User prompt
remove pixels 200x200px for enemies movements
User prompt
let enemies digg terrain like player and if they find treasure they mine it to shot with it.
User prompt
fix enemies digging not working well they walk through the terrain but no pixels removed!
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showLeaderboard is not a function' in or related to this line: 'LK.showLeaderboard();' Line Number: 817
User prompt
add HighScore button to the intro beside start game button from the right
User prompt
show enemies front of terrain to be seen on the screen.
User prompt
The enemies not digging the terrain by 200x200 like the player! Change enemies can shot only if collect a treasure.
User prompt
let the enemies can dig the terrain too as the player.
User prompt
let the shot of enemies be the same as treasure image of the area of 5000 miles. Make the enemies can dig terrain as the player. *Don't move the screen when enemies goes to collect treasures, move it only by player, if enemies have no treasures on the screen to shot with they go to player directly and kill it.
User prompt
let the shot of enemies be the same as treasure image of the area of 5000 miles. Make the enemies can dig terrain as the player. *Don't move the screen when enemies goes to collect treasures, move it only by player, if enemies have no treasures on the screen to shot with they go to player directly and kill it.
User prompt
Make the enemies can dig as the player. flip image of enemies and player from the middle of the screen if on the left or on the right side.
User prompt
*Add enemies assets of each area to the game. *They can collect same as player the ores and shoot you a shot size 50x50. *Shot distance 800px. *Enemies can collect ores = treasures from their area of 5000 miles only, so if new area started they can't walk on it but they can still appearing and collecting from their area till it goes up to the top of the screen.
User prompt
change player and ores and pixels of terrain from 100 to 200
User prompt
Remove diagonal move for the player let only x y movements
User prompt
Remove diagonal move for the player let only x y movements
User prompt
Slow down the moving screen when digging ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Slow down the moving screen when digging ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
auto fix IntroBackground
Code edit (1 edits merged)
Please save this source code
User prompt
resize it as the screen its not adjusted correctly!
User prompt
scale it to 2048x2732 inside screen boundaries
User prompt
center the background of the intro!
User prompt
make the Introbackground image same as the screen to be 2048x2732
User prompt
Introbackground not fitted into the screen
User prompt
fix the errors!
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1");
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.enemyTypeString = null;
self.config = null;
self.graphics = null;
self.movementSpeed = 4; // Slightly slower than player's base dig speed
self.targetOreBlock = null;
self.shootCooldown = 0;
self.maxShootCooldown = 240; // 4 seconds at 60FPS
self.associatedZoneIndex = -1;
self.initEnemy = function (enemyTypeString, initialX, initialY, zoneIndex) {
self.enemyTypeString = enemyTypeString;
self.config = ENEMY_CONFIG[enemyTypeString]; // ENEMY_CONFIG must be global
if (!self.config) {
console.log("Error: Invalid enemyTypeString for Enemy: " + enemyTypeString);
self.shouldBeDestroyed = true;
return;
}
self.graphics = self.attachAsset(self.config.asset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.8,
// Enemies are 100x100, scale up to be more visible (like 180x180)
scaleY: 1.8
});
self.x = initialX;
self.y = initialY;
self.associatedZoneIndex = zoneIndex;
self.shootCooldown = Math.random() * self.maxShootCooldown;
