Code edit (1 edits merged)
Please save this source code
User prompt
Fit the intro background to the screen same scale
Code edit (6 edits merged)
Please save this source code
User prompt
Add scale x,y to the code of intro background
Code edit (1 edits merged)
Please save this source code
User prompt
let the blinking for the start button and high score button be continuously. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
slow the shots
User prompt
Add lifes x 5 for the player if died respawn it again from last checkpoint the text with same size of depth add it beside it by small space between it on the left side of it.
User prompt
remove double enemies let only one each area of 50 miles
User prompt
Remove the vertical movement for the enemies let free movement on any direction. Don't block enemies when screen is scrolling up.
User prompt
Add intromusic1 for the intro before game start
User prompt
Add the distance for the shot 600PX
User prompt
Don't do shooting by collecting ores do it free shooting when facing player.
User prompt
Add down movement for the enemies even if i go down and screen scrolled up don't freeze enemies in their horizontal grid line let them can move like the player can go down.
User prompt
Add free movement for the enemies so they can come to player even if the screen is moving.
User prompt
respawn enemy from the bottom. Double the enemy to respawn 2 each 20 miles. Don't limit the distance for enemies shots.
User prompt
if enemy mine an ore he can shot player by it "Bronze,silver,gold,diamond,crystal"
User prompt
Respawn enemy each 20 miles
User prompt
Add startsound1 for start button when clicked
User prompt
Add CollectedTreasuresound1 for treasures when collected by player
User prompt
Add Gamemusic1 when game start
User prompt
Add EnemyDiggingsound1 for all enemies when they are digging the terrain
User prompt
Add Playerdiggingsound1 when player is digging on the terrain
User prompt
save then update my score from last game played each new highscore change my score on the Scorebackground. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Don't do random players do my and other real players who they played my game on Upit. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* 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.fiftyMileZoneId = -1; // To track which 50-mile depth zone this enemy belongs to
self.initEnemy = function (enemyTypeString, initialX, initialY, zoneIndex, fiftyMileZoneId) {
self.fiftyMileZoneId = fiftyMileZoneId;
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 () {
// Don't interrupt ore finding during scrolling - enemies should continue seeking targets
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 / 2000) % 5;
if (oreTreasureZone !== self.associatedZoneIndex) {
continue;
}
// No vertical restrictions - enemies can target any visible ore
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
// No longer consuming treasure for shooting
};
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;
handlePlayerDeath(); // Call new death handler
return; // Stop further updates for this enemy
} else if (distToPlayer > 0) {
// Check distToPlayer > 0 to prevent division by zero
// Allow free diagonal movement towards player
var moveX = dxToPlayer / distToPlayer * effectiveSpeedAttack;
var moveY = dyToPlayer / distToPlayer * effectiveSpeedAttack;
// Compensate for scrolling - if screen is scrolling up, enemy needs to move down additionally
if (isScrolling) {
// During scroll, everything moves up by blockSize over scrollAnimationDuration
// Calculate the per-frame scroll compensation
var scrollCompensation = blockSize / (scrollAnimationDuration / (1000 / 60)); // pixels per frame
moveY += scrollCompensation; // Add downward movement to compensate for upward scroll
}
self.x += moveX;
self.y += moveY;
mineBlock(self.x, self.y, false); // Enemy action, dig while moving
}
} 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) {
var minedCorrectOre = false;
// Check if this is the enemy's specific treasure before actual mining action
if (self.targetOreBlock.hasTreasure && self.targetOreBlock.treasureType === self.config.ore) {
minedCorrectOre = true;
}
// Mine the block at enemy position (200x200 area like player)
// This action "uncovers" the treasure.
