User prompt
Give lastUpdate a truthy value Right after you schedule your initial loop, mark it as “done” by assigning a real timestamp, for example: js Copy Edit if (!vaporwaveBackground.lastUpdate) { vaporwaveBackground.lastUpdate = Date.now(); // ← now truthy vaporwaveBackground.cycleTime = 8000; // ... schedule your tweens ... } That way the guard only runs once, and then your recursive cycleAlpha calls handle the continuous fading
User prompt
1) Store a direct reference to your scoreText This is the cleanest and most robust: js Copy Edit // In setupDogeDodge(), right after you create scoreText: catNinjaContainer.scoreText = scoreText; Then in update: js Copy Edit function updateDogeDodge() { // ...other code... // Update score display var scoreText = catNinjaContainer.scoreText; scoreText.setText("Score: " + player.score); }
User prompt
2) Point at the correct child index bump the index from 1 to 3: // Replace this... var scoreText = catNinjaContainer.children[1]; // ...with this: var scoreText = catNinjaContainer.children[3];
User prompt
Store a direct reference to your scoreText // In setupDogeDodge(), right after you create scoreText: catNinjaContainer.scoreText = scoreText; in update: function updateDogeDodge() { // ...other code... // Update score display var scoreText = catNinjaContainer.scoreText; scoreText.setText("Score: " + player.score); }
User prompt
the score is not updating correctly when collecting crypto
User prompt
play cashding instead of wow when collecting crypto
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: catNinjaContainer.children[2].setText is not a function' in or related to this line: 'catNinjaContainer.children[2].setText("Lives: " + player.lives);' Line Number: 2118
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: catNinjaContainer.children[2].setText is not a function' in or related to this line: 'catNinjaContainer.children[2].setText("Lives: " + player.lives);' Line Number: 2118
User prompt
Please fix the bug: 'ReferenceError: memePhrasesContainer is not defined' in or related to this line: 'memePhrasesContainer.removeChild(this);' Line Number: 2022
User prompt
Please fix the bug: 'ReferenceError: memePhrasesContainer is not defined' in or related to this line: 'memePhrasesContainer.addChild(phraseText);' Line Number: 2001
User prompt
Re-declare the container at the top of updateDogeDodge() function updateDogeDodge() { if (currentScene !== "catNinja") return; // ← Add this line: var memePhrasesContainer = catNinjaContainer.memePhrasesContainer; // ...now this will work: if (memePhrasesContainer) { for (let i = memePhrasesContainer.children.length - 1; i >= 0; i--) { const phrase = memePhrasesContainer.children[i]; if (phrase.update) phrase.update(); } } // rest of your update logic... }
User prompt
Instead of using the undefined local, change all your checks to: // Before if (!memePhrasesContainer.lastPhraseTime) { ... } // After if (!catNinjaContainer.memePhrasesContainer.lastPhraseTime) { catNinjaContainer.memePhrasesContainer.lastPhraseTime = Date.now(); ... } // and likewise everywhere you use memePhrasesContainer
User prompt
Please fix the bug: 'ReferenceError: memePhrasesContainer is not defined' in or related to this line: 'if (!memePhrasesContainer.lastPhraseTime) {' Line Number: 2090
User prompt
Please fix the bug: 'ReferenceError: memePhrasesContainer is not defined' in or related to this line: 'if (!memePhrasesContainer.lastPhraseTime) {' Line Number: 2090
User prompt
Please fix the bug: 'ReferenceError: memePhrasesContainer is not defined' in or related to this line: 'if (!memePhrasesContainer.lastPhraseTime) {' Line Number: 2089
User prompt
Please fix the bug: 'ReferenceError: vaporwaveBackground is not defined' in or related to this line: 'if (vaporwaveBackground && vaporwaveBackground.children && vaporwaveBackground.children.length > 0) {' Line Number: 2043
User prompt
Please fix the bug: 'ReferenceError: vaporwaveBackground is not defined' in or related to this line: 'if (vaporwaveBackground && vaporwaveBackground.children && vaporwaveBackground.children.length > 0) {' Line Number: 2042
User prompt
Please fix the bug: 'ReferenceError: vaporwaveBackground is not defined' in or related to this line: 'if (vaporwaveBackground && vaporwaveBackground.children && vaporwaveBackground.children.length > 0) {' Line Number: 2040
User prompt
can you do a mix of #4 and #6 4. A subtle vaporwave-style gradient that slowly shifts colors in the background 6. Occasional "wow" text or other meme phrases that fly across the screen at random intervals ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
instead of tapping the doge to change direction, make it tap anywhere on the screen
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var local = player.toLocal(obj.position);' Line Number: 2356
/**** * 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 }); // Add gradient and shadow effect to button buttonShape.tint = 0x4287f5; // Create enhanced text with shadow and better styling var buttonText = new Text2(text, { size: 50, fill: 0xFFFFFF, align: 'center', stroke: 0x000000, strokeThickness: 5, dropShadow: true, dropShadowColor: 0x000000, dropShadowAngle: Math.PI / 6, dropShadowDistance: 4 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Enhanced down effect with scale self.down = function () { buttonShape.alpha = 0.8; LK.getSound('buttonClick').play(); // Add scale effect on press tween(self.scale, { x: 0.95, y: 0.95 }, { duration: 100, easing: tween.easeOutQuad }); // Add glow effect LK.effects.flashObject(buttonShape, 0x66ccff, 300); }; // Enhanced up effect self.up = function () { buttonShape.alpha = 1.0; // Return to normal scale with slight bounce tween(self.scale, { x: 1.0, y: 1.0 }, { duration: 200, easing: tween.bounceOut }); }; 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 CryptoCoin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('crypto', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100 }); self.speed = Math.random() * 3 + 3; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); var CryptoObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('Trollface', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150 }); 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; }); // Add prototype method for Button so Button.prototype.up can be called // Doge Dodge classes var DogePlayer = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('Doge', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 200 }); self.score = 0; self.lives = 1; self.speedX = 8; // Horizontal bouncing speed self.direction = 1; // 1 for right, -1 for left self.lastX = 0; // Track last X position // Bounce movement logic self.update = function () { // Store last position self.lastX = self.x; // Move in current direction self.x += self.speedX * self.direction; // Bounce off edges if (self.x <= 100 && self.direction < 0) { self.direction = 1; self.x = 100; LK.getSound('jump').play(); LK.effects.flashObject(self, 