Code edit (1 edits merged)
Please save this source code
User prompt
text should use size: 100, font: "Garamond", align: "center" // Ensure text alignment is set
User prompt
inside helpButton.down handler: helpButton.down = function () { // 1) Create a parent Container for our menu UI var menuPage = new Container(); menuPage.name = "menuPageContainer"; // 2) Attach the menupage image *inside* this container var menupageImage = menuPage.attachAsset('menupage', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // 3) Position the entire container in the center of the screen menuPage.x = 1024; menuPage.y = 1500; // 4) Add the container to the game game.addChild(menuPage); // 5) Let the container sort children by zIndex menuPage.sortableChildren = true; // 6) Create your overlay text for controls var controlsText = new Text2( "Controls: Melee [Left/Right] Tap, Range [Hold], Jump [Up] Tap", { size: 50, fill: 0x000000, // If background is dark, try 0xFFFFFF fontFamily: "Arial" } ); controlsText.name = "controlsText"; controlsText.anchor.set(0.5, 0.5); // Because the container is anchored at (0,0) by default, the menupage image is at (0,0). // So controlsText at (0, -menupageImage.height/2 + someOffset) will move it near the top. controlsText.x = 0; controlsText.y = - (menupageImage.height / 2) + 80; // 7) Put text on top by giving it a large zIndex controlsText.zIndex = 9999; // 8) Add text to the container *after* menupage is attached menuPage.addChild(controlsText); // 9) Pause the game game.paused = true; // 10) Optionally let the user tap anywhere on the container to unpause and remove it menuPage.down = function () { game.paused = false; game.removeChild(menuPage); }; };
Code edit (5 edits merged)
Please save this source code
User prompt
controlsText should be created before menupage
User prompt
its still behind menupage
User prompt
it should be over menupage
User prompt
use a more bolder text for controlstext
User prompt
helpButton.down = function () { // Instantiate menupage in the center of the playspace. var menuPage = LK.getAsset('menupage', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1500 }); game.addChild(menuPage); // Create the overlay text in black. var controlsText = new Text2("Controls: Melee [Left/Right] Tap, Range [Hold], Jump [Up] Tap", { size: 50, // Increase size if still too small fill: 0x000000, // Black text fontFamily: "Arial" }); controlsText.name = "controlsText"; controlsText.anchor.set(0.5, 0.5); // Position the text near the top of the menupage. // Because menupage is anchored at 0.5,0.5, the center of the menupage is (0,0). // We subtract about half the menupage's height minus some offset to move text near the top. controlsText.x = 0; controlsText.y = - (menuPage.height / 2) + 80; menuPage.addChild(controlsText); // Pause the game. game.paused = true; // OPTIONAL: Tapping the menupage to resume game: menuPage.down = function () { game.paused = false; game.removeChild(menuPage); }; };
User prompt
display it over menupage
Code edit (2 edits merged)
Please save this source code
User prompt
lower the menu page
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 88
User prompt
when the player presses helpbutton, instantiate in the center of the playspace menupage and pausing
User prompt
Change the tint of the helpButton to white
User prompt
change the tint of the helpbutton to #00B8A9
User prompt
change the tint of the helpbutton to #FFB7D1
User prompt
change the tint of the helpbutton to #008B8B
User prompt
make helpbutton with a red tint
User prompt
i meant graphically not animating it
User prompt
make it more obvious
User prompt
add an outline to create shadow around helpbutton
User prompt
add a gray tint to helpbutton
User prompt
add a black outline to helpbutton
