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instantiate menubackground behind select a game
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play yahoo when start is pressed
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Register splash as LK.init.music(...) Play it with LK.playMusic('splashmusic', { loop:true }) Don’t immediately start another track (menuMusic) until the splash is done.
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if splashmusic finished, it should restart
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when the character-by-character reveal is finished, make it bouncy infinitely
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do that and also a Character-by-character reveal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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splash music should loop
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if splash background is visible, play and loop splashmusic
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Please fix the bug: 'Cannot set properties of undefined (setting 'stroke')' in or related to this line: 'startButton.children[1].style.stroke = 0x000000;' Line Number: 429
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make start bigger and add stroke
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move splash background a bit lower
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add stroke, boldness and shadow to NOX PRESENTS
Code edit (4 edits merged)
Please save this source code
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Move nox presents higher
Code edit (1 edits merged)
Please save this source code
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make start bigger
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position 'start' at the bottom middle of the screen and also give it an animation squash and stretch
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do it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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do it
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behind meme arcade mashup and start add splashbackground
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capture fx in an IIFE (if you must keep var): for (var i = 0; i < count; i++) { var fx = new Container(); // ... setup ... (function(fxToRemove){ LK.setTimeout(function(){ flipRunnerContainer.removeChild(fxToRemove); }, 2000); })(fx); }
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In triggerEvent(), before creating any visuals, pick a random count between 1 and 3: var count = 1 + Math.floor(Math.random() * 3); Replace single-fx code with a loop that runs count times: for (var i = 0; i < count; i++) { // ... existing fx creation & animation code ... } Inside that loop, Use the same random-position logic so each pops up independently;
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In triggerEvent(), after attachAsset and before adding fx to the container, capture the base scale: var baseSX = fx.scale.x; var baseSY = fx.scale.y; Compute a random increase between 1% and 25%: var inc = 0.01 + Math.random() * 0.24; // anywhere from 0.01 to 0.25 var scaleFactor = 1 + inc; // final multiplier Use that scaleFactor in the pulse tween: tween(fx.scale, { x: baseSX * scaleFactor, y: baseSY * scaleFactor }, { duration: 1000, yoyo: true, repeat: 1 });
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Remove the hard-coded center coordinates: // delete these lines fx.x = 1024; fx.y = 1366; Compute random positions within the game’s bounds (e.g. 0–2048 wide, 0–2732 tall): var maxX = 2048; var maxY = 2732; fx.x = Math.random() * maxX; fx.y = Math.random() * maxY; Add margins so it never spawns half-offscreen: var margin = 100; // half of your effect’s max dimension fx.x = margin + Math.random() * (maxX - margin*2); fx.y = margin + Math.random() * (maxY - margin*2);