0x00FFFF, 300); } else if (self.x >= 1948 && self.direction > 0) { self.direction = -1; self.x = 1948; LK.getSound('jump').play(); LK.effects.flashObject(self, 0x00FFFF, 300); } }; // Change direction when clicked self.down = function () { self.direction *= -1; LK.getSound('flip').play(); LK.effects.flashObject(self, 0xFFFFFF, 300); }; self.collect = function (coin) { LK.getSound('wow').play(); LK.effects.flashObject(coin, 0x00FFFF, 300); // Cyan flash for crypto self.score += 10; return true; }; self.hurt = function (obstacle) { LK.getSound('oof').play(); LK.effects.flashObject(self, 0xFF0000, 300); self.lives -= 1; return self.lives <= 0; }; 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 }); }); // 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('obstaclerunner', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100 }); // Determine if obstacle is on top (–1) or bottom (+1) self.polarity = yPosition > 1366 ? -1 : 1; self.speed = speed || 15; self.x = 2200; // start just off‐screen on the right self.y = yPosition; // Color based on polarity obstacleGraphics.tint = self.polarity > 0 ? 0x27ae60 : 0xe74c3c; // Move left each frame 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.isFlipping = false; // Track if we're in the middle of a flip self.animationActive = false; // Initialize running animation self.startRunningAnimation = function () { if (self.animationActive) { return; } self.animationActive = true; function animateRunCycle() { // Squash and stretch effect for running tween(playerGraphics.scale, { x: playerGraphics.scale.x > 0 ? 1.2 : -1.2, y: 0.8 }, { duration: 150, onFinish: function onFinish() { tween(playerGraphics.scale, { x: playerGraphics.scale.x > 0 ? 0.8 : -0.8, y: 1.2 }, { duration: 150, onFinish: function onFinish() { // Only continue animation if player is alive if (self.isAlive && self.animationActive) { animateRunCycle(); } else { // Reset to normal scale when stopped tween(playerGraphics.scale, { x: self.polarity > 0 ? -1 : 1, y: 1 }, { duration: 100 }); self.animationActive = false; } } }); } }); } // Start the animation cycle animateRunCycle(); }; self.flip = function () { if (!self.isAlive) { return; } // Don't allow flip if we're already in the middle of a flip if (self.isFlipping) { return; } self.isFlipping = true; self.polarity *= -1; LK.getSound('flip').play(); LK.getSound('jump').play(); // Store current position var startY = self.y; var targetY = self.polarity > 0 ? 600 : 2132; var midY = (startY + targetY) / 2; // Add trail effect function createTrailEffect() { var trail = new Container(); var trailGraphics = trail.attachAsset('catPlayer', { anchorX: 0.5, anchorY: 0.5, width: playerGraphics.width, height: playerGraphics.height }); // Match player's current appearance trailGraphics.scale.x = playerGraphics.scale.x; trailGraphics.scale.y = playerGraphics.scale.y; trailGraphics.rotation = playerGraphics.rotation; // Position trail at player position trail.x = self.x; trail.y = self.y; trail.alpha = 0.5; // Add to the same parent as player self.parent.addChild(trail); // Fade out and remove tween(trail, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.parent.removeChild(trail); } }); } // Create multiple trails during flip var trailTimer = LK.setInterval(createTrailEffect, 50); // Animate the flip with arc motion tween(self, { y: midY - 200 // Arc up higher than direct path }, { duration: 150, easing: tween.easeOutQuad, onFinish: function onFinish() { // Then down to destination tween(self, { y: targetY }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { // Clear trail timer when animation completes LK.clearInterval(trailTimer); // Set flipping to false to allow flipping again self.isFlipping = false; } }); } }); // Visual effect when flipping - rotate during movement tween(playerGraphics, { rotation: self.polarity > 0 ? 0 : Math.PI, scaleX: self.polarity > 0 ? -1.3 : 1.3, // Stretch a bit during flip scaleY: 0.7 }, { duration: 150, onFinish: function onFinish() { tween(playerGraphics, { scaleX: self.polarity > 0 ? -1 : 1, scaleY: 1 }, { duration: 150, easing: tween.bounceOut }); } }); }; self.update = function () { self.score += 0.1; // Invert player's X when on top side of the screen if (self.polarity > 0) { // Top side - flip X playerGraphics.scale.x = -1; } else { // Bottom side - normal X playerGraphics.scale.x = 1; } // Start running animation if not already started and player is alive if (self.isAlive && !self.animationActive) { self.startRunningAnimation(); } }; self.die = function () { if (!self.isAlive) { return; } self.isAlive = false; self.animationActive = false; LK.getSound('oof').play(); LK.getSound('oof').play(); 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 = 0xFF0000; // Start with red for rainbow effect // Create top glow effect var topGlow = self.attachAsset('doodlePlatform', { anchorX: 0, anchorY: 0, width: 2048, height: 450 }); topGlow.alpha = 0.4; topGlow.tint = 0xFF0000; // Bottom wall var bottomWall = self.attachAsset('doodlePlatform', { anchorX: 0, anchorY: 1, width: 2048, height: 400 }); bottomWall.tint = 0x0000FF; // Start with blue for contrast bottomWall.y = 2732; // Create bottom glow effect var bottomGlow = self.attachAsset('doodlePlatform', { anchorX: 0, anchorY: 1, width: 2048, height: 450 }); bottomGlow.y = 2732; bottomGlow.alpha = 0.4; bottomGlow.tint = 0x0000FF; this.topWall = topWall; this.bottomWall = bottomWall; this.topGlow = topGlow; this.bottomGlow = bottomGlow; 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 // Update glow positions and sizes to match walls this.topGlow.height = newWallHeight + 50; this.bottomGlow.height = newWallHeight + 50; this.bottomGlow.y = 2732; // expose gap edges for collision detection this.topY = this.topWall.height; this.bottomY = this.bottomWall.y - this.bottomWall.height; // Apply rainbow effect to glows var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; var now = Date.now(); var colorIndex = Math.floor(now / 100 % colors.length); var nextColorIndex = (colorIndex + 1) % colors.length; var progress = now % 100 / 100; // Calculate intermediate color between current and next var currentColor = colors[colorIndex]; var nextColor = colors[nextColorIndex]; // Extract RGB components var r1 = currentColor >> 16 & 0xFF; var g1 = currentColor >> 8 & 0xFF; var b1 = currentColor & 0xFF; var r2 = nextColor >> 16 & 0xFF; var g2 = nextColor >> 8 & 0xFF; var b2 = nextColor & 0xFF; // Interpolate between colors var r = Math.floor(r1 + (r2 - r1) * progress); var g = Math.floor(g1 + (g2 - g1) * progress); var b = Math.floor(b1 + (b2 - b1) * progress); // Create interpolated color var rainbowColor = r << 16 | g << 8 | b; // Apply to both glow effects this.topGlow.tint = rainbowColor; this.bottomGlow.tint = rainbowColor; this.topGlow.alpha = 0.8; // Increase glow visibility this.bottomGlow.alpha = 0.8; // Increase glow visibility // Bottom glow is color-shifted for variety var oppositeIndex = (colorIndex + 3) % colors.length; var oppositeNextIndex = (oppositeIndex + 1) % colors.length; var oppositeColor = colors[oppositeIndex]; var oppositeNextColor = colors[oppositeNextIndex]; // Extract RGB components for opposite var or1 = oppositeColor >> 16 & 0xFF; var og1 = oppositeColor >> 8 & 0xFF; var ob1 = oppositeColor & 0xFF; var or2 = oppositeNextColor >> 16 & 0xFF; var og2 = oppositeNextColor >> 8 & 0xFF; var ob2 = oppositeNextColor & 0xFF; // Interpolate between opposite colors var or = Math.floor(or1 + (or2 - or1) * progress); var og = Math.floor(og1 + (og2 - og1) * progress); var ob = Math.floor(ob1 + (ob2 - ob1) * progress); // Create interpolated opposite color var oppositeRainbowColor = or << 16 | og << 8 | ob; this.bottomGlow.tint = oppositeRainbowColor; }; return self; }); var HomeButton = Container.expand(function () { var self = Container.call(this); // Home button uses text only, no shape var buttonText = new Text2("", { size: 40, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function () { buttonText.alpha = 0.7; LK.getSound('buttonClick').play(); }; self.up = function () { buttonText.alpha = 1.0; switchToMainMenu(); }; return self; }); var MemeCoin = Container.expand(function () { var self = Container.call(this); // Create both sides of the coin with meme faces var headsSide = self.attachAsset('Doge', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 200 }); var tailsSide = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 200 }); // Only show heads initially tailsSide.alpha = 0; self.isHeads = true; self.isFlipping = false; self.onFlipComplete = null; // Add coin background circle var coinBg = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 220 }); // Place circle behind faces // Implement our own swapChildren since it doesn't exist function swapChildren(parent, child1, child2) { var index1 = parent.children.indexOf(child1); var index2 = parent.children.indexOf(child2); if (index1 !== -1 && index2 !== -1) { // Remove both children parent.removeChild(child1); parent.removeChild(child2); // Add them back in swapped order if (index1 < index2) { parent.addChildAt(child2, index1); parent.addChildAt(child1, index2); } else { parent.addChildAt(child1, index2); parent.addChildAt(child2, index1); } } } swapChildren(self, coinBg, headsSide); swapChildren(self, coinBg, tailsSide); // Enhanced coin flip with meme animations self.flip = function () { if (self.isFlipping) { return; } // Start countdown before flipping var countdownText = new Text2("3", { size: 300, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 16 }); countdownText.anchor.set(0.5, 0.5); self.addChild(countdownText); // Play countdown sound at 50% speed LK.getSound('countdown').play({ speed: 0.5 }); // Countdown animation with accelerated speed function countdown(num) { if (num > 0) { countdownText.setText(num.toString()); // Pulse animation for countdown - faster duration tween(countdownText.scale, { x: 1.5, y: 1.5 }, { duration: 150, // reduced from 300ms yoyo: true, repeat: 1, onFinish: function onFinish() { LK.setTimeout(function () { countdown(num - 1); }, 100); // reduced from 200ms } }); } else { countdownText.setText("FLIP!", { stroke: 0x000000, strokeThickness: 16, fill: 0xFFFFFF, size: 300 }); // Flash and scale animation for "FLIP!" - faster LK.effects.flashObject(countdownText, 0xFFFF00, 150); // reduced from 300ms tween(countdownText.scale, { x: 2, y: 2 }, { duration: 150, // reduced from 300ms onFinish: function onFinish() { LK.setTimeout(function () { self.removeChild(countdownText); self.startFlip(); }, 150); // reduced from 300ms } }); } } countdown(3); }; self.startFlip = function () { self.isFlipping = true; LK.getSound('flip').play(); // Decide the outcome upfront var finalIsHeads = Math.random() >= 0.5; // Random number of flips (more than original for drama) var flips = Math.floor(Math.random() * 10) + 8; var flipDuration = 2000; // Longer flip for more suspense // Shake screen effect LK.effects.shakeScreen(10, 500); // Initial position for bounce effect var originalY = self.y; // Make the coin bounce up first tween(self, { y: originalY - 200 }, { duration: 300, easing: tween.easeOutQuad, onFinish: function onFinish() { // Now start the flipping as coin comes down doFlip(flips); // Return to original position with bounce tween(self, { y: originalY }, { duration: 600, easing: tween.bounceOut }); } }); function doFlip(flipsLeft) { if (flipsLeft <= 0) { self.isFlipping = false; self.isHeads = finalIsHeads; // Use predetermined result // Only show the side that the coin landed on // If heads, show Doge; if tails, show coin headsSide.alpha = self.isHeads ? 1 : 0; tailsSide.alpha = self.isHeads ? 0 : 1; // Final bounce effect tween(self.scale, { x: 1.3, y: 1.3 }, { duration: 200, yoyo: true, repeat: 1, onFinish: function onFinish() { if (typeof self.onFlipComplete === 'function') { self.onFlipComplete(self.isHeads); // Re-enable all buttons after flip completes if (flipButton) { flipButton.interactive = true; } if (headsButton) { headsButton.interactive = true; } if (tailsButton) { tailsButton.interactive = true; } } } }); return; } // Calculate if we need to end on heads or tails // If we're currently showing heads and need to end on heads: need even number of flips // If we're currently showing heads and need to end on tails: need odd number of flips // If we're currently showing tails and need to end on heads: need odd number of flips // If we're currently showing tails and need to end on tails: need even number of flips var needToFlip = self.isHeads !== finalIsHeads; var needToAdjustFlips = flipsLeft % 2 === 0 && needToFlip || flipsLeft % 2 === 1 && !needToFlip; // Adjust the final flip count if needed to end on the correct side if (needToAdjustFlips) { flipsLeft += 1; } // Make coin appear to flip in 3D by scaling in X direction tween(self, { scaleX: 0 }, { duration: flipDuration / (flipsLeft * 2), onFinish: function onFinish() { // Switch sides when flat self.isHeads = !self.isHeads; headsSide.alpha = self.isHeads ? 1 : 0; tailsSide.alpha = self.isHeads ? 0 : 1; // Flip back to full width tween(self, { scaleX: 1 }, { duration: flipDuration / (flipsLeft * 2), onFinish: function onFinish() { doFlip(flipsLeft - 1); } }); } }); } }; return self; }); var MemeReaction = Container.expand(function (memeType, size) { var self = Container.call(this); // Get the appropriate asset based on type var assetId = memeType === 'doge' ? 'Doge' : memeType === 'troll' ? 