self.isAttackingPlayer = false; // Initialize new state property
self.hasCollectedTreasure = false; // Track if enemy has collected treasure for shooting
self.lastX = self.x; // Initialize last positions
self.lastY = self.y;
};
self.findTargetOre = function () {
if (isScrolling) return;
var closestOre = null;
var minDistanceSq = Infinity;
for (var r = 0; r < terrain.length; r++) {
for (var c = 0; c < terrain[r].length; c++) {
var block = terrain[r][c];
if (block && block.blockType === 'terrain' && block.visible && block.hasTreasure && block.treasureType === self.config.ore) {
if (typeof block.originalDepth === 'undefined') continue;
var oreDepthInMiles = Math.floor(block.originalDepth / (blockSize / 2));
var oreTreasureZone = Math.floor(oreDepthInMiles / 5000) % 5;
if (oreTreasureZone !== self.associatedZoneIndex) {
continue;
}
// Ensure target is on screen (roughly)
if (block.y + blockSize < 0 || block.y > 2732) continue;
var dx = block.x + blockSize / 2 - self.x;
var dy = block.y + blockSize / 2 - self.y;
var distSq = dx * dx + dy * dy;
if (distSq < minDistanceSq) {
minDistanceSq = distSq;
closestOre = block;
}
}
}
}
self.targetOreBlock = closestOre;
};
self.shoot = function () {
if (!player || player.destroyed || !gameStarted) return;
var newShot = new EnemyShot();
// Ensure newShot is properly initialized before adding to game scene
game.addChild(newShot); // Add to scene first so assets can be loaded if attachAsset is deferred
// Pass the enemy's configured ore type for the shot's appearance
newShot.initShot(self.x, self.y, player.x, player.y, self.config.ore);
enemyShots.push(newShot); // enemyShots must be global
self.shootCooldown = self.maxShootCooldown + (Math.random() * 60 - 30); // Add some variance
};
self.update = function () {
if (self.shouldBeDestroyed || !self.graphics) return;
self.lastX = self.x;
self.lastY = self.y;
// If enemy scrolled off top by main scroll, mark for destroy
// (graphics height check in game.update is a fallback)
if (self.y < -(self.graphics.height * self.graphics.scale.y) && !isScrolling) {
self.shouldBeDestroyed = true;
return;
}
if (self.isAttackingPlayer) {
if (player && !player.destroyed && gameStarted) {
var playerTargetX = player.x;
var playerTargetY = player.y;
var dxToPlayer = playerTargetX - self.x;
var dyToPlayer = playerTargetY - self.y;
var distToPlayer = Math.sqrt(dxToPlayer * dxToPlayer + dyToPlayer * dyToPlayer);
var effectiveSpeedAttack = self.movementSpeed;
if (isScrolling) effectiveSpeedAttack /= 2;
if (distToPlayer < self.graphics.width * self.graphics.scale.x / 2 + player.playerGraphics.width / 2 && distToPlayer < self.graphics.height * self.graphics.scale.y / 2 + player.playerGraphics.height / 2) {
// Check for intersection / close proximity
self.x = playerTargetX; // Snap to player for effect
self.y = playerTargetY;
LK.effects.flashScreen(0xff0000, 300); // Flash screen red
LK.showGameOver(); // Player is caught
return; // Stop further updates for this enemy
} else if (distToPlayer > 0) {
// Check distToPlayer > 0 to prevent division by zero
self.x += dxToPlayer / distToPlayer * effectiveSpeedAttack;
self.y += dyToPlayer / distToPlayer * effectiveSpeedAttack;
}
} else {
// Player doesn't exist or is destroyed, revert to ore-seeking
self.isAttackingPlayer = false;
}
} else {
// Not attacking player, try to find/mine ore
if (!self.targetOreBlock || !self.targetOreBlock.visible || !self.targetOreBlock.hasTreasure || self.targetOreBlock.treasureType !== self.config.ore) {
self.findTargetOre();
if (!self.targetOreBlock) {
// No ore found, switch to attacking player
self.isAttackingPlayer = true;
// Optionally, immediately try to move towards player this frame (or wait for next update cycle)
// For now, state change is enough, next update cycle will handle movement.