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Create a scheduler function: function scheduleRandomEvent() { // pick a delay between 5 000 and 8 000 ms var delay = 5000 + Math.random() * 3000; LK.setTimeout(() => { triggerEvent(); scheduleRandomEvent(); // loop }, delay); } Define the event spawner: function triggerEvent() { // create a temporary sprite (use any shape or asset you like) var fx = new Container(); var gfx = fx.attachAsset('selectionButton', { anchorX: 0.5, anchorY: 0.5, width:200, height:200 }); fx.x = 1024; // center X fx.y = 1366; // center Y flipRunnerContainer.addChild(fx); // pick spin or pulse at random if (Math.random() < 0.5) { // spin for 2s tween(fx, { rotation: Math.PI*2 }, { duration:2000 }); } else { // grow & shrink for 2s tween(fx.scale, { x:1.5, y:1.5 }, { duration:1000, yoyo: true, repeat: 1 }); } // remove after 2s LK.setTimeout(() => { flipRunnerContainer.removeChild(fx); }, 2000); } Kick off the loop in the setup: function setupFlipRunner() { // ... existing setup ... scheduleRandomEvent(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore1: 0,
highScore2: 0,
highScore3: 0
});
/****
* Classes
****/
var Button = Container.expand(function (text, width, height) {
var self = Container.call(this);
var buttonShape = self.attachAsset('selectionButton', {
anchorX: 0.5,
anchorY: 0.5,
width: width || 400,
height: height || 300
});
var buttonText = new Text2(text, {
size: 50,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function () {
buttonShape.alpha = 0.7;
LK.getSound('buttonClick').play();
};
self.up = function () {
buttonShape.alpha = 1.0;
};
return self;
});
// Add prototype method for Button so Button.prototype.up can be called
// CatNinja classes
var CatPlayer = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('catPlayer', {
anchorX: 0.5,
anchorY: 0.5
});
self.score = 0;
self.lives = 3;
self.slash = function (cucumber) {
LK.getSound('slice').play();
LK.effects.flashObject(cucumber, 0xFFFFFF, 300);
self.score += 1;
return true;
};
return self;
});
// CoinFlip classes
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.isHeads = true;
self.isFlipping = false;
self.flip = function () {
if (self.isFlipping) {
return;
}
self.isFlipping = true;
LK.getSound('flip').play();
var flips = Math.floor(Math.random() * 10) + 5;
var flipDuration = 1500;
function doFlip(flipsLeft) {
if (flipsLeft <= 0) {
self.isFlipping = false;
self.isHeads = Math.random() >= 0.5;
return;
}
tween(coinGraphics, {
scaleX: 0
}, {
duration: flipDuration / (flipsLeft * 2),
onFinish: function onFinish() {
self.isHeads = !self.isHeads;
coinGraphics.tint = self.isHeads ? 0xF1C40F : 0xE67E22;
tween(coinGraphics, {
scaleX: 1
}, {
duration: flipDuration / (flipsLeft * 2),
onFinish: function onFinish() {
doFlip(flipsLeft - 1);
}
});
}
});
}
doFlip(flips);
};
return self;
});
var Cucumber = Container.expand(function () {
var self = Container.call(this);
var cucumberGraphics = self.attachAsset('cucumber', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * 5 + 5;
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
};
return self;
});
var DoodlePlatform = Container.expand(function (x, y) {
var self = Container.call(this);
var platformGraphics = self.attachAsset('doodlePlatform', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.speed = 0;
self.isMoving = Math.random() > 0.7;
if (self.isMoving) {
self.speed = Math.random() * 4 + 2;
self.direction = Math.random() > 0.5 ? 1 : -1;
platformGraphics.tint = 0xE74C3C;
}
self.update = function () {
if (self.isMoving) {
self.x += self.speed * self.direction;
if (self.x > 1900 || self.x < 150) {
self.direction *= -1;
}
}
};
return self;
});
// DoodleJump classes
var DoodlePlayer = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('doodlePlayer', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityY = 0;
self.gravity = 0.5;
self.jumpPower = -15;
self.jump = function () {
self.velocityY = self.jumpPower;
LK.getSound('jump').play();
};
self.update = function () {
self.velocityY += self.gravity;
self.y += self.velocityY;
};
return self;
});
var FlipRunnerObstacle = Container.expand(function (yPosition, speed) {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('doodlePlatform', {
anchorX: 0.5,
anchorY: 0.5,
width: 100,
height: 40
});
self.polarity = yPosition > 1366 ? -1 : 1; // Determines if obstacle is on top or bottom
self.speed = speed || 15;
self.x = 2200; // Start just off-screen
self.y = yPosition;
// Color based on polarity
obstacleGraphics.tint = self.polarity > 0 ? 0x27ae60 : 0xe74c3c;
self.update = function () {
self.x -= self.speed;
};
return self;
});
var FlipRunnerPlayer = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('catPlayer', {
anchorX: 0.5,
anchorY: 0.5
});