'Trollface' : 'Pepe'; var memeGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: size || 300, height: size || 300 }); self.alpha = 0; // Start invisible for entrance animation // Animate entrance based on type self.show = function () { // Different animation for each meme type if (memeType === 'doge') { // Doge bounces in happily self.y -= 200; // Start above target position tween(self, { alpha: 1, y: self.y + 200 }, { duration: 500, easing: tween.bounceOut }); // Play appropriate sound LK.getSound('wow').play(); } else if (memeType === 'troll') { // Trollface slides in from side with rotation self.x += 300; // Start to the right self.rotation = Math.PI * 2; // Full rotation tween(self, { alpha: 1, x: self.x - 300, rotation: 0 }, { duration: 600, easing: tween.easeOutQuad }); // Play appropriate sound LK.getSound('bruh').play(); } else { // Pepe // Pepe fades in with a sad wobble tween(self, { alpha: 1 }, { duration: 300, onFinish: function onFinish() { // Sad wobble animation tween(self, { rotation: -0.1 }, { duration: 200, yoyo: true, repeat: 3, easing: tween.easeInOutSine }); } }); // Play appropriate sound LK.getSound('wednesday').play(); } }; // Animate exit self.hide = function (callback) { tween(self, { alpha: 0, y: self.y - 100 }, { duration: 500, easing: tween.easeInQuad, onFinish: function onFinish() { if (callback) { callback(); } self.destroy(); } }); }; return self; }); var Sanic = Container.expand(function () { var self = Container.call(this); var sanicGraphics = self.attachAsset('Sanic', { anchorX: 0.5, anchorY: 0.5 }); // Speed of Sanic's movement self.speed = 12; self.x = -100; // Start off-screen to the left // Update called every frame self.update = function () { // Initialize bobbing variables if not set if (self.bobOffset === undefined) { self.bobOffset = 0; self.bobSpeed = 0.1; self.bobAmount = 30; self.originalY = self.y; } // Update bobbing animation self.bobOffset += self.bobSpeed; self.y = self.originalY + Math.sin(self.bobOffset) * self.bobAmount; // Add slight rotation to match the bobbing movement self.rotation = Math.sin(self.bobOffset) * 0.08; // Move Sanic from left to right self.x += self.speed; // Destroy Sanic when he moves off-screen to the right if (self.x > 2148) { // 2048 + half of Sanic's width self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ // Removed homeButton shape // Game state variables // DoodleJump assets // CoinFlip assets // CatNinja assets // Sound effects // Background music var flipTunnel = null; var flipButton, headsButton, tailsButton; // Button references for coin flip game // 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 coins = []; 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 }); // Add Pointguy in front of MenuBackground var pointguy = gameSelectionContainer.attachAsset('Pointguy', { anchorX: 0.5, anchorY: 0.5, x: 465, y: 1366 }); // Add bobbing animation to Pointguy function animatePointguy() { // Bob up with stretch tween(pointguy, { y: 1100, // Move up by 50px (increased from 40px) scaleX: 0.95, // Stretch taller and thinner (reduced from 0.9) scaleY: 1.05 // Reduced from 1.1 }, { duration: 2000, easing: tween.easeInOutQuad, onFinish: function onFinish() { // Bob down with squash tween(pointguy, { y: 1850, // Down by 50px from center (increased from original position) scaleX: 1.05, // Squash wider and shorter (reduced from 1.1) scaleY: 0.95 // Reduced from 0.9 }, { duration: 2000, easing: tween.easeInOutQuad, onFinish: animatePointguy // Continue the loop }); } }); } // Start the bobbing animation animatePointguy(); // Periodically spawn Sanic running across the screen function spawnSanic() { var sanic = new Sanic(); sanic.y = 2500; // Position Sanic at a good height on screen gameSelectionContainer.addChild(sanic); // Schedule next Sanic to appear after this one leaves LK.setTimeout(spawnSanic, 4000 + Math.random() * 2000); } // Start spawning Sanic characters spawnSanic(); // Create animated title with shadow and effects var titleText = new Text2("SELECT A GAME", { size: 200, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10, fontWeight: 'bold', dropShadow: true, dropShadowColor: 0x000000, dropShadowAngle: Math.PI / 4, dropShadowDistance: 8 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 300; titleText.alpha = 0; // Animate title entrance tween(titleText, { alpha: 1, y: 250 }, { duration: 800, easing: tween.bounceOut }); // Setup continuous subtle title animation function animateTitle() { tween(titleText, { y: 270 }, { duration: 1500, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(titleText, { y: 250 }, { duration: 1500, easing: tween.easeInOutQuad, onFinish: animateTitle }); } }); } LK.setTimeout(animateTitle, 1000); // Create game selection buttons with staggered animations - 25% smaller and repositioned var game1Button = new Button("Meme Runner\nPolarity Shift", 375, 262); // 25% smaller (500*0.75=375, 350*0.75=262.5) game1Button.x = 2300; // Start off-screen game1Button.y = 1100; // Moved up slightly game1Button.alpha = 0; var game2Button = new Button("Meme Flip\nChallenge", 375, 262); // 25% smaller game2Button.x = 2300; // Start off-screen game2Button.y = 1425; // Centered vertically in the TV screen game2Button.alpha = 0; var game3Button = new Button("Meme Dodge\nSimulator", 375, 262); // 25% smaller game3Button.x = 2300; // Start off-screen game3Button.y = 1775; // Moved up slightly game3Button.alpha = 0; // Add hover/pulse effects to buttons function setupButtonAnimations(button) { // Create pulsing animation function pulseButton(btn) { tween(btn.scale, { x: 1.05, y: 1.05 }, { duration: 1000, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(btn.scale, { x: 1.0, y: 1.0 }, { duration: 1000, easing: tween.easeInOutQuad, onFinish: function onFinish() { pulseButton(btn); } }); } }); } // Start pulsing after entrance animation LK.setTimeout(function () { pulseButton(button); }, 1500); } // Animate buttons entering one after another tween(game1Button, { x: 2048 / 2 + 125, alpha: 1 }, { duration: 700, easing: tween.bounceOut, onFinish: function onFinish() { setupButtonAnimations(game1Button); // Animate second button after first tween(game2Button, { x: 2048 / 2 + 125, alpha: 1 }, { duration: 700, easing: tween.bounceOut, onFinish: function onFinish() { setupButtonAnimations(game2Button); // Animate third button after second tween(game3Button, { x: 2048 / 2 + 125, alpha: 1 }, { duration: 700, easing: tween.bounceOut, onFinish: function onFinish() { setupButtonAnimations(game3Button); } }); } }); } }); game1Button.up = function () { Button.prototype.up.call(this); // Flash button and add scale effect before starting game LK.effects.flashObject(this, 0xFFFFFF, 300); tween(this.scale, { x: 1.2, y: 1.2 }, { duration: 200, onFinish: function onFinish() { startFlipRunner(); } }); }; game2Button.up = function () { Button.prototype.up.call(this); // Flash button and add scale effect before starting game LK.effects.flashObject(this, 0xFFFFFF, 300); tween(this.scale, { x: 1.2, y: 1.2 }, { duration: 200, onFinish: function onFinish() { startCoinFlip(); } }); }; game3Button.up = function () { Button.prototype.up.call(this); // Flash button and add scale effect before starting game LK.effects.flashObject(this, 0xFFFFFF, 300); tween(this.scale, { x: 1.2, y: 1.2 }, { duration: 200, onFinish: function onFinish() { 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); } // Add screen shake effect to LK.effects