}
}
if (!self.isAttackingPlayer && self.targetOreBlock) {
// Check again in case state just changed
var targetX = self.targetOreBlock.x + blockSize / 2;
var targetY = self.targetOreBlock.y + blockSize / 2;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var effectiveSpeed = self.movementSpeed;
if (isScrolling) effectiveSpeed /= 2;
if (distance < effectiveSpeed) {
self.x = targetX;
self.y = targetY;
// Let enemy dig any terrain block (not just ore)
if (self.targetOreBlock && self.targetOreBlock.visible) {
// Check if this is a treasure block before mining
if (self.targetOreBlock.hasTreasure && self.targetOreBlock.treasureType === self.config.ore) {
self.hasCollectedTreasure = true; // Mark that enemy collected treasure
}
// Mine the block at enemy position (200x200 area like player)
mineBlock(self.x, self.y, false); // false = not player action
}
self.targetOreBlock = null;
} else if (distance > 0) {
// Check distance > 0 to prevent division by zero
self.x += dx / distance * effectiveSpeed;
self.y += dy / distance * effectiveSpeed;
}
}
}
// Enemy sprite flipping logic (after position update)
if (self.graphics) {
var baseScaleX = 1.8; // Defined in attachAsset for enemies
// Game width is 2048, center is 1024
if (self.x < 1024) {
// Facing left
self.graphics.scale.x = -baseScaleX;
} else {
// Facing right or center
self.graphics.scale.x = baseScaleX;
}
}
self.shootCooldown--;
if (self.shootCooldown <= 0 && player && !player.destroyed && gameStarted && self.hasCollectedTreasure) {
var pDx = player.x - self.x;
var pDy = player.y - self.y;
if (Math.sqrt(pDx * pDx + pDy * pDy) < 1200 && Math.abs(pDx) < 2048 && Math.abs(pDy) < 2732) {
// Check player is generally on screen
self.shoot();
} else {
self.shootCooldown = 60;
}
}
};
return self;
});
var EnemyShot = Container.expand(function () {
var self = Container.call(this);
self.graphics = null;
self.speed = 15; // pixels per frame
self.maxDistance = 800;
self.distanceTraveled = 0;
self.velocity = {
x: 0,
y: 0
}; // Normalized direction vector
// Added shotTypeAssetId parameter
self.initShot = function (startX, startY, targetX, targetY, shotTypeAssetId) {
self.x = startX;
self.y = startY;
if (!self.graphics) {
if (shotTypeAssetId) {
// Treasure assets are 200x200, shots are 50x50. Scale factor = 50/200 = 0.25
var scaleFactor = 0.25;
self.graphics = self.attachAsset(shotTypeAssetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scaleFactor,
scaleY: scaleFactor
});
} else {
// Fallback to the generic 'EnemyShot' asset if no specific type is provided
// This case should ideally not be hit if Enemies always specify an ore type.
self.graphics = self.attachAsset('EnemyShot', {
anchorX: 0.5,
anchorY: 0.5
});
}
}
var dx = targetX - startX;
var dy = targetY - startY;
var magnitude = Math.sqrt(dx * dx + dy * dy);
if (magnitude > 0) {
self.velocity.x = dx / magnitude;
self.velocity.y = dy / magnitude;
} else {
self.velocity.x = 0;
self.velocity.y = 1; // Default to shooting downwards if target is same position
}
self.lastX = self.x; // Initialize last positions
self.lastY = self.y;
};
self.update = function () {
if (self.shouldBeDestroyed || !self.graphics) return;
var moveX = self.velocity.x * self.speed;
var moveY = self.velocity.y * self.speed;
self.lastX = self.x; // Store previous position for checks
self.lastY = self.y;
self.x += moveX;
self.y += moveY;
self.distanceTraveled += Math.sqrt(moveX * moveX + moveY * moveY);
// Check for max distance or off-screen
// Ensure graphics exist before checking width/height
var graphicWidth = self.graphics ? self.graphics.width : 50;
var graphicHeight = self.graphics ? self.graphics.height : 50;
if (self.distanceTraveled >= self.maxDistance || self.y < -graphicHeight || self.y > 2732 + graphicHeight || self.x < -graphicWidth || self.x > 2048 + graphicWidth) {
self.shouldBeDestroyed = true;
}
// Collision with player (player is global)
if (player && !player.destroyed && self.intersects(player) && !self.shouldBeDestroyed) {
LK.effects.flashScreen(0xff0000, 300);
LK.showGameOver();
self.shouldBeDestroyed = true;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
// Store playerGraphics on self to allow access from game code for flipping
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.playerGraphics.alpha = 1;
