User prompt
after '2:53' min stop the game and show the final score and win or lose
User prompt
Show the scores of the players in the score background when scorebutton is clicked. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add scorebutton beside startbutton in intro from the right side by distance of 100px
User prompt
after time of the game music is finished stop the game and show highscore and the win or lose!
User prompt
Change lines from 50x3000 to be small like 50x500. Don't play gameover if miss any blocks just don't count it so like that if player reach 2000 he win if less then that he lose.
User prompt
The music stop but blocks keep respawning and the game didn't ends to show win with score background (create score background for that)!
User prompt
The game didn't stop when the gamemusic1 finished and the blocks keep respawning! if the music finished and the player score more than 2000 do win screen with the highscore background transparent.
User prompt
when the game music is finished do the final score background and when tap again go to intro to start from there again.
User prompt
can you respawn the blocks with same rhythm of the game music.
Code edit (2 edits merged)
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User prompt
change lines of blocks thickness a bit to 50px
Code edit (2 edits merged)
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Add gamebackground to the game when the game is start
Code edit (1 edits merged)
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Add introbackground before the game start and startbutton close to the bottom by 100px.
Code edit (1 edits merged)
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User prompt
Add introbackground before the game start and startbutton close to the bottom by 100px.
Code edit (1 edits merged)
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change the lines to be from above not bellow the blocks!
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create a thin line taller continue with the block till it get touched with player then disappears it must be with same color of that block.
User prompt
Add the colors animations assets to the blocks when get touched by the player βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var PlayerCharacter = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('playerCharacter', { anchorX: 0.5, anchorY: 0.5 }); // Set brown transparent color characterGraphics.alpha = 0.7; return self; }); //Storage library which should be used for persistent game data // var storage = LK.import('@upit/storage.v1'); //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); //Classes can only be defined here. You cannot create inline classes in the games code. var TerrainBlock = Container.expand(function (color, speed, noteId) { var self = Container.call(this); self.color = color; self.speed = speed; self.noteId = noteId; var blockGraphics = self.attachAsset('terrainBlock' + self.color, { anchorX: 0.5, anchorY: 0.5 }); // Create vertical line extending from block self.line = new Container(); // Get color hex value from colorMap var lineColor = 0xFFFFFF; // Default white if (color === 'Red') { lineColor = 0xFF0000; } else if (color === 'Orange') { lineColor = 0xFFA500; } else if (color === 'Yellow') { lineColor = 0xFFFF00; } else if (color === 'Green') { lineColor = 0x008000; } else if (color === 'Blue') { lineColor = 0x0000FF; } else if (color === 'Indigo') { lineColor = 0x4B0082; } else if (color === 'Violet') { lineColor = 0xEE82EE; } // Create thin vertical line shape var lineGraphics = LK.getAsset('line' + self.color, { width: 50, height: 500, // Shorter line color: lineColor, shape: 'box', anchorX: 0.5, anchorY: 1 }); self.line.addChild(lineGraphics); self.addChild(self.line); self.update = function () { self.y += self.speed; // Keep line positioned at block center extending upward if (self.line) { self.line.x = 0; self.line.y = 0; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Only include the plugins you need to create the game. //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) // Initialize assets used in this game. Scale them according to what is needed for the game. // or via static code analysis based on their usage in the code. // Assets are automatically created and loaded either dynamically during gameplay /* Supported Types: 1. Shape: - Simple geometric figures with these properties: * width: (required) pixel width of the shape. * height: (required) pixel height of the shape. * color: (required) color of the shape. * shape: (required) type of shape. Valid options: 'box', 'ellipse'. 