User prompt
Start from level1
User prompt
add 1 enemy for large center platform no enemy in it!
User prompt
add 2 enemies to the other platforms medium and large 1 enemy in each
User prompt
move first ladder that is on the left of large center platform left up by 50px
User prompt
move 2 ladders of small platform far right to the left by 200px in level2
User prompt
move 2 top right ladders a bit to the left by 200px in level2.
Code edit (2 edits merged)
Please save this source code
User prompt
on the top small platform far right there's 3 ladders remove one of them and let the other 2 ladders be in one line above each others, move them a bit up by 50px.
User prompt
move the 2 ladders to the left by 100px, and up by 150px
Code edit (5 edits merged)
Please save this source code
User prompt
Add 2 ladders above each others in one line not diagonal in top edge of Large platform right side on its right before 240px from right edge of the screen.
User prompt
Move the top 2 ladders up by 20px. Move the ladder of left side of large center platform up by 50px and the second ladder that is close to it make it more close to it .
User prompt
remove the 3rd ladder in the top right far platform let 2 above each others as one line above top edge of large center platform
Code edit (1 edits merged)
Please save this source code
User prompt
Create a 2 ladders above each others constrained in one line of 2 ladders on the top edge of large platform right side before its right side by 350px.
User prompt
move the line of 2 ladders only up a bit by 150px
User prompt
the left side ladder is moved up please turn it like before
User prompt
move the 2 ladders of bottom platform up
User prompt
move the ladders up by 100px
User prompt
Remove 3rd ladder on the right side and make the other 2 ladders above each others in one line from top edge of bottom platform.
Code edit (3 edits merged)
Please save this source code
User prompt
Move enemy on large platform right side down by 150px in Level 2
User prompt
Make it up by 200px enemy of large platform right side in level2
User prompt
make the enemy up a bit more still not above the platform top edge!
User prompt
more up!
/**** * 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; } // Keep enemies constrained to platform top edge vertically (for Level 2) if (self.platformBounds.top !== undefined && self.platformBounds.bottom !== undefined) { // Constrain vertical position to stay near platform top edge if (self.y < self.platformBounds.top) { self.y = self.platformBounds.top; } else if (self.y > self.platformBounds.bottom) { self.y = self.platformBounds.bottom; } } // 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 ladders from small left platform to medium platform left-center and from bottom platform left to large platform right // Small left platform to medium platform left-center - 4 ladder segments createLadderPath(platforms[1], platforms[3], 4); // Bottom platform left side to large platform right side - 3 ladder segments moved up to platform top edge createLadderPath({ x: platforms[0].x, y: platforms[0].y - 200 // Start from platform top edge }, platforms[2], 3); // Add new ladder on left side of bottom platform var leftBottomLadder = new Ladder(); leftBottomLadder.x = platforms[0].x / 2 - 300; // Left side of bottom platform moved left by 100px leftBottomLadder.y = platforms[0].y / 2 - 850; // Top edge of platform moved up by 200px ladders.push(leftBottomLadder); game.addChild(leftBottomLadder); // Add 2 ladders from small platform right-center (platform 4) to large center platform (platform 5) // From right top edge of platform 4 to middle top edge of platform 5 createLadderPath({ x: platforms[4].x + 150, y: platforms[4].y }, { x: platforms[5].x, y: platforms[5].y }, 2); // Add 2 ladders from large center platform (platform 5) right side before 200px to small platform far right (platform 7) // From right side of platform 5 (before 200px) to platform 7, moved up by 50px createLadderPath({ x: platforms[5].x + 450, y: platforms[5].y - 50 }, { x: platforms[7].x, y: platforms[7].y - 50 }, 2); // Add 2 ladders from large center platform (platform 5) top left edge to small platform far left (platform 6) createLadderPath({ x: platforms[5].x - 350, y: platforms[5].y }, platforms[6], 2); // Add 2 ladders above each other on right side of large platform before 240px from right edge var rightLadder1 = new Ladder(); rightLadder1.x = 2048 - 250; // 240px from right edge of screen moved left by 100px rightLadder1.y = platforms[2].y - 200; // Top edge of large platform right side moved up by 150px ladders.push(rightLadder1); game.addChild(rightLadder1); var rightLadder2 = new Ladder(); rightLadder2.x = 2048 - 250; // Same