return self;
});
var StoneBlock = Container.expand(function () {
var self = Container.call(this);
self.blockType = 'stone';
var stoneGraphics = self.attachAsset('stone', {
anchorX: 0,
anchorY: 0
});
self.mine = function () {
return false; // Stone blocks cannot be mined
};
return self;
});
var TerrainBlock = Container.expand(function () {
var self = Container.call(this);
self.blockType = 'terrain';
self.hasTreasure = false;
self.treasureType = null;
self.treasureGraphics = null;
var blockGraphics = self.attachAsset('terrain', {
anchorX: 0,
anchorY: 0
});
self.graphics = blockGraphics;
self.setTreasure = function (type, blockDepth) {
// Added blockDepth argument
self.hasTreasure = true;
self.treasureType = type;
self.originalDepth = blockDepth; // Store the depth at which this treasure was generated
// Create and display the actual treasure image
if (type) {
self.treasureGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
x: blockSize / 2,
y: blockSize / 2,
scaleX: 0.8,
scaleY: 0.8
});
}
};
self.mine = function () {
if (self.blockType === 'stone') {
return false;
}
self.visible = false;
if (self.treasureGraphics) {
self.treasureGraphics.visible = false;
}
return true;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
game.setBackgroundColor(0x000000);
var blockSize = 200;
var gridWidth = Math.floor(2048 / blockSize);
var gridHeight = Math.floor(2732 / blockSize);
var stoneWallWidth = 1;
var mineableStartX = stoneWallWidth;
var mineableEndX = gridWidth - stoneWallWidth;
var terrain = [];
var player;
var depth = 0;
var score = 0;
var isDragging = false;
var targetX = null;
var targetY = null;
var isScrolling = false; // Flag to indicate if a scroll animation is in progress
var playerSpeed = 40; // Pixels per frame
var scrollAnimationDuration = 500; // Duration for scroll animation in milliseconds
var treasureCounts = {
bronze: 0,
silver: 0,
gold: 0,
diamond: 0,
crystal: 0
};
var enemies = [];
var enemyShots = [];
var ENEMY_SPAWN_CHANCE = 0.03; // 3% chance per eligible block in a new row
var MAX_ENEMIES_PER_ZONE_ONSCREEN = 1; // Limit enemies per zone currently visible
var ENEMY_CONFIG = {
'bronze': {
asset: 'BronzeEnemy',
ore: 'bronze',
zone: 0
},
'silver': {
asset: 'SilverEnemy',
ore: 'silver',
zone: 1
},
'gold': {
asset: 'GoldEnemy',
ore: 'gold',
zone: 2
},
'diamond': {
asset: 'DiamondEnemy',
ore: 'diamond',
zone: 3
},
'crystal': {
asset: 'CrystalEnemy',
ore: 'crystal',
zone: 4
}
};
var ZONE_TO_ENEMY_TYPE = ['bronze', 'silver', 'gold', 'diamond', 'crystal'];
// Game state
var gameStarted = false;
var introContainer = null;
function movePlayerTowardsTarget() {
if (targetX === null || targetY === null || !player) {
return;
}
// Move player towards target position, restricting to X or Y axis per update
var dx = targetX - player.x;
var dy = targetY - player.y;
if (dx === 0 && dy === 0) {
// Player is already at the target, no movement calculation needed.
// The mineBlock() call after this block will handle mining at the current position.
} else if (Math.abs(dx) > Math.abs(dy)) {
// Prioritize horizontal movement
if (Math.abs(dx) > playerSpeed) {
player.x += Math.sign(dx) * playerSpeed;
} else {
player.x = targetX; // Snap to target X
}
} else {
// Prioritize vertical movement if |dy| >= |dx| (this includes dx === 0, or |dx| === |dy|)
if (Math.abs(dy) > playerSpeed) {
player.y += Math.sign(dy) * playerSpeed;
} else {
player.y = targetY; // Snap to target Y
}
}
// Mine at player position (true = player action)
mineBlock(player.x, player.y, true);
// Player sprite flipping logic
if (player && player.playerGraphics) {
// Game width is 2048, center is 1024
if (player.x < 1024) {
// Facing left
player.playerGraphics.scale.x = -1; // Default scale is 1
} else {
// Facing right or center
player.playerGraphics.scale.x = 1; // Default scale is 1
}
}
}
// Create score text first (will be at the back)
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.y = 90;
scoreText.visible = false; // Hide initially
LK.gui.top.addChild(scoreText);
// Create depth text second (will be in the middle)
var depthText = new Text2('Depth: 0m', {
size: 60,
fill: 0xFFFFFF
});
depthText.anchor.set(0.5, 0);
depthText.y = 30;
depthText.visible = false; // Hide initially
LK.gui.top.addChild(depthText);