namespace if (!LK.effects.shakeScreen) { LK.effects.shakeScreen = function (intensity, duration) { var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { game.x = originalX + (Math.random() * 2 - 1) * intensity; game.y = originalY + (Math.random() * 2 - 1) * intensity; }, 16); LK.setTimeout(function () { LK.clearInterval(shakeInterval); game.x = originalX; game.y = originalY; }, duration); }; } // Add rainbow flash effect to LK.effects namespace if (!LK.effects.rainbowFlash) { LK.effects.rainbowFlash = function (obj, duration) { var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; var colorIndex = 0; var originalTint = obj.tint; var flashInterval = LK.setInterval(function () { obj.tint = colors[colorIndex]; colorIndex = (colorIndex + 1) % colors.length; }, duration / colors.length); LK.setTimeout(function () { LK.clearInterval(flashInterval); obj.tint = originalTint; }, duration); }; } // CoinFlip game implementation function setupCoinFlip() { // Create animated background with floating emojis var background = coinFlipContainer.attachAsset('gameBackground', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); background.tint = 0x3498db; // Blue background // Add animated floating emoji backgrounds function createFloatingEmoji(emoji, size) { var emojiText = new Text2(emoji, { size: size || 40, fill: 0xFFFFFF, alpha: 0.3 }); emojiText.x = Math.random() * 2048; emojiText.y = Math.random() * 2732; // Random movement direction emojiText.vx = (Math.random() - 0.5) * 2; emojiText.vy = (Math.random() - 0.5) * 2; coinFlipContainer.addChild(emojiText); return emojiText; } // Create 20 random emojis in the background var emojis = ['💯', '🔥', '🤣', '👌', '💪', '😂', '✨', '🚀', '🎯', '💰']; var floatingEmojis = []; for (var i = 0; i < 20; i++) { var emoji = emojis[Math.floor(Math.random() * emojis.length)]; var size = Math.random() * 30 + 30; // Random size between 30-60 floatingEmojis.push(createFloatingEmoji(emoji, size)); } // Store emoji update function for game.update coinFlipContainer.updateEmojis = function () { for (var i = 0; i < floatingEmojis.length; i++) { var emoji = floatingEmojis[i]; emoji.x += emoji.vx; emoji.y += emoji.vy; // Bounce off edges if (emoji.x < 0 || emoji.x > 2048) { emoji.vx *= -1; } if (emoji.y < 0 || emoji.y > 2732) { emoji.vy *= -1; } // Slight rotation emoji.rotation += 0.01; } }; // Create enhanced title with meme style font var titleText = new Text2("MEME FLIP CHALLENGE", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 15, dropShadow: true, dropShadowColor: 0x000000, dropShadowDistance: 10, fontWeight: 'bold', fontStyle: 'italic' }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 150; coinFlipContainer.addChild(titleText); // Make title pulse with rainbow colors LK.setInterval(function () { // Cycle through hues titleText.tint = Math.random() * 0xFFFFFF; }, 1000); var streakText = new Text2("Current Streak: 0", { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 8, dropShadow: true }); streakText.anchor.set(0.5, 0); streakText.x = 2048 / 2; streakText.y = 280; coinFlipContainer.addChild(streakText); var highScoreText = new Text2("Best Streak: " + storage.highScore2, { size: 40, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5, dropShadow: true }); highScoreText.anchor.set(0.5, 0); highScoreText.x = 2048 / 2; highScoreText.y = 350; coinFlipContainer.addChild(highScoreText); // Use the new MemeCoin instead of regular Coin coin = new MemeCoin(); coin.x = 2048 / 2; coin.y = 900; coinFlipContainer.addChild(coin); var instructionText = new Text2("Select your guess before flipping", { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 6, dropShadow: true }); instructionText.anchor.set(0.5, 0); instructionText.x = 2048 / 2; instructionText.y = 1200; coinFlipContainer.addChild(instructionText); // Create meme-styled buttons with "HEADZ" and "TAILZ" headsButton = new Button("HEADZ", 350, 180); headsButton.x = 2048 / 2 - 230; headsButton.y = 1400; headsButton.children[0].tint = 0xF1C40F; // Gold color for heads coinFlipContainer.addChild(headsButton); tailsButton = new Button("TAILZ", 350, 180); tailsButton.x = 2048 / 2 + 230; tailsButton.y = 1400; tailsButton.children[0].tint = 0xE74C3C; // Red color for tails coinFlipContainer.addChild(tailsButton); flipButton = new Button("FLIP IT!!1!", 450, 180); flipButton.x = 2048 / 2; flipButton.y = 1600; flipButton.children[0].tint = 0x2ECC71; // Green color for flip coinFlipContainer.addChild(flipButton); var resultText = new Text2("", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10, dropShadow: true, dropShadowDistance: 8 }); resultText.anchor.set(0.5, 0); resultText.x = 2048 / 2; resultText.y = 1800; coinFlipContainer.addChild(resultText); // Container for meme reactions var memeContainer = new Container(); memeContainer.x = 2048 / 2; memeContainer.y = 650; coinFlipContainer.addChild(memeContainer); // Container for streak bonus effects var streakBonusContainer = new Container(); streakBonusContainer.x = 2048 / 2; streakBonusContainer.y = 500; coinFlipContainer.addChild(streakBonusContainer); headsButton.up = function () { Button.prototype.up.call(this); // Don't do anything if coin is currently flipping if (coin.isFlipping) { return; } coinFlipGuess = true; instructionText.setText("You chose: HEADZ"); // Flash button for selection feedback LK.effects.flashObject(this, 0xF1C40F, 300); }; tailsButton.up = function () { Button.prototype.up.call(this); // Don't do anything if coin is currently flipping if (coin.isFlipping) { return; } coinFlipGuess = false; instructionText.setText("You chose: TAILZ"); // Flash button for selection feedback LK.effects.flashObject(this, 0xE74C3C, 300); }; flipButton.up = function () { Button.prototype.up.call(this); // If already flipping, don't do anything if (coin.isFlipping) { return; } // If no guess selected, show error message if (coinFlipGuess === null) { instructionText.setText("PICK HEADZ OR TAILZ FIRST, BRUH!!"); // Shake text for emphasis tween(instructionText, { x: 2048 / 2 + 10 }, { duration: 50, yoyo: true, repeat: 5 }); return; } // Clear any existing meme reactions memeContainer.removeChildren(); // Flash button when pressed LK.effects.flashObject(this, 0x2ECC71, 300); // Start the enhanced coin flip coin.flip(); // Disable all buttons while flipping flipButton.interactive = false; headsButton.interactive = false; tailsButton.interactive = false; // Use onFlipComplete handler instead of setTimeout coin.onFlipComplete = function (result) { var correct = coinFlipGuess === result; // Clear any previous meme reactions memeContainer.removeChildren(); if (correct) { resultText.setText("CORRECT!"); if (resultText && resultText.style) { resultText.style.fill = "#27AE60"; } coinFlipStreak++; // Always play wow sound when guessing correctly LK.getSound('wow').play(); // Show Pointguy meme reaction var pointguyReaction = memeContainer.attachAsset('Pointguy', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 400 }); // Position