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shrink the size by 25% of flip runner coin flip and cat ninja button, then reposition them so they fit inside the glass screen of the tube tv
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don't stop splashmusic when pressing start
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select a game should be similar to nox presents in terms of animation and graphic ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
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Move nox presents higher
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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
/**** * 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 ****/ // Game state variables // DoodleJump assets // CoinFlip assets // CatNinja assets // Sound effects // Background music 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() { 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
@@ -462,8 +462,9 @@
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() {
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