mineBlock(self.x, self.y, false); // false = not player action
if (minedCorrectOre) {
self.hasCollectedTreasure = true; // Confirm treasure collection
// No longer immediately shooting when collecting treasure
}
}
self.targetOreBlock = null;
} else if (distance > 0) {
// Check distance > 0 to prevent division by zero
// Allow free diagonal movement - move in both X and Y simultaneously
var moveX = dx / distance * effectiveSpeed;
var moveY = dy / distance * effectiveSpeed;
// Compensate for scrolling when moving
if (isScrolling) {
var scrollCompensation = blockSize / (scrollAnimationDuration / (1000 / 60));
moveY += scrollCompensation;
}
self.x += moveX;
self.y += moveY;
mineBlock(self.x, self.y, false); // Enemy action, dig while moving
}
}
}
// 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) {
// Free shooting when facing player, no treasure collection required
self.shoot();
}
};
return self;
});
var EnemyShot = Container.expand(function () {
var self = Container.call(this);
self.graphics = null;
self.speed = 7; // pixels per frame - Reduced from 15 to slow down shots
self.maxDistance = 600; // Distance limit of 600px for enemy shots
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) {
handlePlayerDeath(); // Call new death handler
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 ScoreBackground = Container.expand(function () {
var self = Container.call(this);
self.panel = null;
self.titleText = null;
self.scoresListText = null;
self.closeButton = null;
self.closeButtonText = null;
self.init = function () {
// Panel background
self.panel = self.attachAsset('ScoreBackgroundPanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
// Centered because ScoreBackground instance will be added to LK.gui.center
y: 0
});
self.panel.alpha = 0.95; // Slightly transparent
self.panel.interactive = true;
self.panel.down = function () {
if (activeScoreBackground === self) {
activeScoreBackground = null; // Clear the global reference
}
self.destroy();
};
// Title Text
self.titleText = new Text2('High Scores', {
size: 120,
fill: 0xFFFFFF // White text
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 0;
self.titleText.y = -self.panel.height / 2 + 120; // Position near top of panel
self.addChild(self.titleText);
// Retrieve player's Upit name and ID from storage, with defaults
// The 'storage' variable is globally available if imported.
var currentPlayerName = "You"; // Default name
if (typeof storage !== 'undefined' && storage.playerName) {
currentPlayerName = storage.playerName;
}
var currentPlayerID = "YOUR_ID"; // Default ID
if (typeof storage !== 'undefined' && storage.playerUpitID) {
currentPlayerID = storage.playerUpitID;
}
var currentScore = LK.getScore(); // Current session score
var leaderboardData = []; // Initialize an empty list for leaderboard entries
// Attempt to load leaderboard from storage (assuming Upit populates these)
// storage.leaderboardNames, storage.leaderboardScores, storage.leaderboardIds are expected to be arrays of literals.
if (typeof storage !== 'undefined' && Array.isArray(storage.leaderboardNames) && Array.isArray(storage.leaderboardScores) && Array.isArray(storage.leaderboardIds) && storage.leaderboardNames.length === storage.leaderboardScores.length && storage.leaderboardNames.length === storage.leaderboardIds.length) {
for (var i = 0; i < storage.leaderboardNames.length; i++) {
// Ensure scores are numbers, default to 0 if not.
var scoreValue = parseInt(storage.leaderboardScores[i], 10);
if (isNaN(scoreValue)) {
scoreValue = 0;
}
leaderboardData.push({
name: String(storage.leaderboardNames[i]),
// Ensure name is a string
id: String(storage.leaderboardIds[i]),
// Ensure ID is a string
score: scoreValue
});
}
}
// Prepare current player's entry
var playerEntry = {
name: currentPlayerName,
// Already retrieved from storage or defaulted
id: currentPlayerID,
// Already retrieved from storage or defaulted
score: currentScore // From LK.getScore()
};
// Merge current player's score: update if exists and current is higher, or add if new.