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Shape = Container.expand(function (options) { var self = Container.call(this); self.attachAsset('shape', { width: options.width, height: options.height, anchorX: options.anchorX || 0, anchorY: options.anchorY || 0, color: options.color || 0x66ff00, alpha: typeof options.alpha === 'number' ? options.alpha : 0 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize the paused flag. game.paused = false; // HELP MENU: // Instantiate the help button in the GUI. When pressed, it creates the help menu (menupage) // in the center of the playspace, adds overlay text for controls, and pauses the game. var helpButton = LK.getAsset('helpbutton', { anchorX: 0.0, anchorY: 0.0, x: 40, y: 150, tint: 0xFFFFFF }); LK.gui.topLeft.addChild(helpButton); helpButton.down = function () { // 1) Create a parent Container for our menu UI var menuPage = new Container(); menuPage.name = "menuPageContainer"; // 2) Attach the menupage image *inside* this container var menupageImage = menuPage.attachAsset('menupage', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // 3) Position the entire container in the center of the screen menuPage.x = 1024; menuPage.y = 1500; // 4) Add the container to the game game.addChild(menuPage); // 5) Let the container sort children by zIndex menuPage.sortableChildren = true; // 6) Create your overlay text for controls var controlsText = new Text2("Controls: \n Melee [Left/Right] Tap \n Range [Hold] \n Jump [Up] Tap", { size: 100, fill: 0x000000, // If background is dark, try 0xFFFFFF fontFamily: "Garamond", align: "center" // Ensure text alignment is set }); controlsText.name = "controlsText"; controlsText.anchor.set(0.5, 0.5); // Because the container is anchored at (0,0) by default, the menupage image is at (0,0). // So controlsText at (0, -menupageImage.height/2 + someOffset) will move it near the top. controlsText.x = 0; controlsText.y = -(menupageImage.height / 2) + 80; // 7) Put text on top by giving it a large zIndex controlsText.zIndex = 9999; // 8) Add text to the container *after* menupage is attached menuPage.addChild(controlsText); // 9) Pause the game game.paused = true; // 10) Optionally let the user tap anywhere on the container to unpause and remove it menuPage.down = function () { game.paused = false; game.removeChild(menuPage); }; }; function findChildByName(container, name) { for (var i = 0; i < container.children.length; i++) { if (container.children[i].name === name) { return container.children[i]; } } return null; } /**** * Global Variables ****/ var jumpColGlobal = null; var isPressHeld = false; var pressHoldStartTime = 0; var pressDownX = 0; var pressDownY = 0; var mouseX = 0; var mouseY = 0; game.move = function (x, y) { mouseX = x; mouseY = y; }; var projectiles = []; var score = 0; var scoreTxt; function updateScoreDisplay() { if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High Score: ' + highScore); } game.removeChild(scoreTxt); scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; game.addChild(scoreTxt); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } function createScoreText(value) { var shadow = new Text2(String(value), { size: 600, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var main = new Text2(String(value), { size: 600, fill: 0xFF69B4, fontFamily: "Arial" }); main.name = "main"; main.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(main); return container; } scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); game.addChild(scoreTxt); var highScore = storage.highScore || 0; var highScoreTxt = new Text2('High Score: ' + highScore, { size: 50, fill: 0xFFFFFF }); highScoreTxt.name = 'highScoreTxt'; highScoreTxt.anchor.set(1, 1); highScoreTxt.x = 1900; highScoreTxt.y = 2720; game.addChild(highScoreTxt); /**** * Persistent Power Helmet HUD (for filling up) ****/ var helmetMeter = 0; var helmetMeterMax = 120; var powerHelmet = new Container(); powerHelmet.name = "powerHelmet"; var helmetSprite = powerHelmet.attachAsset('helmet', { anchorX: 0.5, anchorY: 0.5 }); powerHelmet.x = 2048 - helmetSprite.width / 2 - 20; powerHelmet.y = 130; var helmetFillContainer = new Container(); helmetFillContainer.name = "helmetFillContainer"; var fillBar = new Shape({ width: helmetSprite.width * 0.05, height: 40, color: 0xFFFFFF, alpha: 1 }); fillBar.anchorX = 0; fillBar.anchorY = 0.5; fillBar.x = -helmetSprite.width / 2; fillBar.y = helmetSprite.height / 2 - 15; helmetFillContainer.addChild(fillBar); game.addChild(powerHelmet); powerHelmet.addChild(helmetFillContainer); function updateHelmetDisplay() { var fraction = helmetMeter / helmetMeterMax; if (helmetMeter <= 0) { fillBar.visible = false; } else { fillBar.visible = true; if (fraction > 1) { fraction = 1; } fillBar.width = fraction * helmetSprite.width; } } /**** * Petals ****/ var petals = []; for (var i = 0; i < 50; i++) { var petal = new Container(); petal.