self.polarity = 1; // 1 for top, -1 for bottom
self.speed = 10;
self.score = 0;
self.isAlive = true;
self.flip = function () {
if (!self.isAlive) {
return;
}
self.polarity *= -1;
LK.getSound('flip').play();
// Animate the flip
tween(self, {
y: self.polarity > 0 ? 600 : 2132
}, {
duration: 300,
easing: tween.bounceOut
});
// Visual effect when flipping
tween(playerGraphics, {
rotation: self.polarity > 0 ? 0 : Math.PI
}, {
duration: 300,
easing: tween.bounceOut
});
};
self.update = function () {
self.score += 0.1;
};
self.die = function () {
if (!self.isAlive) {
return;
}
self.isAlive = false;
LK.effects.flashObject(self, 0xFF0000, 500);
};
return self;
});
var FlipRunnerTunnel = Container.expand(function () {
var self = Container.call(this);
// Top wall
var topWall = self.attachAsset('doodlePlatform', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 400
});
topWall.tint = 0x34495e;
// Bottom wall
var bottomWall = self.attachAsset('doodlePlatform', {
anchorX: 0,
anchorY: 1,
width: 2048,
height: 400
});
bottomWall.tint = 0x34495e;
bottomWall.y = 2732;
this.topWall = topWall;
this.bottomWall = bottomWall;
this.initialGap = bottomWall.y - bottomWall.height - topWall.height;
this.gap = this.initialGap;
this.shrinkRate = 0.1; // pixels per frame (tweak as desired)
this.update = function () {
// shrink the gap, but don't go below 400px
this.gap = Math.max(400, this.gap - this.shrinkRate);
// recalc each wall's height so the total gap is correct
var newWallHeight = (2732 - this.gap) / 2;
this.topWall.height = newWallHeight;
this.bottomWall.height = newWallHeight;
this.bottomWall.y = 2732; // anchorY=1 keeps it flush to bottom
// expose gap edges for collision detection
this.topY = this.topWall.height;
this.bottomY = this.bottomWall.y - this.bottomWall.height;
};
return self;
});
var HomeButton = Container.expand(function () {
var self = Container.call(this);
var buttonShape = self.attachAsset('homeButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2("HOME", {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function () {
buttonShape.alpha = 0.7;
LK.getSound('buttonClick').play();
};
self.up = function () {
buttonShape.alpha = 1.0;
switchToMainMenu();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2C3E50
});
/****
* Game Code
****/
// Background music
// Sound effects
// CatNinja assets
// CoinFlip assets
// DoodleJump assets
// Game state variables
var flipTunnel = null;
// Add prototype method for Button so Button.prototype.up can be called
Button.prototype.up = function () {
this.children[0].alpha = 1.0;
};
var currentScene = "mainMenu";
var currentGame = null;
var dragNode = null;
// Score variables
var score = 0;
var platformsPassed = 0;
// Game-specific variables
var platforms = [];
var cucumbers = [];
var coin = null;
var player = null;
var gameTimer = null;
var coinFlipGuess = null;
var coinFlipStreak = 0;
var obstacles = [];
var tunnelSpeed = 15;
var lastObstacleTime = 0;
var flipScoreText = null;
// Game backgrounds and containers
var mainMenuContainer = new Container();
var gameSelectionContainer = new Container();
var doodleJumpContainer = new Container();
var coinFlipContainer = new Container();
var catNinjaContainer = new Container();
var flipRunnerContainer = new Container();
function setupMainMenu() {
// Add splash background
var splashBackground = mainMenuContainer.attachAsset('SplashBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 100
});
// Play and loop splash music
LK.playMusic('splashmusic', {
loop: true
});
// Animate the splash background with a dance effect
function animateSplashBackground() {
// Move right and down with slight rotation
tween(splashBackground, {
x: 2048 / 2 + 30,
y: 2732 / 2 + 20,
rotation: 0.03
}, {
duration: 1800,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
// Move left and up with opposite rotation
tween(splashBackground, {
x: 2048 / 2 - 30,
y: 2732 / 2 - 20,
rotation: -0.03
}, {
duration: 1800,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
// Move center and down with slight scale change
tween(splashBackground, {
x: 2048 / 2,
y: 2732 / 2 + 15,
rotation: 0,
scaleX: 1.02,
scaleY: 1.02
}, {
duration: 1800,
easing: tween.easeInOutSine,
onFinish: function onFinish() {
// Return to original position and scale
tween(splashBackground, {
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1,
