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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'rope.x = (fromPlatform.x + toPlatform.x) / 2;' Line Number: 1089
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remove bottom center platform, upper-center so their enemies and coins,
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remove bottom center platform, upper-center so their enemies and coins,
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Start from level4
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Add more levels till level10 with different platforms and different enemies do ropes between platforms and ladders like mixing in the new levels. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Start from level1
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Add jumping movement for the slime ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the boundaries of small platforms only scale y thick a bit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the boundaries scale y more thick
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make it thick
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make the boundaries of small platforms thin
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make the slime on small platforms close to top edges at 0 like no space between slime and platform
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Start from level2
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lower the positions of slime in small platforms by 50px
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Move slime of all small platforms down by 100px.
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move down the Slime enemies of small platforms only by 50px in level2.
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Fix level2 all enemies to be standing on top edges of their platforms
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fix the enemies on their platforms like you did in level1 because some are up some are down of their platforms!
/**** * 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); // Default to Skeleton, will be updated based on level var assetName = 'Skeleton'; var enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1 }); // Method to change enemy asset based on level self.setAssetForLevel = function (level) { if (enemyGraphics) { self.removeChild(enemyGraphics); } var assetName = level === 1 ? 'Skeleton' : level === 2 ? 'Slime' : 'Eye'; enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1 }); }; self.speed = 1.5; self.direction = 1; self.verticalSpeed = 1; self.verticalDirection = 1; // Physics properties for ground positioning self.velocityY = 0; self.gravity = 0.5; self.isGrounded = false; 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; } }; // Platform collision detection for enemies 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 (adjusted for platform height) // Adjust platform boundaries based on scale var platformScale = platform.scaleX || 1; var platformWidth = 450 * platformScale; var platformLeft = platform.x - platformWidth; var platformRight = platform.x + platformWidth; // Check if enemy 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; break; } } }; 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; } // For all levels, enemies stay constrained to their platform positions if (self.assignedPlatform !== undefined) { // All enemies stay on platform top edge consistently if (currentLevel === 2 && self.assignedPlatform === 2) { // Special case for large platform right side enemy in Level 2 self.y = platforms[self.assignedPlatform].y - 200; // Keep on platform top edge } else { // All other enemies stay on platform top edge self.y = platforms[self.assignedPlatform].y - 200; // Always stay on platform top edge } } // 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: 1350 // 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 }]; // Level 3 Platform positions (4x4 grid with 500px horizontal and 600px vertical spacing) var level3PlatformPositions = [ // Bottom row (y = 2432 - moved up by 200px) { x: 274, y: 2432 }, { x: 774, y: 2432 }, { x: 1274, y: 2432 }, { x: 1774, y: 2432 }, // Third row (y = 1832 - moved up by 200px) { x: 274, y: 1832 }, { x: 774, y: 1832 }, { x: 1274, y: 1832 }, { x: 1774, y: 1832 }, // Second row (y = 1232 - moved up by 200px) { x: 274, y: 1232 }, { x: 774, y: 1232 }, { x: 1274, y: 1232 }, { x: 1774, y: 1232 }, // Top row (y = 632 - moved up by 200px) { x: 274, y: 632 }, { x: 774, y: 632 }, { x: 1274, y: 632 }, { x: 1774, y: 632 }]; var platformPositions = currentLevel === 1 ? level1PlatformPositions : currentLevel === 2 ? level2PlatformPositions : level3PlatformPositions; // Add background based on current level var backgroundAsset = currentLevel === 1 ? 'background1' : currentLevel === 2 ? 'background2' : 'background3'; 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 = 5; } 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; } } else if (currentLevel === 3) { // Level 3: All platforms are 400x450px (scale to achieve this from 900x450 base) platform.scaleX = 0.44; // 900 * 0.44 ≈ 400px platform.scaleY = 1.0; // 450 * 1.0 = 450px } 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 + 350, y: platforms[5].y - 50 }, { x: platforms[7].x - 200, 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 - 50 }, 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); } else if (currentLevel === 3) { // Level 3: Create 4 continuous vertical ladder lines from bottom to top // Each ladder line connects all 4 platforms vertically (4 rows with 600px spacing) for (var col = 0; col < 4; col++) { // Create continuous ladders from bottom platform to top platform var bottomPlatformIndex = col; // Bottom row platforms (0-3) var topPlatformIndex = col + 12; // Top row platforms (12-15) // Create 16 ladder segments to span from bottom to top (removed 2 bottom segments) for (var segment = 2; segment < 18; segment++) { var ladder = new Ladder(); ladder.x = platforms[bottomPlatformIndex].x; // Start from bottom platform top edge, go up with ladder segments ladder.y = platforms[bottomPlatformIndex].y - 200 - segment * 100; 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 - 280; // Position coins closer to platforms coin.originalY = coin.y; coins.push(coin); game.addChild(coin); } // Create player player = new Player(); if (currentLevel === 3) { // Position player beside the first ladder line from the right, not touching player.x = platforms[0].x + 100; // 100px to the right of first ladder line } else { 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.setAssetForLevel(1); // Set