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 }); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petal.speedY = Math.random() * 2 + 1; petal.speedX = Math.random() * 2 - 1; petal.update = function () { this.y += this.speedY; this.x += this.speedX; if (this.y > 2732) { this.y = -50; this.x = Math.random() * 2048; } }; petals.push(petal); game.addChild(petal); } /**** * Player Setup with Custom Collision ****/ var player = new Container(); var visualContainer = new Container(); visualContainer.name = 'visual'; var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); player.addChild(visualContainer); player.x = 1024; player.y = 2732 - 250; game.addChild(player); var idleCollision = player.attachAsset('shape', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 120, alpha: 0 }); idleCollision.name = 'idleCollision'; /**** * Idle Animations ****/ function startBreathingAnimation() { tween(player, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: startBreathingAnimation }); } }); } function startTiltAnimation() { tween(player, { rotation: Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: -Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: startTiltAnimation }); } }); } }); } startBreathingAnimation(); startTiltAnimation(); /**** * Attack Collider ****/ var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); game.addChild(attackCol); attackCol.visible = false; attackCol.alpha = 0; /**** * Power-Up: Helmet HUD & Special ****/ var featherEffects = []; function spawnFeatherMove() { if (!specialIdleActive) { return; } for (var i = -2; i <= 2; i++) { var feather = new Container(); feather.attachAsset('feather', { anchorX: 0.5, anchorY: 0.5 }); feather.x = player.x + i * 50; feather.y = player.y; game.addChild(feather); featherEffects.push(feather); tween(feather, { x: feather.x + i * 500, y: feather.y + (Math.random() * 200 - 100), alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { feather.destroy(); } }); } } var helmetActive = false; var specialIdleActive = false; function activateHelmetPowerUp() { if (helmetActive) { return; } helmetActive = true; swapPlayerVisual('special_idle', player.x, player.y, visualContainer.scaleX); specialIdleActive = true; LK.getSound('warcry').play(); LK.effects.flashScreen(0xFFFFFF, 100); var shakeIntensity = 10, shakeDuration = 500; var shakeStartTime = Date.now(); var originalPosition = { x: game.x, y: game.y }; function shakeScreen() { var elapsed = Date.now() - shakeStartTime; if (elapsed < shakeDuration) { var offsetX = (Math.random() - 0.5) * shakeIntensity; var offsetY = (Math.random() - 0.5) * shakeIntensity; game.x = originalPosition.x + offsetX; game.y = originalPosition.y + offsetY; LK.setTimeout(shakeScreen, 16); } else { game.x = originalPosition.x; game.y = originalPosition.y; } } shakeScreen(); spawnFeatherMove(); LK.setTimeout(spawnFeatherMove, 1500); LK.setTimeout(spawnFeatherMove, 3000); LK.setTimeout(function () { while (featherEffects.length) { featherEffects.pop().destroy(); } specialIdleActive = false; if (!isJumping) { swapPlayerVisual('player_idle', player.x, player.y, visualContainer.scaleX, function () { startBreathingAnimation(); startTiltAnimation(); }); } LK.effects.flashScreen(0xFFFFFF, 100); helmetActive = false; helmetMeter = 0; updateHelmetDisplay(); }, 4000); } /**** * spawnEnemy and spawnShield ****/ function spawnEnemy() { var e = new Container(); var hitbox = new Shape({ width: 200, height: 209, anchorX: 0.5, anchorY: 0.5, color: 0x00FF00, alpha: 0 }); hitbox.x = 0; hitbox.y = 0; e.addChild(hitbox); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); var fromLeft = Math.random() < 0.5; e.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2; e.y = 2732 - 225; e.speedX = fromLeft ? Math.random() * 6 + 2 : -(Math.random() * 6 + 2); if (Math.abs(e.speedX) >= 6) { gfx.tint = 0xFF0000; } else if (Math.abs(e.speedX) <= 3) { gfx.tint = 0x0000FF; } gfx.scaleX = fromLeft ? 