scaleY: 1
}, {
duration: 1800,
easing: tween.easeInOutSine,
onFinish: function onFinish() {
// Repeat the animation
animateSplashBackground();
}
});
}
});
}
});
}
});
}
// Start the background animation
animateSplashBackground();
// Create empty title text first
var titleText = new Text2("", {
size: 200,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 10,
fontWeight: 'bold',
dropShadow: true,
dropShadowColor: 0x000000,
dropShadowAngle: Math.PI / 4,
dropShadowDistance: 12
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 400;
// Prepare for character-by-character reveal
var fullTitleText = "NOX PRESENTS:";
var currentCharIndex = 0;
var charRevealInterval = LK.setInterval(function () {
if (currentCharIndex <= fullTitleText.length) {
titleText.setText(fullTitleText.substring(0, currentCharIndex));
currentCharIndex++;
// Add a small scale bounce effect for each new character
if (currentCharIndex > 1) {
titleText.scale.set(1.1, 1.1);
tween(titleText.scale, {
x: 1.0,
y: 1.0
}, {
duration: 200,
easing: tween.bounceOut
});
}
} else {
var _bounceTitleContinuously = function bounceTitleContinuously() {
// Bounce up
tween(titleText, {
y: 380
}, {
duration: 600,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
// Bounce down
tween(titleText, {
y: 400
}, {
duration: 600,
easing: tween.easeInOutQuad,
onFinish: _bounceTitleContinuously // Loop the animation
});
}
});
}; // Start continuous bouncing
// Animation complete, clear interval
LK.clearInterval(charRevealInterval);
// Start continuous bouncing animation
_bounceTitleContinuously();
}
}, 150); // Reveal a new character every 150ms
var startButton = new Button("START", 600, 220);
startButton.x = 2048 / 2;
startButton.y = 2732 - 300; // Position at bottom middle of screen
// Add stroke to the button text
// Make sure style object exists before setting properties
if (!startButton.children[1].style) {
startButton.children[1].style = {};
}
startButton.children[1].style.stroke = 0x000000;
startButton.children[1].style.strokeThickness = 10;
startButton.children[1].style.fontSize = 70; // Increase text size too
startButton.up = function () {
Button.prototype.up.call(this);
LK.getSound('yahoo').play();
switchToGameSelection();
};
// Add squash and stretch animation to the start button
function animateStartButton() {
// Squash (wider horizontally, shorter vertically)
tween(startButton.scale, {
x: 1.2,
y: 0.8
}, {
duration: 700,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
// Stretch (taller vertically, narrower horizontally)
tween(startButton.scale, {
x: 0.9,
y: 1.2
}, {
duration: 700,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
// Return to normal scale
tween(startButton.scale, {
x: 1.0,
y: 1.0
}, {
duration: 700,
easing: tween.easeInOutQuad,
onFinish: animateStartButton
});
}
});
}
});
}
// Start the button animation
animateStartButton();
mainMenuContainer.addChild(titleText);
mainMenuContainer.addChild(startButton);
}
function setupGameSelection() {
// Add MenuBackground behind all elements
var menuBackground = gameSelectionContainer.attachAsset('MenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 2048,
height: 2732
});
var titleText = new Text2("SELECT A GAME", {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 300;
var game1Button = new Button("Flip Runner\nPolarity Shift", 500, 350);
game1Button.x = 2048 / 2;
game1Button.y = 800;
var game2Button = new Button("Coin Flip\nChallenge", 500, 350);
game2Button.x = 2048 / 2;
game2Button.y = 1300;
var game3Button = new Button("Cat Ninja\nCucumber Escape", 500, 350);
game3Button.x = 2048 / 2;
game3Button.y = 1800;
game1Button.up = function () {
Button.prototype.up.call(this);
startFlipRunner();
};
game2Button.up = function () {
Button.prototype.up.call(this);
startCoinFlip();
};
game3Button.up = function () {
Button.prototype.up.call(this);
startCatNinja();
};
gameSelectionContainer.addChild(titleText);
gameSelectionContainer.addChild(game1Button);
gameSelectionContainer.addChild(game2Button);
gameSelectionContainer.addChild(game3Button);
}
// DoodleJump game implementation
function setupDoodleJump() {
var background = doodleJumpContainer.attachAsset('gameBackground', {
anchorX: 0,
anchorY: 0
});
var homeBtn = new HomeButton();
homeBtn.x = 150;
homeBtn.y = 100;
doodleJumpContainer.addChild(homeBtn);