Skeleton asset for level 1 enemy.x = platforms[i].x; enemy.y = platforms[i].y - 200; // Position on top edge of platform surface (same as Level 2) 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; // Set platform bounds for vertical constraint (keep enemies close to top edge like Level 2) enemy.platformBounds.top = platforms[i].y - 220; // 20px above surface enemy.platformBounds.bottom = platforms[i].y - 180; // 20px below surface 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, 3, 4, 5, 6, 7]; // Skip bottom platform, include large center platform 5 and medium platform 3 for (var i = 0; i < enemyPlatforms.length; i++) { var platformIndex = enemyPlatforms[i]; var enemy = new Enemy(); enemy.setAssetForLevel(2); // Set Slime asset for level 2 enemy.x = platforms[platformIndex].x; // Check if this is a small platform (platforms 1, 4, 6, 7) and position at top edge if (platformIndex === 1 || platformIndex === 4 || platformIndex === 6 || platformIndex === 7) { // Small platforms - position at top edge with no space enemy.y = platforms[platformIndex].y - 200; // Position on top edge of platform } else if (platformIndex === 2) { enemy.y = platforms[platformIndex].y - 50; // Position above platform to let gravity take effect - moved down 150px } 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 if (platformIndex === 5) { enemy.platformBounds.top = platforms[platformIndex].y - 170; // 20px above surface for large center platform enemy.platformBounds.bottom = platforms[platformIndex].y - 130; // 20px below surface for large center platform } 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); } } else if (currentLevel === 3) { // Level 3: Spawn enemies on 12 platforms (exclude 4 corner platforms for player safety) var enemyPlatforms = [1, 2, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14]; // Skip corners (0, 3, 12, 15) for (var i = 0; i < enemyPlatforms.length; i++) { var platformIndex = enemyPlatforms[i]; var enemy = new Enemy(); enemy.setAssetForLevel(3); // Use Eye asset for level 3 enemy.x = platforms[platformIndex].x; enemy.y = platforms[platformIndex].y - 225; // Position directly on platform surface enemy.assignedPlatform = platformIndex; // Set platform boundaries to keep enemy confined to its platform horizontally only enemy.platformBounds.left = platforms[platformIndex].x - 160; enemy.platformBounds.right = platforms[platformIndex].x + 160; // Set platform bounds for vertical constraint (keep enemies close to top edge like Level 1) enemy.platformBounds.top = platforms[platformIndex].y - 245; // 20px above surface enemy.platformBounds.bottom = platforms[platformIndex].y - 205; // 20px below surface enemy.speed = 1.5; // Standard movement speed enemies.push(enemy); game.addChild(enemy); } } // Move player to front after spawning enemies to ensure visibility game.setChildIndex(player, game.children.length - 1); } // 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 = 7; } else if (levelNumber === 3) { platformPositions = level3PlatformPositions; totalCoins = 16; totalEnemies = 12; } // Update background background.destroy(); var backgroundAsset = currentLevel === 1 ? 'background1' : currentLevel === 2 ? 'background2' : 'background3'; 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 = 0.3; } 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; } } else if (currentLevel === 3) { // Level 3: All platforms are 400x450px (scale to achieve this from 900x450 base) platform.scaleX = 0.44; // 900 * 0.44 ≈ 400px platform.scaleY = 1.0; // 450 * 1.0 = 450px } 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 - 200, 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 - 50 }, 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); } else if (currentLevel === 3) { // Level 3: Recreate 4 continuous vertical ladder lines for (var col = 0; col < 4; col++) { var bottomPlatformIndex = col; // Bottom row platforms (0-3) // Create 16 ladder segments to span from bottom to top (removed 2 bottom segments) for (var segment = 2; segment < 18; segment++) { var ladder = new Ladder(); ladder.x = platforms[bottomPlatformIndex].x; ladder.y = platforms[bottomPlatformIndex].y - 200 - segment * 100; ladders.push(ladder); game.addChild(ladder); } } } // Recreate coins for (var i = 0; i < platforms.length; i++) { var coin = new Coin(); coin.x = platforms[i].x; coin.y = platforms[i].y - 280; 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 - 30; player.y = platforms[0].y - 200; player.currentPlatform = 0; } else { // Level 1 and 3 - place on center platform if (levelNumber === 3) { // Position player beside the first ladder line from the right, not touching player.x = platforms[0].x + 100; // 100px to the right of first ladder line } else { 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 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 if (currentLevel === 3) { // Position player beside the first ladder line from the right, not touching player.x = platforms[0].x + 100; // 100px to the right of first ladder line } else { 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 // Shoot horizontally based on player facing direction var horizontalDistance = 1000; // Fixed horizontal shooting distance var targetX = player.facingLeft ? player.x - horizontalDistance : player.x + horizontalDistance; star.shootAt(targetX, star.y); // Keep same Y position for horizontal shot 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 completion check if (!levelComplete && coinsCollected >= totalCoins && enemiesDefeated >= totalEnemies) { levelComplete = true; // Flash screen green to indicate level completion LK.effects.flashScreen(0x00ff00, 1500); // Check if this is level 1 to advance to level 2, level 2 to advance to level 3, or level 3 to show win if (currentLevel === 1) { // Advance to level 2 after a brief delay LK.setTimeout(function () { initializeLevel(2); }, 2000); } else if (currentLevel === 2) { // Advance to level 3 after a brief delay LK.setTimeout(function () { initializeLevel(3); }, 2000); } else if (currentLevel === 3) { // Show victory after completing level 3 LK.setTimeout(function () { LK.showYouWin(); }, 2000); } } };
===================================================================
--- original.js
+++ change.js
@@ -536,9 +536,9 @@
if (currentLevel === 2) {
if (i === 1 || i === 4 || i === 6 || i === 7) {
// Small platforms
platform.scaleX = 0.6;
- platform.scaleY = 0.3;
+ platform.scaleY = 5;
} else if (i === 2 || i === 5) {
// Large platforms
platform.scaleX = 1.2;
platform.scaleY = 1.0;
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