2: Create limited ladder connections
// Bottom to small left platform - 4 ladder segments
createLadderPath(platforms[0], platforms[1], 4);
+ // Small left platform to medium platform left-center - 4 ladder segments
+ createLadderPath(platforms[1], platforms[3], 4);
}
// Create coins above platforms
for (var i = 0; i < platforms.length; i++) {
var coin = new Coin();
@@ -653,8 +655,9 @@
createLadderPath(platforms[1], platforms[3], 5);
createLadderPath(platforms[2], platforms[4], 5);
} else if (currentLevel === 2) {
createLadderPath(platforms[0], platforms[1], 4);
+ createLadderPath(platforms[1], platforms[3], 4);
}
// Recreate coins
for (var i = 0; i < platforms.length; i++) {
var coin = new Coin();
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