var scoreText = new Text2("Score: 0", {
size: 50,
fill: 0x000000
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 50;
doodleJumpContainer.addChild(scoreText);
var highScoreText = new Text2("Best: " + storage.highScore1, {
size: 30,
fill: 0x000000
});
highScoreText.anchor.set(0.5, 0);
highScoreText.x = 2048 / 2;
highScoreText.y = 110;
doodleJumpContainer.addChild(highScoreText);
player = new DoodlePlayer();
player.x = 2048 / 2;
player.y = 2000;
doodleJumpContainer.addChild(player);
// Generate initial platforms
platforms = [];
for (var i = 0; i < 10; i++) {
var platform = new DoodlePlatform(Math.random() * 1800 + 100, 2600 - i * 250);
platforms.push(platform);
doodleJumpContainer.addChild(platform);
}
// First platform is directly under player
platforms[0].x = player.x;
platforms[0].y = player.y + 100;
platforms[0].isMoving = false;
score = 0;
platformsPassed = 0;
}
function updateDoodleJump() {
if (currentScene !== "doodleJump") {
return;
}
player.update();
// Handle platform collision
var onPlatform = false;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
platform.update();
if (player.velocityY > 0 && player.y < platform.y && player.y + player.velocityY >= platform.y - 70 && Math.abs(player.x - platform.x) < 150) {
player.y = platform.y - 70;
player.jump();
onPlatform = true;
}
}
// Handle screen wrapping for player
if (player.x < 0) {
player.x = 2048;
}
if (player.x > 2048) {
player.x = 0;
}
// Scroll the world when player gets too high
if (player.y < 1000) {
var diff = 1000 - player.y;
player.y = 1000;
// Move platforms down
for (var i = 0; i < platforms.length; i++) {
platforms[i].y += diff;
// If platform is off-screen, reposition it at the top
if (platforms[i].y > 2732) {
platforms[i].y = platforms[i].y - 2732;
platforms[i].x = Math.random() * 1800 + 100;
platforms[i].isMoving = Math.random() > 0.7;
platformsPassed++;
score = platformsPassed * 10;
}
}
}
// Handle game over if player falls off the bottom
if (player.y > 2732) {
// Update high score
if (score > storage.highScore1) {
storage.highScore1 = score;
}
LK.setScore(score);
LK.showGameOver();
}
// Update score display
var scoreText = doodleJumpContainer.children[2];
scoreText.setText("Score: " + score);
}
// CoinFlip game implementation
function setupCoinFlip() {
var background = coinFlipContainer.attachAsset('gameBackground', {
anchorX: 0,
anchorY: 0
});
var homeBtn = new HomeButton();
homeBtn.x = 150;
homeBtn.y = 100;
coinFlipContainer.addChild(homeBtn);
var titleText = new Text2("COIN FLIP CHALLENGE", {
size: 70,
fill: 0x000000
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 200;
coinFlipContainer.addChild(titleText);
var streakText = new Text2("Current Streak: 0", {
size: 50,
fill: 0x000000
});
streakText.anchor.set(0.5, 0);
streakText.x = 2048 / 2;
streakText.y = 300;
coinFlipContainer.addChild(streakText);
var highScoreText = new Text2("Best Streak: " + storage.highScore2, {
size: 30,
fill: 0x000000
});
highScoreText.anchor.set(0.5, 0);
highScoreText.x = 2048 / 2;
highScoreText.y = 360;
coinFlipContainer.addChild(highScoreText);
coin = new Coin();
coin.x = 2048 / 2;
coin.y = 900;
coinFlipContainer.addChild(coin);
var instructionText = new Text2("Select your guess before flipping", {
size: 40,
fill: 0x000000
});
instructionText.anchor.set(0.5, 0);
instructionText.x = 2048 / 2;
instructionText.y = 1200;
coinFlipContainer.addChild(instructionText);
var headsButton = new Button("HEADS", 300, 150);
headsButton.x = 2048 / 2 - 200;
headsButton.y = 1400;
coinFlipContainer.addChild(headsButton);
var tailsButton = new Button("TAILS", 300, 150);
tailsButton.x = 2048 / 2 + 200;
tailsButton.y = 1400;
coinFlipContainer.addChild(tailsButton);
var flipButton = new Button("FLIP COIN", 400, 150);
flipButton.x = 2048 / 2;
flipButton.y = 1600;
coinFlipContainer.addChild(flipButton);
var resultText = new Text2("", {
size: 60,
fill: 0x000000
});
resultText.anchor.set(0.5, 0);
resultText.x = 2048 / 2;
resultText.y = 1800;
coinFlipContainer.addChild(resultText);
headsButton.up = function () {
Button.prototype.up.call(this);
coinFlipGuess = true;
instructionText.setText("You chose: HEADS");
};
tailsButton.up = function () {
Button.prototype.up.call(this);
coinFlipGuess = false;
instructionText.setText("You chose: TAILS");
};
flipButton.up = function () {
Button.prototype.up.call(this);
if (coinFlipGuess === null) {