2. Image: - Imported images with these properties: * width: (required) pixel resolution width. * height: (required) pixel resolution height. * id: (required) identifier for the image. * flipX: (optional) horizontal flip. Valid values: 0 (no flip), 1 (flip). * flipY: (optional) vertical flip. Valid values: 0 (no flip), 1 (flip). * orientation: (optional) rotation in multiples of 90 degrees, clockwise. Valid values: - 0: No rotation. - 1: Rotate 90 degrees. - 2: Rotate 180 degrees. - 3: Rotate 270 degrees. Note: Width and height remain unchanged upon flipping. 3. Sound: - Sound effects with these properties: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. 4. Music: - In contract to sound effects, only one music can be played at a time - Music is using the same API to initilize just like sound. - Music loops by default - Music with these config options: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. * start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping * end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping */ //Note game dimensions are 2048x2732 var gameState = 'intro'; // 'intro', 'playing', 'finished', 'finalScore', 'win', or 'scores' var introContainer = null; var startButton = null; var scoreButton = null; var finalScoreScreenContainer = null; // For final score screen elements var finalScoreTextElement = null; // For the text on final score screen var scoreDisplayContainer = null; // For score display screen var gameBackground = null; // To manage the game's background image var dragNode = null; // Centralized declaration, used by player controls var terrainBlocks = []; // Original line // PlayerCharacter and scoreTxt are already declared globally and initialized to null later // var playerCharacter = null; // var scoreTxt = null; // Forward declaration for the main game initialization logic function initializeMainGame() { // Add game background, ensuring any old one is removed if (gameBackground && typeof gameBackground.destroy === 'function') { gameBackground.destroy(); } gameBackground = LK.getAsset('Gamebackground', { // Use the global gameBackground variable x: 0, y: 0, width: 2048, height: 2732, anchorX: 0, // Optional, default is 0 for x=0, y=0 anchorY: 0 // Optional, default is 0 for x=0, y=0 }); game.addChildAt(gameBackground, 0); // Add at index 0 to ensure it's in the back LK.playMusic('Gamemusic1', { loop: false, onFinish: handleMusicEnd }); // Play music without looping and set onFinish callback // Re-initialize scoreTxt if it was part of a previous game state and cleaned up if (scoreTxt && typeof scoreTxt.destroy === 'function') { if (scoreTxt.parent && typeof scoreTxt.parent.removeChild === 'function') { scoreTxt.parent.removeChild(scoreTxt); } scoreTxt.destroy(); } scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); playerCharacter = new PlayerCharacter(); // Position player character near the bottom center playerCharacter.x = 2048 / 2; playerCharacter.y = 2732 - playerCharacter.height - 100; // Offset from bottom game.addChild(playerCharacter); // Event listeners for player control // These are assigned when the game starts, so gameState is 'playing' game.down = function (x, y, obj) { if (!playerCharacter) { return; } // Guard against playerCharacter not being ready // Check if the touch is on the player character dragNode = playerCharacter; }; game.move = function (x, y, obj) { if (!playerCharacter) { return; } // Guard // Move the player character horizontally based on the cursor's x position, // ensuring it stays within the horizontal bounds of the screen. playerCharacter.x = Math.max(playerCharacter.width / 