1 : -1; var baseY = e.y; function bounce() { tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } bounce(); enemies.push(e); game.addChild(e); } function spawnShield() { var shield = new Container(); var hitbox = new Shape({ width: 200, height: 209, anchorX: 0.5, anchorY: 0.5, color: 0x00FF00, alpha: 0 }); hitbox.x = 0; hitbox.y = 0; shield.addChild(hitbox); var gfx = shield.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); var fromLeft = Math.random() < 0.5; shield.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2; shield.y = 2732 - 225; shield.speedX = fromLeft ? Math.random() * 6 + 2 : -(Math.random() * 6 + 2); shield.isShield = true; gfx.tint = 0xFFD700; gfx.scaleX = fromLeft ? 1 : -1; var baseY = shield.y; function bounce() { tween(shield, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { tween(shield, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } bounce(); enemies.push(shield); game.addChild(shield); } var enemySpawnInterval = Math.random() * 1500 + 1000; var shieldSpawnInterval = 10000; LK.setInterval(spawnEnemy, enemySpawnInterval); LK.setInterval(spawnShield, shieldSpawnInterval); // (Optional: Adjust spawn speeds over time) /**** * Swap Player Sprite Function * IMPORTANT: If specialIdleActive is true and we aren’t explicitly switching to 'special_idle', * then no swap is performed. ****/ function swapPlayerVisual(newVisualId, x, y, flip, onDone) { if (specialIdleActive && newVisualId !== 'special_idle') { return; } var visualContainer = player.findChildByName('visual'); if (!visualContainer) { visualContainer = new Container(); visualContainer.name = 'visual'; player.addChild(visualContainer); } else { visualContainer.removeChildAt(0); } playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5, y: newVisualId === 'special_idle' ? -100 : 0, scaleX: newVisualId === 'special_idle' ? 1.25 : 1, scaleY: newVisualId === 'special_idle' ? 1.25 : 1 }); visualContainer.scaleX = flip; player.x = x; player.y = y; if (newVisualId === 'player_jump') { flip = Math.random() < 0.5 ? -1 : 1; visualContainer.scaleX = flip; jumpColGlobal = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2, alpha: 0 }); game.addChild(jumpColGlobal); tween(jumpColGlobal, { y: jumpColGlobal.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(jumpColGlobal, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { jumpColGlobal.destroy(); jumpColGlobal = null; } }); } }); } if (typeof onDone === 'function') { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } /**** * Input Logic ****/ // IMPORTANT: When game.paused is true (help menu active), player input is ignored. var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; game.down = function (x, y) { if (game.paused) { return; } if (isSequenceRunning || specialIdleActive) { return; } isPressHeld = true; pressHoldStartTime = Date.now(); pressDownX = x; pressDownY = y; if (y < 2732 * 2.2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + (Math.random() * 100 - 50), y: player.y + (Math.random() * 100 - 50) }); game.addChild(p); tween(p, { alpha: 0, x: p.x + (Math.random() * 200 - 100), y: p.y - Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { p.destroy(); } }); } tween(player, { y: player.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { y: 2732 - 250 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { for (var j = 0; j < 10; j++) { var pp = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + (Math.random() * 100 - 50), y: player.y + (Math.random() * 100 - 50) }); game.addChild(pp); tween(pp, { alpha: 0, x: pp.x + (Math.random() * 200 - 100), y: pp.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { pp.destroy(); } }); } isJumping = false; var landingFlip = Math.random() < 0.5 ? -1 : 1; if (specialIdleActive) { swapPlayerVisual('special_idle', 1024, 2732 - 250, landingFlip); } else { swapPlayerVisual('player_idle', 1024, 2732 - 250, landingFlip, function () { startBreathingAnimation(); startTiltAnimation(); }); } var v = player.findChildByName('visual'); if (v) { var dir = v.scaleX < 0 ? -1 : 1; tween(v, { scaleX: dir * 1.3, scaleY: 1.3 }, { duration: 30, onFinish: function onFinish() { tween(v, { scaleX: dir * 1.0, scaleY: 1.0 }, { duration: 60 }); } }); } } }); } }); return; } isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); var vis = player.findChildByName('visual'); if (vis) { tween(vis, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 