instructionText.setText("Please select HEADS or TAILS first!");
return;
}
if (coin.isFlipping) {
return;
}
coin.flip();
LK.setTimeout(function () {
var result = coin.isHeads;
var correct = coinFlipGuess === result;
if (correct) {
resultText.setText("CORRECT!");
if (resultText && resultText.style) {
resultText.style.fill = "#27AE60";
}
coinFlipStreak++;
LK.getSound('collect').play();
if (coinFlipStreak > storage.highScore2) {
storage.highScore2 = coinFlipStreak;
highScoreText.setText("Best Streak: " + storage.highScore2);
}
} else {
resultText.setText("WRONG! You lost your streak!");
if (resultText && resultText.style) {
resultText.style.fill = "#E74C3C";
}
LK.setScore(coinFlipStreak);
coinFlipStreak = 0;
}
streakText.setText("Current Streak: " + coinFlipStreak);
coinFlipGuess = null;
instructionText.setText("Select your guess before flipping");
}, 1500);
};
coinFlipStreak = 0;
}
// CatNinja game implementation
function setupCatNinja() {
var background = catNinjaContainer.attachAsset('gameBackground', {
anchorX: 0,
anchorY: 0
});
var homeBtn = new HomeButton();
homeBtn.x = 150;
homeBtn.y = 100;
catNinjaContainer.addChild(homeBtn);
var scoreText = new Text2("Score: 0", {
size: 50,
fill: 0x000000
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 50;
catNinjaContainer.addChild(scoreText);
var livesText = new Text2("Lives: 3", {
size: 50,
fill: 0x000000
});
livesText.anchor.set(0, 0);
livesText.x = 1600;
livesText.y = 50;
catNinjaContainer.addChild(livesText);
var highScoreText = new Text2("Best: " + storage.highScore3, {
size: 30,
fill: 0x000000
});
highScoreText.anchor.set(0.5, 0);
highScoreText.x = 2048 / 2;
highScoreText.y = 110;
catNinjaContainer.addChild(highScoreText);
var instructionText = new Text2("SWIPE TO SLASH CUCUMBERS!", {
size: 40,
fill: 0x000000
});
instructionText.anchor.set(0.5, 0);
instructionText.x = 2048 / 2;
instructionText.y = 200;
catNinjaContainer.addChild(instructionText);
player = new CatPlayer();
player.x = 2048 / 2;
player.y = 2200;
catNinjaContainer.addChild(player);
cucumbers = [];
gameTimer = LK.setInterval(function () {
spawnCucumber();
}, 1000);
}
function spawnCucumber() {
if (currentScene !== "catNinja") {
return;
}
var cucumber = new Cucumber();
cucumber.x = Math.random() * 1800 + 100;
cucumber.y = -200;
cucumbers.push(cucumber);
catNinjaContainer.addChild(cucumber);
}
function updateCatNinja() {
if (currentScene !== "catNinja") {
return;
}
for (var i = cucumbers.length - 1; i >= 0; i--) {
var cucumber = cucumbers[i];
cucumber.update();
// Remove cucumber if it goes off screen
if (cucumber.y > 2900) {
catNinjaContainer.removeChild(cucumber);
cucumbers.splice(i, 1);
// Player loses a life if cucumber not slashed
player.lives--;
catNinjaContainer.children[2].setText("Lives: " + player.lives);
if (player.lives <= 0) {
// Game over
LK.clearInterval(gameTimer);
if (player.score > storage.highScore3) {
storage.highScore3 = player.score;
}
LK.setScore(player.score);
LK.showGameOver();
}
}
}
// Update score display
var scoreText = catNinjaContainer.children[1];
if (scoreText && scoreText instanceof Text2) {
scoreText.setText("Score: " + player.score);
}
}
// Scene management functions
function switchToMainMenu() {
clearCurrentScene();
currentScene = "mainMenu";
game.addChild(mainMenuContainer);
LK.playMusic('menuMusic');
}
function switchToGameSelection() {
clearCurrentScene();
currentScene = "gameSelection";
game.addChild(gameSelectionContainer);
}
function startDoodleJump() {
clearCurrentScene();
currentScene = "doodleJump";
setupDoodleJump();
game.addChild(doodleJumpContainer);
LK.playMusic('gameMusic');
}
function startCoinFlip() {
clearCurrentScene();
currentScene = "coinFlip";
setupCoinFlip();
game.addChild(coinFlipContainer);
LK.playMusic('gameMusic');
}
function startCatNinja() {
clearCurrentScene();
currentScene = "catNinja";
setupCatNinja();
game.addChild(catNinjaContainer);
LK.playMusic('gameMusic');
}
function scheduleRandomEvent() {
// pick a delay between 5 000 and 8 000 ms
var delay = 5000 + Math.random() * 3000;
LK.setTimeout(function () {
triggerEvent();
scheduleRandomEvent(); // loop
}, delay);
}
function triggerEvent() {
// Pick a random count between 1 and 3
var count = 1 + Math.floor(Math.random() * 3);
// Create multiple effects based on count
for (var i = 0; i < count; i++) {