var playerInStoredLeaderboard = false;
for (var i = 0; i < leaderboardData.length; i++) {
if (leaderboardData[i].id === playerEntry.id) {
playerInStoredLeaderboard = true;
if (playerEntry.score > leaderboardData[i].score) {
leaderboardData[i].score = playerEntry.score;
// Optionally update name if it could change, though ID is key
leaderboardData[i].name = playerEntry.name;
}
break;
}
}
if (!playerInStoredLeaderboard) {
leaderboardData.push(playerEntry);
}
// Sort by score descending
leaderboardData.sort(function (a, b) {
return b.score - a.score;
});
// Create a unique list by ID, preferring the first encountered (highest score due to sort)
var uniqueLeaderboardData = [];
var idsOnLeaderboard = {}; // Use an object as a set for quick ID lookups
for (var i = 0; i < leaderboardData.length; i++) {
var entry = leaderboardData[i];
if (!idsOnLeaderboard[entry.id]) {
uniqueLeaderboardData.push(entry);
idsOnLeaderboard[entry.id] = true;
}
}
// Limit to top N, e.g., top 5
var topScores = uniqueLeaderboardData.slice(0, 5);
var scoresString = "";
if (topScores.length > 0) {
for (var i = 0; i < topScores.length; i++) {
var entry = topScores[i];
var rank = i + 1;
var displayName = entry.name;
// Highlight the current player
if (entry.name === currentPlayerName && entry.id === currentPlayerID && entry.score === currentScore) {
displayName = "* " + displayName + " *";
}
scoresString += rank + ". " + displayName + " (" + entry.id + "): " + entry.score + "\n";
}
} else if (currentScore > 0) {
// If leaderboard empty but player has score
scoresString = "1. * " + currentPlayerName + " * (" + currentPlayerID + "): " + currentScore + "\n";
} else {
scoresString = "No scores yet. Be the first!";
}
self.scoresListText = new Text2('', {
// Initialize with empty string
size: 40,
// Adjusted size for better fit
fill: 0xFFFFFF // White text
});
self.scoresListText.setText(scoresString.trim()); // Set the actual text content
self.scoresListText.anchor.set(0.5, 0); // Anchor top-center for the text block
self.scoresListText.x = 0;
// Position below the title, provide enough space for title and some padding
self.scoresListText.y = -self.panel.height / 2 + self.titleText.height + 120; // e.g. -1000 + 120 (title size) + 120 (padding) = -760
self.addChild(self.scoresListText);
// Close button graphic
self.closeButton = self.attachAsset('CloseButtonAsset', {
anchorX: 0.5,
anchorY: 0.5,
x: self.panel.width / 2 - 80,
// Top-right corner of the panel
y: -self.panel.height / 2 + 80
});
self.closeButton.interactive = true;
// Text "X" for the close button
self.closeButtonText = new Text2('X', {
size: 70,
fill: 0xFFFFFF // White "X"
});
self.closeButtonText.anchor.set(0.5, 0.5);
self.closeButtonText.x = self.closeButton.x;
self.closeButtonText.y = self.closeButton.y;
self.addChild(self.closeButtonText);
// Close button functionality
self.closeButton.down = function () {
if (activeScoreBackground === self) {
activeScoreBackground = null; // Clear the global reference
}
self.destroy();
};
};
// Call init when a new ScoreBackground is created, if preferred
// Or call it manually after creating an instance, e.g., new ScoreBackground().init();
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
****/
// A flat red for the button
// A nice dark blue/grey
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 INITIAL_PLAYER_LIVES = 5;
var playerLives = INITIAL_PLAYER_LIVES;
var enemies = [];
var enemyShots = [];
var FIFTY_MILE_DEPTH_PIXELS = 50 * (blockSize / 2); // 50 miles * 100 pixels/mile = 5000 pixels
var ENEMY_SPAWN_CHANCE = 0.03; // 3% chance per eligible block in a new row
var MAX_ENEMIES_PER_ZONE_ONSCREEN = 2; // 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'];
// Each 2000 miles (depth units) has a specific treasure type
var gameStarted = false;
var introContainer = null;
var activeScoreBackground = null; // To manage the score panel instance
var lastFiftyMileSpawnCheckDepth = 0; // Track last depth where 50-mile enemy spawn check occurred
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
});
// Create lives text
var livesText = new Text2('Lives: ' + playerLives, {
size: 60,
// Same size as depth text
fill: 0xFFFFFF
});
var UI_TEXT_SPACING = 20; // Space between lives and depth text
livesText.anchor.set(1, 0); // Anchor right, top
livesText.y = 30;
livesText.x = -UI_TEXT_SPACING / 2; // Position to the left of center
livesText.visible = false; // Hide initially
LK.gui.top.addChild(livesText);
depthText.anchor.set(0, 0); // Anchor left, top
depthText.y = 30;
depthText.x = UI_TEXT_SPACING / 2; // Position to the right of center
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 / 2000); // Which 2000-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 (10000 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)
var fiftyMileZoneIdForBlock = Math.floor(currentBlockDepth / FIFTY_MILE_DEPTH_PIXELS);
if (treasureTypeForBlock && y_rowIndex_on_screen === gridHeight && Math.random() < ENEMY_SPAWN_CHANCE) {
var depthInMiles = Math.floor(currentBlockDepth / (blockSize / 2));
var treasureZoneIndex = Math.floor(depthInMiles / 2000) % 5;
var enemyTypeString = ZONE_TO_ENEMY_TYPE[treasureZoneIndex];
if (enemyTypeString) {
// Check 1: Is the 50-mile slot for this specific block's depth and type empty?