2, Math.min(2048 - playerCharacter.width / 2, x)); }; game.up = function (x, y, obj) { if (!playerCharacter) { return; } // Guard dragNode = null; // Stop dragging }; // Define the rhythm pattern (intervals in milliseconds between spawns) beatIntervalsPattern = [600, 600, 600, 600, 400, 400, 600, 600, 600, 600, 400, 400, 500, 500, 500, 500, 400, 400, 600, 600]; currentBeatInPatternIndex = 0; timeForNextBlockSpawn = Date.now() + beatIntervalsPattern[0]; // lastSpawnTime = Date.now(); // Initialize block spawning timer to start spawning blocks - Replaced by new system } var playerCharacter = null; var scoreTxt = null; // var spawnInterval = 1200; // Milliseconds between block spawns - Replaced by beatIntervalsPattern // var lastSpawnTime = 4; - Replaced by timeForNextBlockSpawn var beatIntervalsPattern = []; // Defines the ms duration between each block spawn var currentBeatInPatternIndex = 0; // Tracks the current position in the beatIntervalsPattern var timeForNextBlockSpawn = 0; // Timestamp for when the next block should spawn var terrainSpeed = 9; // Mapping colors to hex and sound IDs var colorMap = { 'Red': '#FF0000', 'Orange': '#FFA500', 'Yellow': '#FFFF00', 'Green': '#008000', 'Blue': '#0000FF', 'Indigo': '#4B0082', 'Violet': '#EE82EE' }; // Play background music // Music, score, player, and event handlers are now initialized in initializeMainGame(). var colorNoteMap = { 'Red': 'noteC', 'Orange': 'noteD', 'Yellow': 'noteE', 'Green': 'noteF', 'Blue': 'noteG', 'Indigo': 'noteA', 'Violet': 'noteB' }; game.setBackgroundColor(0x000000); // Change background color to black function cleanupGameElements() { if (playerCharacter && typeof playerCharacter.destroy === 'function') { playerCharacter.destroy(); playerCharacter = null; } for (var i = terrainBlocks.length - 1; i >= 0; i--) { if (terrainBlocks[i] && typeof terrainBlocks[i].destroy === 'function') { terrainBlocks[i].destroy(); } } terrainBlocks = []; if (scoreTxt) { if (scoreTxt.parent && typeof scoreTxt.parent.removeChild === 'function') { scoreTxt.parent.removeChild(scoreTxt); } if (typeof scoreTxt.destroy === 'function') { scoreTxt.destroy(); } scoreTxt = null; } if (gameBackground && typeof gameBackground.destroy === 'function') { gameBackground.destroy(); gameBackground = null; } // Clear game-specific event listeners game.down = null; game.move = null; game.up = null; } function showFinalScoreScreen() { gameState = 'finalScore'; // Set state before cleanup cleanupGameElements(); // Clean up active game elements first finalScoreScreenContainer = new Container(); game.addChild(finalScoreScreenContainer); // Reuse Introbackground for the final score screen var finalScoreBackgroundAsset = LK.getAsset('Introbackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); finalScoreScreenContainer.addChild(finalScoreBackgroundAsset); finalScoreBackgroundAsset.interactive = true; // Make the background tappable var currentScore = LK.getScore(); // Save the score saveHighScore(currentScore); // Add "You Lose" text var loseText = new Text2('YOU LOSE', { size: 180, fill: 0xFF0000, // Red color align: 'center' }); loseText.anchor.set(0.5, 0.5); loseText.x = 2048 / 2; loseText.y = 2732 / 2 - 300; finalScoreScreenContainer.addChild(loseText); finalScoreTextElement = new Text2('Final Score: ' + currentScore, { size: 120, fill: 0xFFFFFF, align: 'center' // PIXI v4 Text style property }); finalScoreTextElement.anchor.set(0.5, 0.5); finalScoreTextElement.x = 2048 / 2; finalScoreTextElement.y = 2732 / 2 - 50; // Position above center finalScoreScreenContainer.addChild(finalScoreTextElement); var tapToContinueText = new Text2('Tap to Restart', { size: 80, fill: 0xFFFFFF, align: 'center' // PIXI v4 Text style property }); tapToContinueText.anchor.set(0.5, 0.5); tapToContinueText.x = 2048 / 2; tapToContinueText.y = 2732 / 2 + 150; // Position below the score finalScoreScreenContainer.addChild(tapToContinueText); finalScoreBackgroundAsset.down = function () { // Attach tap listener to the background if (gameState === 'finalScore') { resetToIntro(); } }; } function showWinScreen() { gameState = 'win'; // Set state to win