// Create treasure count displays
var treasureTexts = {};
var treasureTypes = ['bronze', 'silver', 'gold', 'diamond', 'crystal'];
var treasureColors = {
bronze: 0xCD7F32,
silver: 0xC0C0C0,
gold: 0xFFD700,
diamond: 0x00FFFF,
crystal: 0xFF69B4
};
// Create container for treasure counts
var treasureContainer = new Container();
treasureContainer.y = -20; // Move to the very top edge
treasureContainer.visible = false; // Hide initially
// Create text for each treasure type
var xOffset = -500;
for (var i = 0; i < treasureTypes.length; i++) {
var type = treasureTypes[i];
var text = new Text2(type.charAt(0).toUpperCase() + type.slice(1) + ': 0', {
size: 50,
fill: treasureColors[type]
});
text.anchor.set(0.5, 0);
text.x = xOffset + i * 250;
treasureContainer.addChild(text);
treasureTexts[type] = text;
}
// Add container to GUI after all texts are created to ensure it appears on top
LK.gui.top.addChild(treasureContainer);
function getTreasureType(currentDepth) {
// Each 5000 miles (250000 pixels) has a specific treasure type
var depthInMiles = Math.floor(currentDepth / (blockSize / 2)); // Convert pixels to abstract depth units (e.g., "miles" in description). 1 unit = blockSize / 2 pixels.
var treasureZone = Math.floor(depthInMiles / 5000); // Which 5000-mile zone
var rand = Math.random();
var spawnChance = 0.1; // 10% chance to spawn treasure
if (rand > spawnChance) {
return null; // No treasure
}
// Make treasure zones cycle every 5 zones (25000 miles)
var cycledZone = treasureZone % 5;
// Return specific treasure based on cycled zone
switch (cycledZone) {
case 0:
// Bronze zone
return 'bronze';
case 1:
// Silver zone
return 'silver';
case 2:
// Gold zone
return 'gold';
case 3:
// Diamond zone
return 'diamond';
case 4:
// Crystal zone
return 'crystal';
}
}
function generateRow(y_rowIndex_on_screen) {
var row = [];
// Calculate the actual depth of this row being generated
var currentBlockDepth = depth + y_rowIndex_on_screen * blockSize;
for (var x = 0; x < gridWidth; x++) {
var block;
if (x < mineableStartX || x >= mineableEndX) {
block = new StoneBlock();
} else {
block = new TerrainBlock();
var treasureTypeForBlock = getTreasureType(currentBlockDepth);
if (treasureTypeForBlock) {
block.setTreasure(treasureTypeForBlock, currentBlockDepth); // Pass currentBlockDepth
}
// Enemy Spawning Logic (only for new rows at the bottom, y_rowIndex_on_screen === gridHeight)
if (treasureTypeForBlock && y_rowIndex_on_screen === gridHeight && Math.random() < ENEMY_SPAWN_CHANCE) {
var depthInMiles = Math.floor(currentBlockDepth / (blockSize / 2));
var treasureZoneIndex = Math.floor(depthInMiles / 5000) % 5;
var enemyTypeString = ZONE_TO_ENEMY_TYPE[treasureZoneIndex];
if (enemyTypeString) {
// Check if enemyTypeString is valid
var enemiesInThisZone = 0;
for (var k = 0; k < enemies.length; k++) {
if (!enemies[k].shouldBeDestroyed && enemies[k].associatedZoneIndex === treasureZoneIndex) {
enemiesInThisZone++;
}
}
if (enemiesInThisZone < MAX_ENEMIES_PER_ZONE_ONSCREEN) {
// Store enemy spawn data for later creation
if (!row.enemySpawnData) {
row.enemySpawnData = [];
}
row.enemySpawnData.push({
enemyTypeString: enemyTypeString,
spawnX: x * blockSize + blockSize / 2,
spawnY: y_rowIndex_on_screen * blockSize + blockSize / 2,
treasureZoneIndex: treasureZoneIndex
});
}
}
}
}
block.x = x * blockSize;
block.y = y_rowIndex_on_screen * blockSize; // Position block based on its screen row index
game.addChild(block);
row.push(block);
}
// Create enemies after all terrain blocks are added to ensure they render on top
if (row.enemySpawnData) {
for (var i = 0; i < row.enemySpawnData.length; i++) {
var spawnData = row.enemySpawnData[i];
var newEnemy = new Enemy();
game.addChild(newEnemy); // Add to scene after terrain blocks
newEnemy.initEnemy(spawnData.enemyTypeString, spawnData.spawnX, spawnData.spawnY, spawnData.treasureZoneIndex);
if (!newEnemy.shouldBeDestroyed) {
enemies.push(newEnemy);
} else {
newEnemy.destroy();
}
}
delete row.enemySpawnData; // Clean up temporary data
}
return row;
}
function initializeTerrain() {
terrain = [];
for (var y = 0; y < gridHeight + 1; y++) {
terrain.push(generateRow(y));
}
}
function completeScrollCleanup() {
// The blocks in terrain[0] are the ones that moved off-screen and whose tweens just finished.