var enemiesInThisFiftyMileSlot = 0;
for (var k_idx = 0; k_idx < enemies.length; k_idx++) {
if (!enemies[k_idx].shouldBeDestroyed && enemies[k_idx].fiftyMileZoneId === fiftyMileZoneIdForBlock && enemies[k_idx].associatedZoneIndex === treasureZoneIndex) {
enemiesInThisFiftyMileSlot++;
}
}
if (enemiesInThisFiftyMileSlot === 0) {
// Check 2: Is the overall cap for the treasure zone not reached?
var enemiesInThisTreasureZone = 0;
for (var k_check = 0; k_check < enemies.length; k_check++) {
if (!enemies[k_check].shouldBeDestroyed && enemies[k_check].associatedZoneIndex === treasureZoneIndex) {
enemiesInThisTreasureZone++;
}
}
if (enemiesInThisTreasureZone < MAX_ENEMIES_PER_ZONE_ONSCREEN) {
if (!row.enemySpawnData) {
row.enemySpawnData = [];
}
row.enemySpawnData.push({
enemyTypeString: enemyTypeString,
spawnX: x * blockSize + blockSize / 2,
spawnY: y_rowIndex_on_screen * blockSize + blockSize / 2,
// This Y is relative to screen top (0)
treasureZoneIndex: treasureZoneIndex,
fiftyMileZoneId: fiftyMileZoneIdForBlock
});
}
}
}
}
}
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, spawnData.fiftyMileZoneId);
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()) {
// Play digging sound based on who performed the action
if (isPlayerAction) {
var playerDigSound = LK.getSound('Playerdiggingsound1');
if (playerDigSound) {
// Defensive check
playerDigSound.play();
}
} else {
// Enemy action successfully mined a block
var enemyDigSound = LK.getSound('Enemydiggingsound1');
if (enemyDigSound) {
// Defensive check
enemyDigSound.play();
}
}
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]);
// Play treasure collected sound
var treasureSound = LK.getSound('CollectedTreasuresound1');
if (treasureSound) {
treasureSound.play();
}
// Persist player's new high score to storage
if (typeof storage !== 'undefined') {
// Ensure currentPlayerUpitID and currentPlayerName are strings for consistent handling
var currentPlayerUpitID = String(storage.playerUpitID || "YOUR_ID");
var currentPlayerName = String(storage.playerName || "You");
// Retrieve leaderboard arrays from storage. If they don't exist or aren't arrays, initialize as new empty arrays.