cleanupGameElements(); // Clean up active game elements first // Save the score before showing win screen saveHighScore(LK.getScore()); var winScreenContainer = new Container(); game.addChild(winScreenContainer); // Create transparent score background var scoreBackgroundAsset = LK.getAsset('scoreBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.7 // Transparent background }); winScreenContainer.addChild(scoreBackgroundAsset); var winText = new Text2('YOU WIN!', { size: 180, fill: 0xFFD700, // Gold color align: 'center' }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2 - 200; winScreenContainer.addChild(winText); var finalScoreText = new Text2('Final Score: ' + LK.getScore(), { size: 120, fill: 0xFFFFFF, align: 'center' }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.x = 2048 / 2; finalScoreText.y = 2732 / 2; winScreenContainer.addChild(finalScoreText); // Show You Win after a short delay LK.setTimeout(function () { LK.showYouWin(); }, 2000); } function handleMusicEnd() { // This function is called when the game music finishes if (gameState === 'playing') { // Proceed only if the game was actively playing gameState = 'finished'; // Set state to finished to stop all game updates // Stop any remaining game elements from updating for (var i = terrainBlocks.length - 1; i >= 0; i--) { if (terrainBlocks[i]) { terrainBlocks[i].update = function () {}; // Disable update function } } // Small delay to ensure smooth transition LK.setTimeout(function () { // Check if player scored more than 2000 for win condition if (LK.getScore() >= 2000) { showWinScreen(); // Show custom win screen with score background } else { showFinalScoreScreen(); } }, 500); } } function showScoreDisplay() { gameState = 'scores'; // Clean up intro screen if (introContainer && typeof introContainer.destroy === 'function') { introContainer.destroy(); introContainer = null; } startButton = null; scoreButton = null; // Create score display container scoreDisplayContainer = new Container(); game.addChild(scoreDisplayContainer); // Add score background var scoreBackgroundAsset = LK.getAsset('scoreBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.9 }); scoreDisplayContainer.addChild(scoreBackgroundAsset); scoreBackgroundAsset.interactive = true; // Add title text var titleText = new Text2('HIGH SCORES', { size: 120, fill: 0xFFD700, align: 'center' }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 400; scoreDisplayContainer.addChild(titleText); // Get stored scores or initialize var highScores = storage.highScores || []; // Display scores var scoreY = 600; if (highScores.length === 0) { var noScoresText = new Text2('No scores yet!', { size: 80, fill: 0xFFFFFF, align: 'center' }); noScoresText.anchor.set(0.5, 0.5); noScoresText.x = 2048 / 2; noScoresText.y = scoreY; scoreDisplayContainer.addChild(noScoresText); } else { // Show top 10 scores var displayCount = Math.min(10, highScores.length); for (var i = 0; i < displayCount; i++) { var scoreText = new Text2(i + 1 + '. ' + highScores[i], { size: 70, fill: 0xFFFFFF, align: 'center' }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 2048 / 2; scoreText.y = scoreY + i * 100; scoreDisplayContainer.addChild(scoreText); } } // Add back button text var backText = new Text2('Tap to go back', { size: 60, fill: 0xFFFFFF, align: 'center' }); backText.anchor.set(0.5, 0.5); backText.x = 2048 / 2; backText.y = 2732 - 200; scoreDisplayContainer.addChild(backText); // Handle tap to go back scoreBackgroundAsset.down = function () { if (scoreDisplayContainer && typeof scoreDisplayContainer.destroy === 'function') { scoreDisplayContainer.destroy(); scoreDisplayContainer = null; } setupIntroScreen(); }; } function saveHighScore(score) { // Get existing high scores or initialize empty array var highScores = storage.highScores || []; // Add new score highScores.push(score); // Sort in descending order highScores.sort(function (a, b) { return b - a; }); // Keep only top 10 scores if (highScores.length > 10) { highScores = highScores.slice(0, 10); } // Save back to storage storage.highScores = highScores; } function resetToIntro() { if (finalScoreScreenContainer && typeof finalScoreScreenContainer.destroy === 'function') { finalScoreScreenContainer.destroy(); finalScoreScreenContainer = null; } // finalScoreTextElement is a child of finalScoreScreenContainer, so it's destroyed with it. finalScoreTextElement = null; LK.setScore(0); // Reset the score for the new game session setupIntroScreen(); // Transition back to the intro screen } function setupIntroScreen() { gameState = 'intro'; // Set current game state to intro // Clean up previous intro elements if any (e.g., if returning from final score) if (introContainer && typeof introContainer.destroy === 'function') { introContainer.destroy(); } introContainer = new Container(); game.addChild(introContainer); var introBackgroundAsset = LK.getAsset('Introbackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); introContainer.addChild(introBackgroundAsset); // Clean up previous start button if any if (startButton && typeof startButton.destroy === 'function') { startButton.destroy(); } // Clean up previous score button if any if (scoreButton && typeof scoreButton.destroy === 'function') { scoreButton.destroy(); } var startButtonAsset = LK.getAsset('Startbutton', { anchorX: 0.5, anchorY: 0.5 }); startButtonAsset.x = 2048 / 2 - 250; // Move left to make room for score button startButtonAsset.y = 2732 - 100 - startButtonAsset.height / 2; // Position near bottom introContainer.addChild(startButtonAsset); startButton = startButtonAsset; // Assign to global variable // Create and add score button var scoreButtonAsset = LK.getAsset('Scorebutton', { anchorX: 0.5, anchorY: 0.5 }); scoreButtonAsset.x = startButtonAsset.x + startButtonAsset.width / 2 + 100 + scoreButtonAsset.width / 2; // Position to the right of start button with 100px gap scoreButtonAsset.y = startButtonAsset.y; // Same height as start button introContainer.addChild(scoreButtonAsset); scoreButton = scoreButtonAsset; // Assign to global variable startButton.down = function () { if (gameState !== 'intro') { // Ensure action only if in intro state return; } gameState = 'playing'; // Transition to playing state if (introContainer && typeof introContainer.destroy === 'function') { introContainer.destroy(); // Clean up intro screen elements introContainer = null; } startButton = null; // Clear button reference scoreButton = null; // Clear button reference initializeMainGame(); // Initialize and start the main game }; scoreButton.down = function () { if (gameState !== 'intro') { return; } showScoreDisplay(); }; } // Initial call to set up the intro screen when the game first loads setupIntroScreen(); // The original scoreTxt, playerCharacter, and game event handlers (down, move, up) // are removed from here as they are now part of initializeMainGame. // The old dragNode declaration was also removed as it's now global. game.update = function () { if (gameState !== 'playing') { return; // Don't run game logic if not in 'playing' state } var currentTime = Date.now(); // Spawn new terrain blocks based on music rhythm if (currentTime >= timeForNextBlockSpawn && gameState === 'playing') { var colors = Object.keys(colorMap); var randomColor = colors[Math.floor(Math.random() * colors.length)]; var noteId = colorNoteMap[randomColor]; var newBlock = new TerrainBlock(randomColor, terrainSpeed, noteId); // Position block randomly at the top within game width newBlock.x = Math.random() * (2048 - newBlock.width) + newBlock.width / 2; newBlock.y = -newBlock.height; // Start above the screen terrainBlocks.push(newBlock); game.addChild(newBlock); currentBeatInPatternIndex++; if (currentBeatInPatternIndex >= beatIntervalsPattern.length) { currentBeatInPatternIndex = 0; // Loop the pattern } timeForNextBlockSpawn = currentTime + beatIntervalsPattern[currentBeatInPatternIndex]; // Gradually increase game speed / difficulty (terrainSpeed only) terrainSpeed = Math.min(15, terrainSpeed + 0.05); } // Update and check collisions for terrain blocks // Update and check collisions for terrain blocks for (var i = terrainBlocks.length - 1; i >= 0; i--) { var block = terrainBlocks[i]; if (block.lastY === undefined) { block.lastY = block.y; } // Check if block is off-screen if (block.lastY < 2732 + block.height && block.y >= 2732 + block.height) { // Missed block - just remove it without penalty block.destroy(); terrainBlocks.splice(i, 1); continue; // Skip to next block } // Check for intersection with player character var currentIntersecting = block.intersects(playerCharacter); if (currentIntersecting) { // Collect any color block LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); // Create animation effect based on block color var animationAsset = null; if (block.color === 'Red') { animationAsset = LK.getAsset('Redanimation1', { anchorX: 0.5, anchorY: 0.5 }); } else if (block.color === 'Orange') { animationAsset = LK.getAsset('Orangeanimation1', { anchorX: 0.5, anchorY: 0.5 }); } else if (block.color === 'Yellow') { animationAsset = LK.getAsset('Yellowanimation1', { anchorX: 0.5, anchorY: 0.5 }); } else if (block.color === 'Green') { animationAsset = LK.getAsset('Greenanimation1', { anchorX: 0.5, anchorY: 0.5 }); } else if (block.color === 'Blue') { animationAsset = LK.getAsset('Blueanimation1', { anchorX: 0.5, anchorY: 0.5 }); } else if (block.color === 'Indigo') { animationAsset = LK.getAsset('Purpleanimation1', { anchorX: 0.5, anchorY: 0.5 }); } else if (block.color === 'Violet') { animationAsset = LK.getAsset('Pinkanimation1', { anchorX: 0.5, anchorY: 0.5 }); } if (animationAsset) { // Position animation at block location animationAsset.x = block.x; animationAsset.y = block.y; game.addChild(animationAsset); // Animate the animation asset tween(animationAsset, { scaleX: 3, scaleY: 3, alpha: 0, rotation: Math.PI * 2 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { animationAsset.destroy(); } }); } // Add visual feedback with scale animation on player tween(playerCharacter, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(playerCharacter, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Flash effect on collected block tween(block, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut }); // Also fade out the line if (block.line) { tween(block.line, { alpha: 0 }, { duration: 200, easing: tween.easeOut }); } // Play specific sound based on block color with smooth volume fade var sound = null; if (block.color === 'Red') { sound = LK.getSound('redsound1'); } else if (block.color === 'Orange') { sound = LK.getSound('orangesound1'); } else if (block.color === 'Yellow') { sound = LK.getSound('yellowsound1'); } else if (block.color === 'Green') { sound = LK.getSound('greensound1'); } else if (block.color === 'Blue') { sound = LK.getSound('bluesound1'); } else if (block.color === 'Indigo') { sound = LK.getSound('purplesound1'); } else if (block.color === 'Violet') { sound = LK.getSound('pinksound1'); } if (sound) { // Set initial volume to 0 for fade-in effect sound.volume = 0; sound.play(); // Tween volume from 0 to 1 over 200ms for smooth fade-in tween(sound, { volume: 1 }, { duration: 200, easing: tween.easeOut }); } block.destroy(); terrainBlocks.splice(i, 1); } block.lastY = block.y; } };
===================================================================
--- original.js
+++ change.js
@@ -1,8 +1,9 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
@@ -123,14 +124,15 @@
* start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping
* end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping
*/
//Note game dimensions are 2048x2732
-var gameState = 'intro'; // 'intro', 'playing', 'finished', 'finalScore', or 'win'
+var gameState = 'intro'; // 'intro', 'playing', 'finished', 'finalScore', 'win', or 'scores'
var introContainer = null;
var startButton = null;
var scoreButton = null;
var finalScoreScreenContainer = null; // For final score screen elements
var finalScoreTextElement = null; // For the text on final score screen
+var scoreDisplayContainer = null; // For score display screen
var gameBackground = null; // To manage the game's background image
var dragNode = null; // Centralized declaration, used by player controls
var terrainBlocks = []; // Original line
// PlayerCharacter and scoreTxt are already declared globally and initialized to null later
