User prompt
Fiz it
User prompt
Disable the ability to attack and jump when player is special idle
User prompt
Please fix the bug: 'Timeout.tick error: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(10, 500); // Small screen shake effect' Line Number: 436
User prompt
Please fix the bug: 'TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(shakeScreen);' Line Number: 415
User prompt
Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(10, 500); // Small screen shake effect' Line Number: 400
User prompt
Add a white flash and small screen shake when switching to and back from special idle
User prompt
Make special idle last one more seconds
User prompt
play warcry sound when collecting helmet
Code edit (4 edits merged)
Please save this source code
User prompt
play warcry sound when collecting helmet
Code edit (1 edits merged)
Please save this source code
User prompt
spawn helmet every 20 seconds
User prompt
make sure helmet always spawns near the 2/3 of the playspace and scale in pulses by 50 %on top of floating
User prompt
make the feathers fly not only horizontally but add a little bit of verticality
User prompt
scale special_idle up by 25%
User prompt
there should be more feathers and they should also kill enemys if they intersect
User prompt
Introducing a dedicated flag (e.g., specialIdleActive) that you set and unset when swapping assets, or Using the updated visual container’s properties (making sure you reference the child that holds the new asset)
Code edit (2 edits merged)
Please save this source code
User prompt
doesn't work, when an enemy intersected with special_idle the game over was triggered
Code edit (1 edits merged)
Please save this source code
User prompt
any enemy who touches special_idle should die
User prompt
i'm not sure what feather effect is but ideally its a powerful attack where feathers are spawn on either side of the character and fly towards the exteriors of the playspace
User prompt
move it higher again
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move special_idle higher
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if i mouse over helmet to collect it nothing happens, it doesn't seem to work, can you fix it
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Basic Shape class (so "Shape" is defined) 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 // invisible shape }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Utility: findChildByName ****/ 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; // For projectile input tracking var isPressHeld = false; var pressHoldStartTime = 0; var pressDownX = 0; var pressDownY = 0; // Global mouse coordinates var mouseX = 0; var mouseY = 0; game.move = function (x, y) { mouseX = x; mouseY = y; }; // Score setup var score = 0; var scoreTxt; function updateScoreDisplay() { if (score > highScore) { highScore = score; storage.set('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); // High score display var highScore = storage.get('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); /**** * 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 ****/ 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); /**** * 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 ****/ var helmets = []; // Global array for helmet powerups var featherEffects = []; // Global array for feather effects spawned by power-up moves function spawnHelmet() { if (helmets.length > 0) { return; } var helmet = new Container(); helmet.attachAsset('helmet', { anchorX: 0.5, anchorY: 0.5 }); helmet.x = Math.random() * 2048; helmet.y = 2732 * 2 / 3; tween(helmet, { scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut }); } }); } }); } }); game.addChild(helmet); helmets.push(helmet); tween(helmet, { y: helmet.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { y: helmet.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { y: helmet.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { y: helmet.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(helmet, { y: helmet.y - 20 }, { duration: 1000, easing: tween.easeInOut }); } }); } }); } }); } }); } LK.setInterval(spawnHelmet, 20000); var helmetActive = false; var specialIdleActive = false; // New function to spawn feather finishing moves. function spawnFeatherMove() { // If power-up is not active, do nothing. 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(); } }); } } function activateHelmetPowerUp() { if (helmetActive) { return; } helmetActive = true; // Change player's sprite to special_idle and set power-up flag. swapPlayerVisual('special_idle', player.x, player.y, visualContainer.scaleX); specialIdleActive = true; LK.effects.flashScreen(0xFFFFFF, 100); // White flash effect // Custom screen shake effect var shakeIntensity = 10; var 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(); // Start the custom screen shake effect // Start an interval to spawn feather finishing moves every 1.5 seconds. var featherInterval = LK.setInterval(function () { spawnFeatherMove(); }, 1500); // Remain in power-up state for 5 seconds, then clear the interval and immediately remove all active feathers. LK.setTimeout(function () { LK.clearInterval(featherInterval); // Immediately