var topRowToDestroy = terrain[0];
for (var x = 0; x < topRowToDestroy.length; x++) {
var block = topRowToDestroy[x];
// Destroy treasure graphics if they exist
if (block.treasureGraphics) {
block.treasureGraphics.destroy();
}
block.destroy(); // This removes the container and its children from the stage
}
terrain.shift(); // Now remove the row from our logical terrain array
depth += blockSize;
// Add new row at the bottom. generateRow expects the screen row index. For the new bottom row, this is gridHeight.
terrain.push(generateRow(gridHeight));
depthText.setText('Depth: ' + Math.floor(depth / (blockSize / 2)) + 'm');
isScrolling = false; // Allow new scrolls
}
function scrollTerrain() {
if (isScrolling) {
return; // Don't start a new scroll if one is already in progress
}
isScrolling = true;
var tweensCompleted = 0;
var totalTweens = 0;
// Calculate total number of blocks to be tweened
for (var y_coord = 0; y_coord < terrain.length; y_coord++) {
totalTweens += terrain[y_coord].length;
}
var itemsToScroll = [];
// Add terrain blocks
for (var r = 0; r < terrain.length; r++) {
for (var c = 0; c < terrain[r].length; c++) {
itemsToScroll.push(terrain[r][c]);
}
}
// Add active enemies
for (var i = 0; i < enemies.length; i++) {
if (!enemies[i].shouldBeDestroyed) {
itemsToScroll.push(enemies[i]);
}
}
// Add active enemy shots
for (var i = 0; i < enemyShots.length; i++) {
if (!enemyShots[i].shouldBeDestroyed) {
itemsToScroll.push(enemyShots[i]);
}
}
totalTweens = itemsToScroll.length;
if (totalTweens === 0) {
isScrolling = false;
// It's possible no terrain exists but other items do, but cleanup is tied to terrain.
// If itemsToScroll is empty, nothing to do.
// If only enemies/shots, they scroll, but no new terrain row generation.
if (terrain.length === 0 || terrain[0].length === 0) {
// If no terrain to manage, but scroll was initiated (e.g. by player action)
// and there might be other things to scroll, depth might still conceptually increase.
// However, completeScrollCleanup is the one that advances depth and adds rows.
// This path implies no terrain related cleanup.
}
return;
}
// Animate each item
var terrainBlocksWereScrolled = false;
for (var i = 0; i < itemsToScroll.length; i++) {
var itemToAnimate = itemsToScroll[i];
if (itemToAnimate instanceof TerrainBlock || itemToAnimate instanceof StoneBlock) {
terrainBlocksWereScrolled = true;
}
tween(itemToAnimate, {
y: itemToAnimate.y - blockSize
}, {
duration: scrollAnimationDuration,
easing: tween.linear,
onFinish: function onScrollItemFinish() {
tweensCompleted++;
if (tweensCompleted === totalTweens) {
// All items done tweening
if (terrainBlocksWereScrolled && terrain.length > 0 && terrain[0].length > 0) {
completeScrollCleanup(); // Call cleanup if terrain was involved
} else {
// No terrain was scrolled, or terrain is now empty after scrolling.
isScrolling = false;
// If terrain was scrolled and became empty, still update depth.