30, onFinish: function onFinish() { tween(vis, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 60 }); } }); } LK.setTimeout(function () { swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); attackCol.width = 180; attackCol.height = 180; attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; LK.setTimeout(function () { if (attackCol) { attackCol.visible = false; } if (!specialIdleActive) { swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); } isSequenceRunning = false; playerState = 'idle'; }, 150); }, 150); }; /**** * Enemies Array & Spawn ****/ var enemies = []; LK.setInterval(spawnEnemy, Math.random() * 2000 + 1500); LK.setInterval(spawnShield, 15000); /**** * Projectile Logic (Throw Attack) * Note: For throw, we use only the f01 animation then immediately revert back to idle. ****/ function spawnProjectile(targetX, targetY) { var flip = targetX < player.x ? -1 : 1; swapPlayerVisual('player_attackf01', player.x, player.y, flip); var proj = new Container(); proj.attachAsset('player_throw', { anchorX: 0.5, anchorY: 0.5 }); LK.getSound('throwsnd').play(); proj.x = player.x; proj.y = player.y; var cloudSmoke = LK.getAsset('cloudsmoke', { anchorX: 0.5, anchorY: 0.5, x: proj.x, y: proj.y, alpha: 0.75 }); game.addChild(cloudSmoke); tween(cloudSmoke, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { cloudSmoke.destroy(); } }); var dx = targetX - player.x, dy = targetY - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist !== 0) { dx /= dist; dy /= dist; } var speed = 40; proj.vx = dx * speed; proj.vy = dy * speed; proj.scaleX = targetX < player.x ? -1 : 1; proj.distanceTraveled = 0; proj.maxDistance = 1000; projectiles.push(proj); game.addChild(proj); LK.setTimeout(function () { swapPlayerVisual('player_idle', player.x, player.y, flip, function () { startBreathingAnimation(); startTiltAnimation(); }); }, 300); } /**** * Coins ****/ var coins = []; function dropCoin(x, y) { var rand = Math.random(); if (rand < 0.5) { var coin = new Container(); coin.type = 'silver'; coin.attachAsset('silver_coin', { anchorX: 0.5, anchorY: 0.5 }); coin.x = x; coin.y = y; game.addChild(coin); coins.push(coin); loopCoinTween(coin, y); } else if (rand < 0.6) { var coin = new Container(); coin.type = 'gold'; coin.attachAsset('gold_coin', { anchorX: 0.5, anchorY: 0.5 }); coin.x = x; coin.y = y; game.addChild(coin); coins.push(coin); loopCoinTween(coin, y); } } /**** * Looping Tween Functions ****/ function loopCoinTween(coin, baseY) { tween(coin, { y: baseY - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(coin, { y: baseY + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { loopCoinTween(coin, baseY); } }); } }); } /**** * Enemy Hit Logic – Also fills the helmet meter ****/ function handleEnemyHit(enemy, index, attackType) { if (!enemies.includes(enemy) || enemy.hit) { return; } if (enemy.isShield && (attackType === 'melee' || attackType === 'throw')) { return; } enemy.hit = true; LK.getSound('slimedeath').play(); if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { var idx = enemies.indexOf(enemy); if (idx !== -1) { enemies.splice(idx, 1); } enemy.hit = false; enemy.destroy(); if (!enemy.coinsDropped) { dropCoin(enemy.x, enemy.y); enemy.coinsDropped = true; } if (attackType === 'melee') { helmetMeter += 5; } else if (attackType === 'throw') { helmetMeter += 5; } else if (attackType === 'special_idle') { helmetMeter += 15; } if (helmetMeter >= helmetMeterMax) { helmetMeter = helmetMeterMax; activateHelmetPowerUp(); helmetMeter = 0; } updateHelmetDisplay(); if (!enemy.scoreCounted) { if (attackType === 'melee') { score += 2; } else if (attackType === 'throw') { score += 1; } else { score++; } updateScoreDisplay(); enemy.scoreCounted = true; } } }); } }); } }); } function handleEnemyJumpHit(enemy, index) { if (!enemies.includes(enemy)) { return; } LK.getSound('boing').play(); if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { var targetX = enemy.x < 1024 ? -300 : 2048 + 300; var targetY = enemy.y - 600; tween(enemy, { x: targetX, y: targetY, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { var idx = enemies.indexOf(enemy); if (idx !