// Using [].concat() creates a shallow copy, ensuring we're working with a mutable array.
var storedLeaderboardIds = Array.isArray(storage.leaderboardIds) ? [].concat(storage.leaderboardIds) : [];
var storedLeaderboardNames = Array.isArray(storage.leaderboardNames) ? [].concat(storage.leaderboardNames) : [];
var storedLeaderboardScores = Array.isArray(storage.leaderboardScores) ? [].concat(storage.leaderboardScores) : [];
var playerIndex = -1;
for (var i = 0; i < storedLeaderboardIds.length; i++) {
// Compare IDs as strings for consistency
if (String(storedLeaderboardIds[i]) === currentPlayerUpitID) {
playerIndex = i;
break;
}
}
if (playerIndex !== -1) {
// Player exists in the stored leaderboard
var currentStoredScore = parseInt(storedLeaderboardScores[playerIndex], 10);
// Default to 0 if the stored score is not a valid number
if (isNaN(currentStoredScore)) {
currentStoredScore = 0;
}
// Update the stored score if the current game score (variable 'score') is higher
if (score > currentStoredScore) {
storedLeaderboardScores[playerIndex] = score;
// Optionally, update the player's name if it might have changed in Upit
// storedLeaderboardNames[playerIndex] = currentPlayerName;
}
} else {
// Player is not in the stored leaderboard, so add them as a new entry
storedLeaderboardIds.push(currentPlayerUpitID);
storedLeaderboardNames.push(currentPlayerName);
storedLeaderboardScores.push(score); // 'score' is the current game score
}
// Save the updated arrays back to storage.
// The storage plugin will handle persisting these changes.
storage.leaderboardIds = storedLeaderboardIds;
storage.leaderboardNames = storedLeaderboardNames;
storage.leaderboardScores = storedLeaderboardScores;
}
}
}
// Only trigger scrolling for player actions
if (isPlayerAction && gridY > gridHeight / 2) {
scrollTerrain();
}
}
}
function handlePlayerDeath() {
playerLives--;
if (livesText) {
livesText.setText('Lives: ' + playerLives);
}
LK.effects.flashScreen(0xff0000, 300); // Flash screen red for losing a life
if (playerLives > 0) {
// Respawn player
if (player && !player.destroyed) {
player.x = 1024; // Respawn X (initial position)
player.y = 200; // Respawn Y (initial position)
targetX = player.x; // Reset drag target to prevent moving back to death spot
targetY = player.y;
// Optional: Make enemies briefly re-evaluate targets
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] && !enemies[i].shouldBeDestroyed) {
enemies[i].isAttackingPlayer = false; // Force re-evaluation of player attack
enemies[i].targetOreBlock = null; // Force find new ore target if not attacking
}
}
}
} else {
LK.showGameOver();
}
}
// 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: 2048,
y: 2732
});
// 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.x = scale;
introBackground.scale.y = 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.x = 0;
introBackground.scale.y = 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: 800,
// Lowered by 200px (was 200)
scaleX: 4,
scaleY: 1.5
});
// Make button interactive
startButton.interactive = true;
// Add button press handler
startButton.down = function () {
var startSound = LK.getSound('Startsound1');
if (startSound) {
startSound.play();
}
startGame();
};
// Add HighScore button to the right of start button
var highScoreButton = introContainer.attachAsset('HighScoreButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 800,
scaleX: 4,
scaleY: 1.5
});
// Make high score button interactive
highScoreButton.interactive = true;
// Add high score button press handler
highScoreButton.down = function () {
console.log("High score button pressed - displaying custom ScoreBackground.");
// Prevent opening multiple score panels
if (activeScoreBackground && activeScoreBackground.parent) {
return;
}
var scoreScreen = new ScoreBackground();
scoreScreen.init(); // Initialize the panel's contents
LK.gui.center.addChild(scoreScreen); // Add to the center of the GUI layer
activeScoreBackground = scoreScreen; // Store a reference
};
// Add continuous blinking animation to the start button
function startButtonBlinkLoop() {