// create a temporary sprite for each effect
var fx = new Container();
var gfx = fx.attachAsset('selectionButton', {
anchorX: 0.5,
anchorY: 0.5,
width: 200,
height: 200
});
// Capture the base scale
var baseSX = fx.scale.x;
var baseSY = fx.scale.y;
// Calculate random position with margins for each effect
var maxX = 2048;
var maxY = 2732;
var margin = 100; // half of effect's max dimension
fx.x = margin + Math.random() * (maxX - margin * 2);
fx.y = margin + Math.random() * (maxY - margin * 2);
flipRunnerContainer.addChild(fx);
// pick spin or pulse at random
if (Math.random() < 0.5) {
// spin for 2s
tween(fx, {
rotation: Math.PI * 2
}, {
duration: 2000
});
} else {
// Compute a random increase between 1% and 25%
var inc = 0.01 + Math.random() * 0.24; // anywhere from 0.01 to 0.25
var scaleFactor = 1 + inc; // final multiplier
// grow & shrink for 2s
tween(fx.scale, {
x: baseSX * scaleFactor,
y: baseSY * scaleFactor
}, {
duration: 1000,
yoyo: true,
repeat: 1
});
}
// remove after 2s using IIFE to properly capture the fx reference
(function (fxToRemove) {
LK.setTimeout(function () {
flipRunnerContainer.removeChild(fxToRemove);
}, 2000);
})(fx);
}
}
function setupFlipRunner() {
var background = flipRunnerContainer.attachAsset('gameBackground', {
anchorX: 0,
anchorY: 0
});
background.tint = 0x2c3e50;
// Add tunnel
flipTunnel = new FlipRunnerTunnel();
flipRunnerContainer.addChild(flipTunnel);
// Add player
player = new FlipRunnerPlayer();
player.x = 500;
// Player's y position will be set in updateFlipRunner based on tunnel gap
flipRunnerContainer.addChild(player);
// HomeButton removed
var scoreText = new Text2("Score: 0", {
size: 50,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 50;
flipScoreText = scoreText;
var highScoreText = new Text2("Best: " + (storage.highScoreFlipRunner || 0), {
size: 30,
fill: 0xFFFFFF
});
highScoreText.anchor.set(0.5, 0);
highScoreText.x = 2048 / 2;
highScoreText.y = 110;
var instructionText = new Text2("TAP TO FLIP POLARITY!", {
size: 40,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.x = 2048 / 2;
instructionText.y = 200;
flipRunnerContainer.addChild(highScoreText);
flipRunnerContainer.addChild(scoreText);
flipRunnerContainer.addChild(instructionText);
// HomeButton not needed
// Initialize obstacles array
obstacles = [];
tunnelSpeed = 15;
lastObstacleTime = 0;
// Start the obstacle spawner
gameTimer = LK.setInterval(function () {
if (tunnelSpeed < 30) {
tunnelSpeed += 0.05; // Gradually increase speed
}
// Random obstacle generation
if (Date.now() - lastObstacleTime > 800) {
spawnObstacle();
lastObstacleTime = Date.now();
}
}, 100);
// Start random event scheduler
scheduleRandomEvent();
}
function startFlipRunner() {
clearCurrentScene();
currentScene = "flipRunner";
setupFlipRunner();
game.addChild(flipRunnerContainer);
LK.playMusic('gameMusic');
}
function spawnObstacle() {
if (currentScene !== "flipRunner") {
return;
}
// decide top or bottom path
var isTop = Math.random() > 0.5;
var halfObs = 20; // half of obstacle height (40/2)
var yPos = isTop ? flipTunnel.topY + halfObs : flipTunnel.bottomY - halfObs;
var obstacle = new FlipRunnerObstacle(yPos, tunnelSpeed);
obstacles.push(obstacle);
flipRunnerContainer.addChild(obstacle);
}
function updateFlipRunner() {
if (currentScene !== "flipRunner") {
return;
}
flipTunnel.update();
// reposition player to follow the shrinking tunnel
var halfPlayer = 60; // half of your catPlayer height (120/2)
player.y = player.polarity > 0 ? flipTunnel.topY + halfPlayer : flipTunnel.bottomY - halfPlayer;
// Update player
if (player && player.isAlive) {
player.update();
// Update score display
var score = Math.floor(player.score);
// Properly update the score text using global flipScoreText
if (flipScoreText) {
flipScoreText.setText("Score: " + score);
}
// Check for collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.update();
// Remove obstacles that have gone off-screen
if (obstacle.x < -100) {
flipRunnerContainer.removeChild(obstacle);
obstacles.splice(i, 1);
continue;
}
// Check for collision with player (same polarity)
if (player.intersects(obstacle) && player.polarity === obstacle.polarity) {
player.die();
// Update high score
var score = Math.floor(player.score);
if (!storage.highScoreFlipRunner || score > storage.highScoreFlipRunner) {
storage.highScoreFlipRunner = score;