== -1) { enemies.splice(idx, 1); } enemy.destroy(); if (!enemy.coinsDropped) { dropCoin(enemy.x, enemy.y); enemy.coinsDropped = true; } helmetMeter += 10; if (helmetMeter >= helmetMeterMax) { helmetMeter = helmetMeterMax; activateHelmetPowerUp(); helmetMeter = 0; } updateHelmetDisplay(); if (!enemy.scoreCounted) { score += 3; updateScoreDisplay(); enemy.scoreCounted = true; } } }); } }); } /**** * findChildByName Helper ****/ Container.prototype.findChildByName = function (name) { for (var i = 0; i < this.children.length; i++) { if (this.children[i].name === name) { return this.children[i]; } } return null; }; /**** * game.up to Reset Press ****/ game.up = function (x, y) { isPressHeld = false; pressHoldStartTime = 0; }; /**** * Main Update ****/ game.update = function () { if (game.paused) { return; } if (isPressHeld) { var holdDuration = Date.now() - pressHoldStartTime; if (holdDuration > 500) { console.log("Long press detected, spawn projectile!"); isPressHeld = false; spawnProjectile(pressDownX, pressDownY); } } for (var p = projectiles.length - 1; p >= 0; p--) { var proj = projectiles[p]; proj.x += proj.vx; proj.y += proj.vy; var stepDist = Math.sqrt(proj.vx * proj.vx + proj.vy * proj.vy); proj.distanceTraveled += stepDist; if (proj.distanceTraveled > proj.maxDistance) { projectiles.splice(p, 1); proj.destroy(); continue; } if (proj.x < -100 || proj.x > 2148 || proj.y < -100 || proj.y > 2832) { projectiles.splice(p, 1); proj.destroy(); continue; } for (var ei = enemies.length - 1; ei >= 0; ei--) { var enemy = enemies[ei]; if (proj.intersects(enemy)) { handleEnemyHit(enemy, ei, 'throw'); projectiles.splice(p, 1); proj.destroy(); break; } } } for (var f = featherEffects.length - 1; f >= 0; f--) { var feather = featherEffects[f]; for (var ei = enemies.length - 1; ei >= 0; ei--) { var enemy = enemies[ei]; if (feather.intersects(enemy)) { handleEnemyHit(enemy, ei, 'feather'); featherEffects.splice(f, 1); feather.destroy(); break; } } } for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; if (e.x < -300 || e.x > 2048 + 300) { var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) { handleEnemyJumpHit(e, i); continue; } if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i, 'melee'); } var idleCollision = player.findChildByName('idleCollision'); if (!isJumping && !attackCol.visible && idleCollision && e.intersects(idleCollision)) { if (specialIdleActive) { handleEnemyHit(e, i, 'special_idle'); continue; } else { storage.lastScore = score; LK.showGameOver(); } } } for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (!coin.collecting && Math.abs(coin.x - mouseX) < 32.5 && Math.abs(coin.y - mouseY) < 32.5) { coin.collecting = true; tween(coin, { x: scoreTxt.x, y: scoreTxt.y, alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { var index = coins.indexOf(coin); if (index !== -1) { coins.splice(index, 1); } if (coin.type === 'silver') { LK.getSound('silversnd').play(); score += 5; } else if (coin.type === 'gold') { LK.getSound('goldsnd').play(); score += 10; } updateScoreDisplay(); coin.destroy(); } }); } } // Helmet HUD: No collision logic. };
===================================================================
--- original.js
+++ change.js
@@ -61,9 +61,9 @@
game.addChild(menuPage);
// 5) Let the container sort children by zIndex
menuPage.sortableChildren = true;
// 6) Create your overlay text for controls
- var controlsText = new Text2("Controls: Melee [Left/Right] Tap, Range [Hold], Jump [Up] Tap", {
+ var controlsText = new Text2("Controls: \n Melee [Left/Right] Tap \n Range [Hold] \n Jump [Up] Tap", {
size: 100,
fill: 0x000000,
// If background is dark, try 0xFFFFFF
fontFamily: "Garamond",
high definition super nintendo background of a japanese sakura tree forest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d snes dust particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
silver coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snes white feather. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
add a wooden shield
white 3d questionmark with a shadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
caligraphy paper front facing flat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the letters 'Ready' in 3d with a japanese cartoon cherry blossom flair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
add eyebrows