tween(startButton, {
alpha: 0.5
}, {
duration: 800,
easing: tween.linear,
onFinish: function onFinish() {
tween(startButton, {
alpha: 1.0
}, {
duration: 800,
easing: tween.linear,
onFinish: startButtonBlinkLoop // Loop by calling itself
});
}
});
}
startButtonBlinkLoop(); // Start the blinking loop for the start button
// Add continuous blinking animation to the high score button (with offset timing)
function highScoreButtonBlinkLoop() {
tween(highScoreButton, {
alpha: 0.5
}, {
duration: 800,
easing: tween.linear,
onFinish: function onFinish() {
tween(highScoreButton, {
alpha: 1.0
}, {
duration: 800,
easing: tween.linear,
onFinish: highScoreButtonBlinkLoop // Loop by calling itself
});
}
});
}
// Start the blinking loop for the high score button with an initial delay
LK.setTimeout(highScoreButtonBlinkLoop, 400);
// Add to GUI center instead of game
LK.gui.center.addChild(introContainer);
// Play intro music
LK.playMusic('Intromusic1');
}
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;
livesText.visible = true; // Make lives text visible
treasureContainer.visible = true;
// Reset lives for new game
playerLives = INITIAL_PLAYER_LIVES;
livesText.setText('Lives: ' + playerLives);
// Initialize game
initializeTerrain();
player = game.addChild(new Player());
player.x = 1024;
player.y = 200;
// Stop intro music and play game music
LK.stopMusic();
LK.playMusic('Gamemusic1');
}
// 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();
}
// Check for enemy spawn every 50 miles of depth progression at the top of the screen
if (depth - lastFiftyMileSpawnCheckDepth >= FIFTY_MILE_DEPTH_PIXELS) {
lastFiftyMileSpawnCheckDepth = Math.floor(depth / FIFTY_MILE_DEPTH_PIXELS) * FIFTY_MILE_DEPTH_PIXELS;
// Determine treasure zone based on current depth (top of screen)
// The enemy will spawn at the bottom, so its actual depth will be greater.
var depthInMilesForTreasureZone = Math.floor(depth / (blockSize / 2));
var currentTreasureZone = Math.floor(depthInMilesForTreasureZone / 2000) % 5;
var enemyTypeString = ZONE_TO_ENEMY_TYPE[currentTreasureZone];
if (enemyTypeString) {
// Calculate the 50-mile zone ID for an enemy spawning at the bottom of the screen
var effectiveSpawnDepthForUpdate = depth + (2732 - blockSize); // Approximate actual depth of new enemy
var fiftyMileZoneIdForNewEnemy = Math.floor(effectiveSpawnDepthForUpdate / FIFTY_MILE_DEPTH_PIXELS);
// Check 1: Is the target 50-mile slot (for bottom of screen) for this enemy type empty?
var enemiesInTargetFiftyMileSlot = 0;
for (var k_update_check_slot = 0; k_update_check_slot < enemies.length; k_update_check_slot++) {
var existingEnemy = enemies[k_update_check_slot];
if (!existingEnemy.shouldBeDestroyed && existingEnemy.fiftyMileZoneId === fiftyMileZoneIdForNewEnemy && existingEnemy.associatedZoneIndex === currentTreasureZone) {
enemiesInTargetFiftyMileSlot++;
}
}
if (enemiesInTargetFiftyMileSlot === 0) {
// Check 2: Is the overall cap for the treasure zone not reached?
var enemiesInThisTreasureZoneOverall = 0;
for (var k_update_check_cap = 0; k_update_check_cap < enemies.length; k_update_check_cap++) {
if (!enemies[k_update_check_cap].shouldBeDestroyed && enemies[k_update_check_cap].associatedZoneIndex === currentTreasureZone) {
enemiesInThisTreasureZoneOverall++;
}
}
if (enemiesInThisTreasureZoneOverall < MAX_ENEMIES_PER_ZONE_ONSCREEN) {
// Spawn ONE enemy
var newEnemy = new Enemy();
game.addChild(newEnemy);
var spawnX = Math.random() * (mineableEndX - mineableStartX - 2) * blockSize + (mineableStartX + 1) * blockSize;
var spawnY = 2732 - blockSize; // Spawn from bottom of screen
newEnemy.initEnemy(enemyTypeString, spawnX, spawnY, currentTreasureZone, fiftyMileZoneIdForNewEnemy);
if (!newEnemy.shouldBeDestroyed) {
enemies.push(newEnemy);
} else {
newEnemy.destroy();
}
}
}
}
}
// 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
@@ -1037,10 +1037,10 @@
// 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
+ x: 2048,
+ y: 2732
});
// 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
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