if (terrainBlocksWereScrolled && (terrain.length === 0 || terrain.length > 0 && terrain[0].length === 0)) {
depth += blockSize;
depthText.setText('Depth: ' + Math.floor(depth / (blockSize / 2)) + 'm');
}
}
}
}
});
}
}
function mineBlock(worldX, worldY, isPlayerAction) {
// Default isPlayerAction to true if not specified for backward compatibility
if (typeof isPlayerAction === 'undefined') {
isPlayerAction = true;
}
var gridX = Math.floor(worldX / blockSize);
var gridY = Math.floor(worldY / blockSize);
// Corrected boundary check for gridY: should be against terrain.length
if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= terrain.length) {
return;
}
// Check if terrain row exists before accessing
if (!terrain[gridY]) {
return;
}
var block = terrain[gridY][gridX];
if (!block || !block.visible) {
return;
}
if (block.mine()) {
if (block.hasTreasure) {
var treasureValue = 0;
switch (block.treasureType) {
case 'bronze':
treasureValue = 10;
break;
case 'silver':
treasureValue = 25;
break;
case 'gold':
treasureValue = 50;
break;
case 'diamond':
treasureValue = 100;
break;
case 'crystal':
treasureValue = 150;
break;
}
// Only update score and treasure counts for player actions
if (isPlayerAction) {
score += treasureValue;
LK.setScore(score);
scoreText.setText('Score: ' + score);
treasureCounts[block.treasureType]++;
treasureTexts[block.treasureType].setText(block.treasureType.charAt(0).toUpperCase() + block.treasureType.slice(1) + ': ' + treasureCounts[block.treasureType]);
}
}
// Only trigger scrolling for player actions
if (isPlayerAction && gridY > gridHeight / 2) {
scrollTerrain();
}
}
}
// Create intro screen
function createIntroScreen() {
introContainer = new Container();
// Add intro background - since we're adding to GUI, we need different scaling approach
var introBackground = introContainer.attachAsset('IntroBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Since we're adding to GUI.center, we need to scale based on the actual GUI dimensions
// The GUI system automatically scales, so we need to set the background to fill the screen
// by making it large enough to cover the viewport
var assetWidth = introBackground.width;
var assetHeight = introBackground.height;
// Defensively check for valid, positive asset dimensions before calculating scale
if (assetWidth > 0 && assetHeight > 0) {
// For GUI elements, we want to scale to fit the entire image within the screen (contain/fit)
// Since GUI.center is already centered, this will ensure the image is centered and fully visible.
var scaleX = 2048 / assetWidth;
var scaleY = 2732 / assetHeight;
// Use the smaller scale to ensure the entire image fits within screen boundaries
var scale = Math.min(scaleX, scaleY);
introBackground.scale.set(scale, scale);
// Position is already centered at 0,0 in the GUI.center container
} else {
// If asset dimensions are invalid (e.g., zero or negative),
// set scale to zero to effectively hide it and log a warning.
introBackground.scale.set(0, 0);
console.log("Warning: IntroBackground asset has invalid dimensions (width: " + assetWidth + ", height: " + assetHeight + "). Cannot scale appropriately.");
}
// Add start button
var startButton = introContainer.attachAsset('Startbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: -200,
y: 400,
// Lowered by 200px (was 200)
scaleX: 4,
scaleY: 1.5
});
// Make button interactive
startButton.interactive = true;
// Add button press handler
startButton.down = function () {
startGame();
};
// Add HighScore button to the right of start button
var highScoreButton = introContainer.attachAsset('HighScoreButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 400,
scaleX: 4,
scaleY: 1.5
});
// Make high score button interactive
highScoreButton.interactive = true;
// Add high score button press handler
highScoreButton.down = function () {
// High score/leaderboard functionality is handled automatically by LK engine
// For now, this button doesn't have functionality as LK handles leaderboards
console.log("High score button pressed - leaderboard handled by LK engine");
};
// Add blinking animation to the start button
tween(startButton, {
alpha: 0.5
}, {
duration: 800,
// Duration of the blink
easing: tween.linear,