x position as first ladder moved left by 100px rightLadder2.y = platforms[2].y - 500; // 290px above first ladder (height of one ladder segment) moved up by 150px ladders.push(rightLadder2); game.addChild(rightLadder2); } // 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); // Move player to front (above background) game.setChildIndex(player, game.children.length - 1); // 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 - 150; // 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; // Move large platform right side enemy down by 160px from previously moved position if (platformIndex === 2) { enemy.y = platforms[platformIndex].y - 200; // Move down by 160px from previous position (was -350, now -200) } else { enemy.y = platforms[platformIndex].y - 160; // Position on top edge of platform } 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; // Set platform bounds for vertical constraint (keep enemies close to top edge) if (platformIndex === 2) { enemy.platformBounds.top = platforms[platformIndex].y - 220; // 20px above moved surface (adjusted for new position) enemy.platformBounds.bottom = platforms[platformIndex].y - 180; // 20px below moved surface (adjusted for new position) } else { enemy.platformBounds.top = platforms[platformIndex].y - 170; // 20px above surface enemy.platformBounds.bottom = platforms[platformIndex].y - 130; // 20px below surface } // Add slight velocity to keep enemies moving and visible enemy.speed = 2.0; // Slightly faster movement 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) { // Keep existing ladders createLadderPath(platforms[1], platforms[3], 4); // Bottom platform left side to large platform right side - 3 ladder segments moved up to platform top edge createLadderPath({ x: platforms[0].x, y: platforms[0].y - 200 // Start from platform top edge }, platforms[2], 3); // Add new ladder on left side of bottom platform var leftBottomLadder = new Ladder(); leftBottomLadder.x = platforms[0].x - 300; // Left side of bottom platform moved left by 100px leftBottomLadder.y = platforms[0].y - 350; // Top edge of platform moved up by 150px ladders.push(leftBottomLadder); game.addChild(leftBottomLadder); // Add 2 ladders from small platform right-center (platform 4) to large center platform (platform 5) // From right top edge of platform 4 to middle top edge of platform 5 createLadderPath({ x: platforms[4].x + 150, y: platforms[4].y }, { x: platforms[5].x, y: platforms[5].y }, 2); // Add 2 ladders from large center platform (platform 5) right side before 200px to small platform far right (platform 7) // From right side of platform 5 (before 200px) to platform 7, moved up by 50px createLadderPath({ x: platforms[5].x + 350, y: platforms[5].y - 50 }, { x: platforms[7].x, y: platforms[7].y - 50 }, 2); // Add 2 ladders from large center platform (platform 5) top left edge to small platform far left (platform 6) createLadderPath({ x: platforms[5].x - 350, y: platforms[5].y }, platforms[6], 2); // Add 2 ladders above each other on right side of large platform before 240px from right edge var rightLadder1 = new Ladder(); rightLadder1.x = 2048 - 340; // 240px from right edge of screen moved left by 100px rightLadder1.y = platforms[2].y - 350; // Top edge of large platform right side moved up by 150px ladders.push(rightLadder1); game.addChild(rightLadder1); var rightLadder2 = new Ladder(); rightLadder2.x = 2048 - 340; // Same x position as first ladder moved left by 100px rightLadder2.y = platforms[2].y - 640; // 290px above first ladder (height of one ladder segment) moved up by 150px ladders.push(rightLadder2); game.addChild(rightLadder2); } // 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 - for Level 2, place on bottom platform (index 0) if (levelNumber === 2) { player.x = platforms[0].x; player.y = platforms[0].y - 200; player.currentPlatform = 0; } else { // Level 1 - place on center platform 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); // Move player to front (above background) after level initialization game.setChildIndex(player, game.children.length - 1); // 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) { // Allow unlimited horizontal movement - no platform boundary constraints var targetX = 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
@@ -501,9 +501,9 @@
}, 2);
// Add 2 ladders from large center platform (platform 5) right side before 200px to small platform far right (platform 7)
// From right side of platform 5 (before 200px) to platform 7, moved up by 50px
createLadderPath({
- x: platforms[5].x + 350,
+ x: platforms[5].x + 450,
y: platforms[5].y - 50
}, {
x: platforms[7].x,
y: platforms[7].y - 50
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