Pointguy to the left of the coin pointguyReaction.x = -400; // Position to the left of Doge/Tailz instead of above pointguyReaction.y = 0; // At the same level as the coin pointguyReaction.alpha = 0; // Start invisible tween(pointguyReaction, { alpha: 1 // Fade in }, { duration: 500, easing: tween.bounceOut }); // Add text bubble with meme saying var textBubble = new Text2("CORRECT!! NICE GUESS!", { size: 40, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); textBubble.anchor.set(0.5, 0); textBubble.x = 0; textBubble.y = -250; pointguyReaction.addChild(textBubble); // Check for streak bonus at 3 correct flips if (coinFlipStreak % 3 === 0 && coinFlipStreak > 0) { // Epic streak celebration LK.setTimeout(function () { // Clear existing bonus effects streakBonusContainer.removeChildren(); // Create rainbow text var epicStreakText = new Text2("EPIC STREAK: " + coinFlipStreak + "!", { size: 100, fill: 0xFFFF00, stroke: 0xFF00FF, strokeThickness: 10 }); epicStreakText.anchor.set(0.5, 0.5); streakBonusContainer.addChild(epicStreakText); // Rainbow color cycle animation var hue = 0; var colorInterval = LK.setInterval(function () { hue = (hue + 0.05) % 1; // Manually interpolate colors since tween doesn't have interpolateColor method var r1 = 0xFF0000 >> 16 & 0xFF; var g1 = 0xFF0000 >> 8 & 0xFF; var b1 = 0xFF0000 & 0xFF; var r2 = 0x00FF00 >> 16 & 0xFF; var g2 = 0x00FF00 >> 8 & 0xFF; var b2 = 0x00FF00 & 0xFF; var r = Math.floor(r1 + (r2 - r1) * hue); var g = Math.floor(g1 + (g2 - g1) * hue); var b = Math.floor(b1 + (b2 - b1) * hue); epicStreakText.tint = r << 16 | g << 8 | b; }, 50); // Make text grow and then shrink tween(epicStreakText.scale, { x: 1.5, y: 1.5 }, { duration: 1000, yoyo: true, repeat: 1, onFinish: function onFinish() { // Fade out and remove after effect completes LK.setTimeout(function () { LK.clearInterval(colorInterval); tween(epicStreakText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { streakBonusContainer.removeChildren(); } }); }, 1000); } }); // Add dab animation on high streak var dabPepe = new MemeReaction('doge', 200); dabPepe.x = 300; dabPepe.y = 0; streakBonusContainer.addChild(dabPepe); dabPepe.show(); // Shake screen for emphasis LK.effects.shakeScreen(10, 500); }, 1000); } if (coinFlipStreak > storage.highScore2) { storage.highScore2 = coinFlipStreak; highScoreText.setText("Best Streak: " + storage.highScore2); // Flash high score LK.effects.flashObject(highScoreText, 0xFFD700, 1000); } } else { resultText.setText("WRONG! Streak wrecked!"); if (resultText && resultText.style) { resultText.style.fill = "#E74C3C"; } // Play failure sound LK.getSound('bruh').play(); // Show different meme reactions based on streak length if (coinFlipStreak >= 3) { // Show sad Pepe for losing a good streak var pepeReaction = new MemeReaction('pepe', 300); pepeReaction.x = 0; pepeReaction.y = 0; memeContainer.addChild(pepeReaction); pepeReaction.show(); // Add crying text var sadText = new Text2("Streak of " + coinFlipStreak + " gone...", { size: 40, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); sadText.anchor.set(0, 0); sadText.x = 100; sadText.y = -100; pepeReaction.addChild(sadText); } else { // Show trollface for short streaks var trollReaction = new MemeReaction('troll', 300); trollReaction.x = 0; trollReaction.y = 0; memeContainer.addChild(trollReaction); trollReaction.show(); // Add u mad text var madText = new Text2("U mad?", { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); madText.anchor.set(0, 0); madText.x = 100; madText.y = -100; trollReaction.addChild(madText); } LK.setTimeout(function () { LK.setScore(coinFlipStreak); LK.showGameOver(); }, 2000); coinFlipStreak = 0; // Shake screen on failure LK.effects.shakeScreen(15, 500); } streakText.setText("Current Streak: " + coinFlipStreak); coinFlipGuess = null; instructionText.setText("Select your guess before flipping"); // Auto-hide meme reaction after delay LK.setTimeout(function () { // Clear meme container - works for both MemeReaction instances and Pointguy memeContainer.removeChildren(); }, 3000); }; }; coinFlipStreak = 0; } // CatNinja game implementation function setupDogeDodge() { // Create vaporwave gradient background catNinjaContainer.vaporwaveBackground = new Container(); var vaporwaveBackground = catNinjaContainer.vaporwaveBackground; vaporwaveBackground.y = 0; vaporwaveBackground.x = 0; // Initialize memePhrasesContainer catNinjaContainer.memePhrasesContainer = new Container(); var memePhrasesContainer = catNinjaContainer.memePhrasesContainer; // Create gradient layers with different colors var colors = [0xff71ce, // hot pink 0x01cdfe, // bright blue 0x05ffa1, // bright green 0xb967ff, // purple 0xfffb96 // light yellow ]; // Create multiple gradient rectangles for (var i = 0; i < colors.length; i++) { var gradientLayer = vaporwaveBackground.attachAsset('gameBackground', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); gradientLayer.tint = colors[i]; gradientLayer.alpha = 0.0; // Start transparent for animation } // Add background as first child (behind everything) catNinjaContainer.addChildAt(vaporwaveBackground, 0); // Make vaporwaveBackground accessible globally catNinjaContainer.vaporwaveBackground = vaporwaveBackground; // Initialize variables for meme phrases catNinjaContainer.memePhrasesContainer = new Container(); var memePhrasesContainer = catNinjaContainer.memePhrasesContainer; catNinjaContainer.addChild(memePhrasesContainer); var homeBtn = new HomeButton(); homeBtn.x = 150; homeBtn.y = 100; catNinjaContainer.addChild(homeBtn); var scoreText = new Text2("Score: 0", { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2; scoreText.y = 50; catNinjaContainer.addChild(scoreText); // Lives UI removed for increased difficulty var highScoreText = new Text2("Best: " + storage.highScore3, { size: 30, fill: 0xFFFFFF }); highScoreText.anchor.set(0.5, 0); highScoreText.x = 2048 / 2; highScoreText.y = 110; catNinjaContainer.addChild(highScoreText); var instructionText = new Text2("TAP ANYWHERE TO CHANGE DIRECTION. DODGE OBSTACLES, COLLECT COINS!", { size: 40, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.x = 2048 / 2; instructionText.y = 200; catNinjaContainer.addChild(instructionText); // Add vaporwave styling to instructions LK.setTimeout(function () { tween(instructionText, { alpha: 0.7 }, { duration: 1000, easing: tween.easeInOutSine, yoyo: true, repeat: 3 }); }, 1000); player = new DogePlayer(); player.x = 2048 / 2; player.y = 2200; catNinjaContainer.addChild(player); cucumbers = []; coins = []; // Spawn both obstacles and coins gameTimer = LK.setInterval(function () { if (Math.random() < 0.7) { spawnObstacle(); } else { spawnCoin(); } }, 800); } function spawnObstacle() { if (currentScene !== "catNinja") { return; } var obstacle = new CryptoObstacle(); obstacle.x = Math.random() * 1800 + 100; obstacle.y = -200; cucumbers.push(obstacle); catNinjaContainer.addChild(obstacle); } function spawnCoin() { if (currentScene !