@@ -280,8 +282,10 @@
});
finalScoreScreenContainer.addChild(finalScoreBackgroundAsset);
finalScoreBackgroundAsset.interactive = true; // Make the background tappable
var currentScore = LK.getScore();
+ // Save the score
+ saveHighScore(currentScore);
// Add "You Lose" text
var loseText = new Text2('YOU LOSE', {
size: 180,
fill: 0xFF0000,
@@ -319,8 +323,10 @@
}
function showWinScreen() {
gameState = 'win'; // Set state to win
cleanupGameElements(); // Clean up active game elements first
+ // Save the score before showing win screen
+ saveHighScore(LK.getScore());
var winScreenContainer = new Container();
game.addChild(winScreenContainer);
// Create transparent score background
var scoreBackgroundAsset = LK.getAsset('scoreBackground', {
@@ -376,8 +382,104 @@
}
}, 500);
}
}
+function showScoreDisplay() {
+ gameState = 'scores';
+ // Clean up intro screen
+ if (introContainer && typeof introContainer.destroy === 'function') {
+ introContainer.destroy();
+ introContainer = null;
+ }
+ startButton = null;
+ scoreButton = null;
+ // Create score display container
+ scoreDisplayContainer = new Container();
+ game.addChild(scoreDisplayContainer);
+ // Add score background
+ var scoreBackgroundAsset = LK.getAsset('scoreBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ alpha: 0.9
+ });
+ scoreDisplayContainer.addChild(scoreBackgroundAsset);
+ scoreBackgroundAsset.interactive = true;
+ // Add title text
+ var titleText = new Text2('HIGH SCORES', {
+ size: 120,
+ fill: 0xFFD700,
+ align: 'center'
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 2048 / 2;
+ titleText.y = 400;
+ scoreDisplayContainer.addChild(titleText);
+ // Get stored scores or initialize
+ var highScores = storage.highScores || [];
+ // Display scores
+ var scoreY = 600;
+ if (highScores.length === 0) {
+ var noScoresText = new Text2('No scores yet!', {
+ size: 80,
+ fill: 0xFFFFFF,
+ align: 'center'
+ });
+ noScoresText.anchor.set(0.5, 0.5);
+ noScoresText.x = 2048 / 2;
+ noScoresText.y = scoreY;
+ scoreDisplayContainer.addChild(noScoresText);
+ } else {
+ // Show top 10 scores
+ var displayCount = Math.min(10, highScores.length);
+ for (var i = 0; i < displayCount; i++) {
+ var scoreText = new Text2(i + 1 + '. ' + highScores[i], {
+ size: 70,
+ fill: 0xFFFFFF,
+ align: 'center'
+ });
+ scoreText.anchor.set(0.5, 0.5);
+ scoreText.x = 2048 / 2;
+ scoreText.y = scoreY + i * 100;
+ scoreDisplayContainer.addChild(scoreText);
+ }
+ }
+ // Add back button text
+ var backText = new Text2('Tap to go back', {
+ size: 60,
+ fill: 0xFFFFFF,
+ align: 'center'
+ });
+ backText.anchor.set(0.5, 0.5);
+ backText.x = 2048 / 2;
+ backText.y = 2732 - 200;
+ scoreDisplayContainer.addChild(backText);
+ // Handle tap to go back
+ scoreBackgroundAsset.down = function () {
+ if (scoreDisplayContainer && typeof scoreDisplayContainer.destroy === 'function') {
+ scoreDisplayContainer.destroy();
+ scoreDisplayContainer = null;
+ }
+ setupIntroScreen();
+ };
+}
+function saveHighScore(score) {
+ // Get existing high scores or initialize empty array
+ var highScores = storage.highScores || [];
+ // Add new score
+ highScores.push(score);
+ // Sort in descending order
+ highScores.sort(function (a, b) {
+ return b - a;
+ });
+ // Keep only top 10 scores
+ if (highScores.length > 10) {
+ highScores = highScores.slice(0, 10);
+ }
+ // Save back to storage
+ storage.highScores = highScores;
+}
function resetToIntro() {
if (finalScoreScreenContainer && typeof finalScoreScreenContainer.destroy === 'function') {
finalScoreScreenContainer.destroy();
finalScoreScreenContainer = null;
@@ -439,10 +541,17 @@
introContainer.destroy(); // Clean up intro screen elements
introContainer = null;
}
startButton = null; // Clear button reference
+ scoreButton = null; // Clear button reference
initializeMainGame(); // Initialize and start the main game
};
+ scoreButton.down = function () {
+ if (gameState !== 'intro') {
+ return;
+ }
+ showScoreDisplay();
+ };
}
// Initial call to set up the intro screen when the game first loads
setupIntroScreen();
// The original scoreTxt, playerCharacter, and game event handlers (down, move, up)