var highScoreText = flipRunnerContainer.children[2];
if (highScoreText && highScoreText instanceof Text2) {
highScoreText.setText("Best: " + storage.highScoreFlipRunner);
}
}
LK.setScore(score);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
}
}
function clearCurrentScene() {
if (gameTimer) {
LK.clearInterval(gameTimer);
gameTimer = null;
}
game.removeChildren();
if (currentScene === "doodleJump") {
// Clean up doodleJump specific resources
platforms = [];
} else if (currentScene === "catNinja") {
// Clean up catNinja specific resources
cucumbers = [];
} else if (currentScene === "flipRunner") {
// Clean up flipRunner specific resources
obstacles = [];
}
}
// Input handling
game.down = function (x, y, obj) {
if (currentScene === "doodleJump") {
dragNode = player;
} else if (currentScene === "catNinja") {
// Start tracking swipe for cat ninja
dragNode = {
startX: x,
startY: y,
startTime: Date.now()
};
} else if (currentScene === "flipRunner" && player && player.isAlive) {
// Flip player polarity on tap
player.flip();
}
};
game.up = function (x, y, obj) {
if (currentScene === "catNinja" && dragNode) {
// Calculate swipe
var dx = x - dragNode.startX;
var dy = y - dragNode.startY;
var distance = Math.sqrt(dx * dx + dy * dy);
var time = Date.now() - dragNode.startTime;
// If it's a fast swipe (speed threshold)
if (distance > 100 && time < 300) {
var angle = Math.atan2(dy, dx);
// Check for cucumber slashes
for (var i = cucumbers.length - 1; i >= 0; i--) {
var cucumber = cucumbers[i];
// Simple line intersection with cucumber boundary
var hit = false;
var mx = dragNode.startX + (x - dragNode.startX) * 0.5;
var my = dragNode.startY + (y - dragNode.startY) * 0.5;
if (Math.abs(mx - cucumber.x) < 100 && Math.abs(my - cucumber.y) < 150) {
hit = true;
}
if (hit) {
player.slash(cucumber);
catNinjaContainer.removeChild(cucumber);
cucumbers.splice(i, 1);
}
}
}
}
dragNode = null;
};
game.move = function (x, y, obj) {
if (currentScene === "doodleJump" && dragNode) {
dragNode.x = x;
}
};
// Main game update loop
game.update = function () {
if (currentScene === "doodleJump") {
updateDoodleJump();
} else if (currentScene === "catNinja") {
updateCatNinja();
} else if (currentScene === "flipRunner") {
updateFlipRunner();
}
};
// Initialize game
setupMainMenu();
setupGameSelection();
switchToMainMenu(); ===================================================================
--- original.js
+++ change.js
@@ -288,14 +288,14 @@
/****
* Game Code
****/
-// Game state variables
-// DoodleJump assets
-// CoinFlip assets
-// CatNinja assets
-// Sound effects
// Background music
+// Sound effects
+// CatNinja assets
+// CoinFlip assets
+// DoodleJump assets
+// Game state variables
var flipTunnel = null;
// Add prototype method for Button so Button.prototype.up can be called
Button.prototype.up = function () {
this.children[0].alpha = 1.0;
@@ -503,8 +503,17 @@
mainMenuContainer.addChild(titleText);
mainMenuContainer.addChild(startButton);
}
function setupGameSelection() {
+ // Add MenuBackground behind all elements
+ var menuBackground = gameSelectionContainer.attachAsset('MenuBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ width: 2048,
+ height: 2732
+ });
var titleText = new Text2("SELECT A GAME", {
size: 80,
fill: 0xFFFFFF
});
a ’90s-retro living room: bean-bag, Super Nintendo wired to the tube TV, “3-in-1 Meme Games” written on-screen, while a mix of meme characters crash the couch mashing SNES controllers wired to the super nintendo. In-Game asset. 2d. High contrast. No shadows
retro tube tv with crt scan lines. add a living room background behind the tv, front facing so i can use it as a menu selection screen In-Game asset. 2d. High contrast. No shadows
pointing soyjak meme. In-Game asset. 2d. High contrast. No shadows
hedgehog running fast meme. In-Game asset. 2d. High contrast. No shadows
trollface. In-Game asset. 2d. High contrast. No shadows
doge. In-Game asset. 2d. High contrast. No shadows
fluffy tail. In-Game asset. 2d. High contrast. No shadows
pepe frog. In-Game asset. 2d. High contrast. No shadows
running pepe frog. In-Game asset. 2d. High contrast. No shadows
3d button empty. In-Game asset. 2d. High contrast. No shadows
keyboard cat meme. In-Game asset. 2d. High contrast. No shadows
shiba inu coin. In-Game asset. 2d. High contrast. No shadows