destroy any active feathers. while (featherEffects.length) { featherEffects.pop().destroy(); } swapPlayerVisual('player_idle', player.x, player.y, visualContainer.scaleX); specialIdleActive = false; LK.effects.flashScreen(0xFFFFFF, 100); // White flash effect // Custom screen shake effect var shakeIntensity = 10; var 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(); // Start the custom screen shake effect helmetActive = false; }, 6000); } /**** * Swap Player Sprite Function ****/ function swapPlayerVisual(newVisualId, x, y) { var flip = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; var onDone = arguments.length > 4 ? arguments[4] : undefined; 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 ****/ var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; game.down = function (x, y) { if (isSequenceRunning || specialIdleActive) { return; } isPressHeld = true; pressHoldStartTime = Date.now(); pressDownX = x; pressDownY = y; // Jump if tapped in top 2/3 if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // Dust effect 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() { // Landing dust effect 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; 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: 50, onFinish: function onFinish() { tween(v, { scaleX: dir * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }); } }); return; } // Attack if tapped in bottom 1/3 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: 50, onFinish: function onFinish() { tween(vis, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } 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; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); }, 250); }; /**** * Enemies Array & Spawn ****/ var enemies = []; 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() * 4 + 2 : -(Math.random() * 4 + 2); 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); } LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); /**** * Projectile Logic ****/ var projectiles = []; function spawnProjectile(targetX, targetY) { 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(); } }); proj.x = player.x; proj.y = player.y; 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 = 25; 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); } /**** * 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); tween(coin, { y: coin.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(coin, { y: coin.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(coin, { y: coin.y - 20 }, { duration: 1000, easing: tween.easeInOut }); } }); } }); } 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); } } /**** * Enemy Hit Logic ****/ function handleEnemyHit(enemy, index, attackType) { if (!enemies.includes(enemy)) { return; } 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.destroy(); if (!enemy.coinsDropped) { dropCoin(enemy.x, enemy.y); enemy.coinsDropped = true; } 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; } 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 () { // Check hold duration for long press projectile if (isPressHeld) { var holdDuration = Date.now() - pressHoldStartTime; if (holdDuration > 500) { console.log("Long press detected, spawn projectile!"); isPressHeld = false; spawnProjectile(pressDownX, pressDownY); } } // Update projectiles 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; } } } // Process feather effect collisions 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; } } } // Update enemies 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'); } // When player collides with enemy: if (!isJumping && !attackCol.visible && e.intersects(player)) { if (specialIdleActive) { handleEnemyHit(e, i, 'special_idle'); continue; } else { storage.lastScore = score; LK.showGameOver(); } } } // Update coins (using mouse collision) 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(); } }); } } // Update helmets (power-up) by checking collision with player for (var i = helmets.length - 1; i >= 0; i--) { var helm = helmets[i]; if (!helm.collecting && Math.abs(helm.x - mouseX) < 50 && Math.abs(helm.y - mouseY) < 50) { helm.collecting = true; tween(helm, { x: scoreTxt.x, y: scoreTxt.y, alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { var index = helmets.indexOf(helm); if (index !== -1) { helmets.splice(index, 1); } LK.getSound('warcry').play(); activateHelmetPowerUp(); updateScoreDisplay(); helm.destroy(); } }); } } };
===================================================================
--- original.js
+++ change.js
@@ -61,8 +61,13 @@
// Score setup
var score = 0;
var scoreTxt;
function updateScoreDisplay() {
+ if (score > highScore) {
+ highScore = score;
+ storage.set('highScore', highScore);
+ highScoreTxt.setText('High Score: ' + highScore);
+ }
game.removeChild(scoreTxt);
scoreTxt = createScoreText(score);
scoreTxt.scaleX = 1.0;
scoreTxt.scaleY = 1.0;
@@ -123,9 +128,9 @@
});
game.addChild(bg01);
game.addChild(scoreTxt);
// High score display
-var highScore = storage.highScore || 0;
+var highScore = storage.get('highScore') || 0;
var highScoreTxt = new Text2('High Score: ' + highScore, {
size: 50,
fill: 0xFFFFFF
});
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