onFinish: function onFinish() {
tween(startButton, {
alpha: 1
}, {
duration: 800,
easing: tween.linear,
onFinish: function onFinish() {
// Loop the animation
tween(startButton, {
alpha: 0.5
}, {
duration: 800,
easing: tween.linear,
onFinish: arguments.callee
});
}
});
}
});
// Add blinking animation to the high score button (with offset timing)
tween(highScoreButton, {
alpha: 0.5
}, {
duration: 800,
delay: 400,
// Start animation 400ms after start button
easing: tween.linear,
onFinish: function onFinish() {
tween(highScoreButton, {
alpha: 1
}, {
duration: 800,
easing: tween.linear,
onFinish: function onFinish() {
// Loop the animation
tween(highScoreButton, {
alpha: 0.5
}, {
duration: 800,
easing: tween.linear,
onFinish: arguments.callee
});
}
});
}
});
// Add to GUI center instead of game
LK.gui.center.addChild(introContainer);
}
function startGame() {
if (gameStarted) {
return;
}
// Set gameStarted immediately to prevent multiple calls
gameStarted = true;
// Remove intro screen
if (introContainer) {
introContainer.destroy();
introContainer = null;
}
// Show game UI elements
scoreText.visible = true;
depthText.visible = true;
treasureContainer.visible = true;
// Initialize game
initializeTerrain();
player = game.addChild(new Player());
player.x = 1024;
player.y = 200;
}
// Create intro screen instead of starting game immediately
createIntroScreen();
game.down = function (x, y, obj) {
if (!gameStarted) {
return;
}
isDragging = true;
// Clamp target position to game boundaries
targetX = Math.max(0, Math.min(x, 2048));
targetY = Math.max(0, Math.min(y, 2732));
};
game.move = function (x, y, obj) {
if (!gameStarted) {
return;
}
// Clamp target position to game boundaries
targetX = Math.max(0, Math.min(x, 2048));
targetY = Math.max(0, Math.min(y, 2732));
};
game.up = function (x, y, obj) {
if (!gameStarted) {
return;
}
isDragging = false;
};
game.update = function () {
if (!gameStarted) {
return;
}
if (player && targetX !== null && targetY !== null) {
movePlayerTowardsTarget();
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.shouldBeDestroyed) {
enemy.destroy();
enemies.splice(i, 1);
} else {
enemy.update();
// Additional check: if enemy graphic exists and it scrolled too high (e.g. its zone is long gone)
if (!isScrolling && enemy.graphics && enemy.y < -(enemy.graphics.height * enemy.graphics.scale.y * 2)) {
enemy.shouldBeDestroyed = true;
}
}
}
// Update enemy shots
for (var i = enemyShots.length - 1; i >= 0; i--) {
var shot = enemyShots[i];
if (shot.shouldBeDestroyed) {
shot.destroy();
enemyShots.splice(i, 1);
} else {
shot.update();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -669,9 +669,10 @@
isPlayerAction = true;
}
var gridX = Math.floor(worldX / blockSize);
var gridY = Math.floor(worldY / blockSize);
- if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight) {
+ // Corrected boundary check for gridY: should be against terrain.length
+ if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= terrain.length) {
return;
}
// Check if terrain row exists before accessing
if (!terrain[gridY]) {
Same ninja character, with pack of all colors
Same ninja character, with pack of colors silver,gold,diamond,pink crystal
Same ninja character, with silver color
Same ninja character, with gold color
Same ninja character, with diamond color
Same ninja character, with crystal pink color
Pack of crystals, pink color In-Game asset. 2d. High contrast. No shadows
same image but add beside the character +1 with green color.
Same image of ninja with dig machine but with different colors. HD colors. yellow
Same image of ninja with dig machine but with different colors. HD colors. red
Same image of ninja with dig machine but with different colors. HD colors. blue
Same image of ninja with dig machine but with different colors. HD colors. black ninja
Same image of ninja with dig machine but with different colors. HD colors. green
Playerdiggingsound1
Sound effect
Enemydiggingsound1
Sound effect
Gamemusic1
Music
CollectedTreasuresound1
Sound effect
Startsound1
Sound effect
Intromusic1
Music
PlayerShotSound
Sound effect
EnemyShotshound1
Sound effect
Lifesound1
Sound effect
enemyshotsound1
Sound effect
playershotsound1
Sound effect