== "catNinja") { return; } var coin = new CryptoCoin(); coin.x = Math.random() * 1800 + 100; coin.y = -200; coins.push(coin); catNinjaContainer.addChild(coin); } // Function to spawn flying meme phrases function spawnMemePhrase() { if (currentScene !== "catNinja") { return; } // Array of popular meme phrases var phrases = ["WOW!", "SUCH DODGE!", "VERY SKILL!", "MUCH GAME!", "SO AMAZE!", "EPIC WIN!", "YAAAAAS!", "TO THE MOON!", "STONKS!", "BIG MOOD", "NO CAP!", "THIS IS FINE.", "DEAL WITH IT", "YEET!", "DOGE POWER!", "MUCH SPEED!", "VERY CRYPTO!", "POGGERS!", "LOL", "GET REKT!", "SUCH AMAZING", "WOKE", "VIBES"]; // Select random phrase var phrase = phrases[Math.floor(Math.random() * phrases.length)]; // Create text with random styling var textSize = 40 + Math.floor(Math.random() * 60); // Size between 40-100 var colors = [0xFF71CE, 0x01CDFE, 0x05FFA1, 0xB967FF, 0xFFFF00, 0xFF00FF]; var fillColor = colors[Math.floor(Math.random() * colors.length)]; var strokeColor = colors[Math.floor(Math.random() * colors.length)]; var phraseText = new Text2(phrase, { size: textSize, fill: fillColor, stroke: strokeColor, strokeThickness: 4, fontWeight: Math.random() > 0.5 ? 'bold' : 'normal', fontStyle: Math.random() > 0.7 ? 'italic' : 'normal' }); // Set anchor point for rotation phraseText.anchor.set(0.5, 0.5); // Position randomly var startY = 200 + Math.random() * (2732 - 400); phraseText.x = -300; // Start off-screen left phraseText.y = startY; // Add to container catNinjaContainer.memePhrasesContainer.addChild(phraseText); // Random movement parameters var speed = 5 + Math.random() * 10; var rotationSpeed = (Math.random() - 0.5) * 0.05; var updownAmount = Math.random() * 50; var updownSpeed = Math.random() * 0.1; // Initial properties phraseText.speed = speed; phraseText.rotationSpeed = rotationSpeed; phraseText.updownAmount = updownAmount; phraseText.updownSpeed = updownSpeed; phraseText.updownOffset = Math.random() * Math.PI * 2; // Random starting phase phraseText.initialY = startY; // Add update function phraseText.update = function () { this.x += this.speed; this.y = this.initialY + Math.sin(this.updownOffset) * this.updownAmount; this.updownOffset += this.updownSpeed; this.rotation += this.rotationSpeed; // Remove when off-screen if (this.x > 2348) { catNinjaContainer.memePhrasesContainer.removeChild(this); } }; // Animate entrance with flair tween(phraseText.scale, { x: 1.5, y: 1.5 }, { duration: 300, yoyo: true, repeat: 1, easing: tween.bounceOut }); // Add brief flash effect LK.effects.flashObject(phraseText, 0xFFFFFF, 300); // Play wow sound occasionally if (Math.random() < 0.3) { LK.getSound('wow').play(); } } function updateDogeDodge() { if (currentScene !== "catNinja") { return; } // Re-declare memePhrasesContainer at the top of the function var memePhrasesContainer = catNinjaContainer.memePhrasesContainer; // Animate vaporwave background - cycle through gradient colors var vaporwaveBackground = catNinjaContainer.vaporwaveBackground; if (vaporwaveBackground && vaporwaveBackground.children && vaporwaveBackground.children.length > 0) { // Initialize animation data if not already done if (!vaporwaveBackground.lastUpdate) { vaporwaveBackground.lastUpdate = 0; vaporwaveBackground.cycleTime = 8000; // 8 seconds for full cycle // Start color cycling animation for (var i = 0; i < vaporwaveBackground.children.length; i++) { var layer = vaporwaveBackground.children[i]; var delay = i * 300; // Stagger the animations // Cycle through different alphas for each layer tween(layer, { alpha: 0.4 + Math.random() * 0.3 }, { duration: 2000 + i * 500, easing: tween.easeInOutSine, onFinish: function (layerIndex) { return function () { // Create continuous animations with different durations var _cycleAlpha = function cycleAlpha(layer, min, max) { tween(layer, { alpha: min + Math.random() * 0.2 }, { duration: 2000 + Math.random() * 2000, easing: tween.easeInOutSine, onFinish: function onFinish() { tween(layer, { alpha: max - Math.random() * 0.2 }, { duration: 2000 + Math.random() * 2000, easing: tween.easeInOutSine, onFinish: function onFinish() { _cycleAlpha(layer, min, max); } }); } }); }; // Each layer gets a different alpha range _cycleAlpha(vaporwaveBackground.children[layerIndex], 0.2 + layerIndex * 0.05, 0.5 - layerIndex * 0.03); }; }(i) }); } } // Every so often, spawn a meme phrase if (!catNinjaContainer.memePhrasesContainer.lastPhraseTime) { catNinjaContainer.memePhrasesContainer.lastPhraseTime = Date.now(); catNinjaContainer.memePhrasesContainer.phraseInterval = 2000 + Math.random() * 3000; // 2-5 seconds } // Check if it's time to spawn a new phrase if (Date.now() - catNinjaContainer.memePhrasesContainer.lastPhraseTime > catNinjaContainer.memePhrasesContainer.phraseInterval) { spawnMemePhrase(); catNinjaContainer.memePhrasesContainer.lastPhraseTime = Date.now(); catNinjaContainer.memePhrasesContainer.phraseInterval = 2000 + Math.random() * 3000; // 2-5 seconds } } // Update player movement player.update(); // Update and check collisions with obstacles for (var i = cucumbers.length - 1; i >= 0; i--) { var obstacle = cucumbers[i]; obstacle.update(); // Check for collision with player if (player.intersects(obstacle)) { // Player got hit by obstacle catNinjaContainer.removeChild(obstacle); cucumbers.splice(i, 1); var gameOver = player.hurt(obstacle); catNinjaContainer.children[2].setText("Lives: " + player.lives); if (gameOver) { // Game over LK.clearInterval(gameTimer); if (player.score > storage.highScore3) { storage.highScore3 = player.score; } LK.setScore(player.score); LK.showGameOver(); } continue; } // Remove obstacle if it goes off screen if (obstacle.y > 2900) { catNinjaContainer.removeChild(obstacle); cucumbers.splice(i, 1); } } // Update and check collisions with coins for (var j = coins.length - 1; j >= 0; j--) { var coin = coins[j]; coin.update(); // Check for collision with player if (player.intersects(coin)) { // Player collected coin player.collect(coin); catNinjaContainer.removeChild(coin); coins.splice(j, 1); continue; } // Remove coin if it goes off screen if (coin.y > 2900) { catNinjaContainer.removeChild(coin); coins.splice(j, 1); } } // Update score display var scoreText = catNinjaContainer.children[1]; if (scoreText && scoreText instanceof Text2) { scoreText.setText("Score: " + player.score); } // Update all meme phrases if (memePhrasesContainer) { for (var i = memePhrasesContainer.children.length - 1; i >= 0; i--) { var phrase = memePhrasesContainer.children[i]; if (phrase.update) { phrase.update(); } } } } // Scene management functions function switchToMainMenu() { clearCurrentScene(); currentScene = "mainMenu"; game.addChild(mainMenuContainer); LK.playMusic('menuMusic'); } function switchToGameSelection() { clearCurrentScene(); currentScene = "gameSelection"; game.addChild(gameSelectionContainer); // Add a flash effect for transition LK.effects.flashScreen(0xFFFFFF, 500); // Play transition sound LK.getSound('buttonClick').play(); // Don't start menu music - keep splash music playing } 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"; setupDogeDodge(); 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() { // Play buzzer sound when random event happens LK.getSound('buzzer').play(); // 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 with a random meme asset var fx = new Container(); // Use one of three meme assets randomly (Doge, Trollface, or Pepe) var memeAssets = ['Doge', 'Trollface', 'Pepe']; var randomMeme = memeAssets[Math.floor(Math.random() * memeAssets.length)]; // Generate random size between 100 and 300 var randomSize = 100 + Math.floor(Math.random() * 200); var gfx = fx.attachAsset(randomMeme, { anchorX: 0.5, anchorY: 0.5, width: randomSize, height: randomSize }); // 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, width: 2048, height: 2732 }); background.tint = 0x000000; // Black background // Create container for stars var starsContainer = new Container(); flipRunnerContainer.addChild(starsContainer); // Function to create a rainbow star function createStar() { var star = new Container(); // Random star size between 5 and 20 var starSize = 5 + Math.random() * 15; // Random rainbow color var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; // Create star shape var starGfx = star.attachAsset('selectionButton', { anchorX: 0.5, anchorY: 0.5, width: starSize, height: starSize }); starGfx.tint = randomColor; // Set initial position star.x = 2048 + starSize; star.y = Math.random() * 2732; // Set star speed star.speed = 5 + Math.random() * 10; // Add to container starsContainer.addChild(star); return star; } // Initialize stars var stars = []; for (var i = 0; i < 20; i++) { var star = createStar(); // Distribute stars across the screen initially star.x = Math.random() * 2048; stars.push(star); } // Star generation interval var starInterval = LK.setInterval(function () { if (stars.length < 30) { // Limit number of stars var star = createStar(); stars.push(star); } }, 500); // Star update function flipRunnerContainer.updateStars = function () { for (var i = stars.length - 1; i >= 0; i--) { var star = stars[i]; star.x -= star.speed; // Remove stars that go off screen if (star.x < -20) { starsContainer.removeChild(star); stars.splice(i, 1); } // Slight rotation for twinkling effect star.rotation += 0.02; // Cycle through rainbow colors if (Math.random() < 0.02) { var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; star.children[0].tint = colors[Math.floor(Math.random() * colors.length)]; } } }; // Add tunnel with rainbow road effect flipTunnel = new FlipRunnerTunnel(); flipRunnerContainer.addChild(flipTunnel); // Add rainbow glow effect to tunnel walls var colorIndices = [0, 1, 2, 3, 4, 5, 6]; var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; var colorIndex = 0; var colorInterval = LK.setInterval(function () { // Cycle through colors colorIndex = (colorIndex + 1) % colors.length; // Update top and bottom wall colors tween(flipTunnel.topWall, { tint: colors[colorIndices[colorIndex]] }, { duration: 300 }); // Use a different color for bottom wall for more rainbow effect tween(flipTunnel.bottomWall, { tint: colors[(colorIndices[colorIndex] + 3) % colors.length] }, { duration: 300 }); // Rotate color indices to create flowing rainbow effect colorIndices.push(colorIndices.shift()); }, 200); // 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; // Function to spawn obstacles function spawnObstacle() { if (currentScene !== "flipRunner" || !player || !player.isAlive) { return; } // Initialize last spawn position if not set if (spawnObstacle.lastPosition === undefined) { spawnObstacle.lastPosition = "bottom"; } // Alternate between top and bottom walls var obstacleY; if (spawnObstacle.lastPosition === "bottom") { // Place on top wall obstacleY = flipTunnel.topY + Math.random() * 200 + 50; spawnObstacle.lastPosition = "top"; } else { // Place on bottom wall obstacleY = flipTunnel.bottomY - Math.random() * 200 - 50; spawnObstacle.lastPosition = "bottom"; } // Create a single obstacle 25% bigger than normal var obstacle = new FlipRunnerObstacle(obstacleY, tunnelSpeed); // Make it 25% bigger obstacle.scale.set(1.25, 1.25); obstacles.push(obstacle); flipRunnerContainer.addChild(obstacle); // Play a sound effect for obstacle spawn if (Math.random() < 0.3) {} } // 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 updateFlipRunner() { if (currentScene !== "flipRunner") { return; } flipTunnel.update(); // Update rainbow stars if (flipRunnerContainer.updateStars) { flipRunnerContainer.updateStars(); } // 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 = []; coins = []; } else if (currentScene === "flipRunner") { // Clean up flipRunner specific resources obstacles = []; // Clear star interval if it exists if (starInterval) { LK.clearInterval(starInterval); starInterval = null; } // Clear rainbow color cycling interval if (colorInterval) { LK.clearInterval(colorInterval); colorInterval = null; } // Remove any references to tunnel flipTunnel = null; } } // Input handling game.down = function (x, y, obj) { if (currentScene === "doodleJump") { dragNode = player; } else if (currentScene === "catNinja") { // Change direction when tapping anywhere on screen if (player) { player.down(); } } else if (currentScene === "flipRunner" && player && player.isAlive) { // Flip player polarity on tap player.flip(); } }; game.up = function (x, y, obj) { if (currentScene === "catNinja" && dragNode) { // We no longer need to check for swipes in Doge Dodge } dragNode = null; }; game.move = function (x, y, obj) { if (currentScene === "doodleJump" && dragNode) { dragNode.x = x; } else if (currentScene === "catNinja") { // We no longer use drag movement } }; // Main game update loop game.update = function () { if (currentScene === "doodleJump") { updateDoodleJump(); } else if (currentScene === "catNinja") { updateDogeDodge(); } else if (currentScene === "flipRunner") { updateFlipRunner(); } else if (currentScene === "coinFlip") { // Update floating emoji backgrounds if (coinFlipContainer.updateEmojis) { coinFlipContainer.updateEmojis(); } } else if (currentScene === "gameSelection" || currentScene === "mainMenu") { // Update all Sanic instances in menu screens for (var i = 0; i < gameSelectionContainer.children.length; i++) { var child = gameSelectionContainer.children[i]; if (child instanceof Sanic) { child.update(); } } } }; // Initialize game setupMainMenu(); setupGameSelection(); switchToMainMenu();
===================================================================
--- original.js
+++ change.js
@@ -1983,9 +1983,9 @@
this.updownOffset += this.updownSpeed;
this.rotation += this.rotationSpeed;
// Remove when off-screen
if (this.x > 2348) {
- memePhrasesContainer.removeChild(this);
+ catNinjaContainer.memePhrasesContainer.removeChild(this);
}
};
// Animate entrance with flair
tween(phraseText.scale, {
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