User prompt
600 points bring you back to main level
User prompt
You win at 1000 points
User prompt
New level after 600, no overlay
User prompt
Back to main level at 600 and win at 1000 points
User prompt
Back to level 1 at 500 points
User prompt
Back to main level at 500 points
User prompt
After 500 points back to main level and you win at 700 points
User prompt
Make flying dinos to appear just on the upper portion of the screen and make fix the asset to be flying enemy asset
User prompt
Remove dinos info from instructions
User prompt
Make a new flying enemy with a new asset called flying dinosaur, you could jump over it and defeat them or shoot them
User prompt
Fix the final score to reflect the points score counter on screen
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.swapChildren(trailContainer, starGraphics);' Line Number: 200
User prompt
Add a gradient on each star that gets shot as an extra animation that fades
User prompt
Add an animation for star shooting ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a zero to final score counter it beeds to reflect the point counter
User prompt
Final score have to be the same number than points counter
User prompt
Final score is not correct
User prompt
Final score is not correct
User prompt
Fix final score to reflect points counter on screen
User prompt
Final score needs to reflect the point counter on screen
User prompt
Make the character moves only when movimg the finger on screen but not appear in other side when tappin
User prompt
Final score needs to reflect points counter on screen and win at 500
User prompt
Final score is not reflecting actual points on the screen
User prompt
Fix the final score to reflect the user obtained points from the counter
User prompt
Finish game in 500 points and declare user a winner nd add effects
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for collectible hearts var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.speed = 5; self.lastY = self.y; self.lastX = self.x; // Add some floating animation self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.05; self.baseY = 0; self.update = function () { // Store last position for collision detection self.lastY = self.y; self.lastX = self.x; // Move the heart self.x -= self.speed; // Floating animation self.y = self.baseY + Math.sin(LK.ticks * self.floatSpeed + self.floatOffset) * 20; // Remove if offscreen if (self.x < -50) { self.destroy(); } }; return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.canDoubleJump = false; // Track if player can perform double jump self.velocityY = 0; self.update = function () { // No need for physics-based jump calculation anymore // Animation is handled by tweens in jump method }; self.jump = function () { // First jump if (!self.isJumping) { self.isJumping = true; self.canDoubleJump = true; // Enable double jump after first jump // Use tween for smoother jump animation var initialY = self.y; var peakY = initialY - 500; // Jump peak height - increased from 300 to 500 tween(self, { y: peakY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { // Fall back down with easing tween(self, { y: 2732 / 2 // Ground level }, { duration: 600, easing: tween.easeInQuad, onFinish: function onFinish() { self.isJumping = false; self.canDoubleJump = false; // Reset double jump ability self.velocityY = 0; } }); } }); } // Second jump (double jump) else if (self.canDoubleJump) { self.canDoubleJump = false; // Used double jump // Cancel any existing tweens on player tween.cancelAll(self); // Current Y position becomes the new starting point var currentY = self.y; var doubleJumpPeakY = currentY - 400; // Slightly lower second jump // Perform double jump animation tween(self, { y: doubleJumpPeakY }, { duration: 400, easing: tween.easeOutQuad, onFinish: function onFinish() { // Fall back down with easing tween(self, { y: 2732 / 2 // Ground level }, { duration: 500, easing: tween.easeInQuad, onFinish: function onFinish() { self.isJumping = false; self.velocityY = 0; } }); } }); } }; }); // Define a class for collectible power-up stars var PowerStar = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.speed = 4; self.lastY = self.y; self.lastX = self.x; // Add floating animation self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.07; self.baseY = 0; // Add spinning animation self.rotation = 0; self.rotationSpeed = 0.05; self.update = function () { // Store last position for collision detection self.lastY = self.y; self.lastX = self.x; // Move the star self.x -= self.speed; // Floating animation self.y = self.baseY + Math.sin(LK.ticks * self.floatSpeed + self.floatOffset) * 25; // Spinning animation self.rotation += self.rotationSpeed; // Remove if offscreen if (self.x < -50) { self.destroy(); } }; return self; }); // Define a class for star bullets var Star = Container.expand(function () { var self = Container.call(this); // Create a yellow star shape using the built-in shape feature var starGraphics = self.attachAsset('star', { width: 50, height: 50, color: 0xffff00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.speedX = 10; // Horizontal speed self.speedY = 0; // Vertical speed (default to 0 for straight shots) self.rotation = 0; // Current rotation self.rotationSpeed = 0.1; // Rotation speed for spinning stars // Store the last position for collision detection self.lastY = self.y; self.lastX = self.x; // Add a pulsing effect self.scaleDirection = 1; self.scaleSpeed = 0.02; self.minScale = 0.8; self.maxScale = 1.2; self.update = function () { // Store last position before update self.lastY = self.y; self.lastX = self.x; // Move the star according to its speed components self.x += self.speedX; self.y += self.speedY; // Rotate the star for visual effect self.rotation += self.rotationSpeed; starGraphics.rotation = self.rotation; // Pulse scaling effect if (self.scaleDirection > 0) { starGraphics.scale.x += self.scaleSpeed; starGraphics.scale.y += self.scaleSpeed; if (starGraphics.scale.x >= self.maxScale) { self.scaleDirection = -1; } } else { starGraphics.scale.x -= self.scaleSpeed; starGraphics.scale.y -= self.scaleSpeed; if (starGraphics.scale.x <= self.minScale) { self.scaleDirection = 1; } } // Remove if it goes off-screen if (self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Ensure tween.cancelAll is available if (!tween.cancelAll) { tween.cancelAll = function (target) { // Find all active tweens affecting this target and cancel them var allTweens = []; // Get all tweens if (tween.getAll && typeof tween.getAll === 'function') { allTweens = tween.getAll(); } else { // Fallback implementation if getAll is not available if (tween._tweens && Array.isArray(tween._tweens)) { allTweens = tween._tweens; } } // Cancel tweens for target if (allTweens.length > 0) { allTweens.forEach(function (t) { if (t && t._target === target && typeof t.cancel === 'function') { t.cancel(); } }); } // If no direct way to access tweens, cancel by calling tween with duration 0 tween(target, {}, { duration: 0 }); }; } var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; game.desertLevelActive = false; game.nightmareLevelActive = false; game.infernoLevelActive = false; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; player.lives = 3; player.invulnerable = false; player.invulnerableTime = 0; player.hasPowerStar = false; player.powerStarTime = 0; player.originalTint = 0xFFFFFF; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Initialize collectible hearts var collectibleHearts = []; var heartSpawnInterval = 300; // Less frequent than enemies var heartSpawnCounter = 0; // Initialize power stars var powerStars = []; var powerStarSpawnInterval = 600; // Even less frequent than hearts var powerStarSpawnCounter = 0; // Create life display with proper heart images var maxHearts = 5; // Maximum number of hearts var heartsContainer = new Container(); LK.gui.top.addChild(heartsContainer); heartsContainer.x = 0; // Will be centered heartsContainer.y = 150; // Offset from top edge // Create heart icons array - we'll display both filled and empty hearts var heartIcons = []; // Function to update heart display function updateHeartDisplay() { // Remove existing hearts while (heartsContainer.children.length > 0) { heartsContainer.removeChildAt(0); } // Add heart icons for (var i = 0; i < player.lives; i++) { var heart = heartsContainer.addChild(LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 })); // Position hearts in a row, centered var heartSpacing = 130; var totalWidth = (player.lives - 1) * heartSpacing; heart.x = -totalWidth / 2 + i * heartSpacing; heartIcons[i] = heart; } } // Initialize heart display updateHeartDisplay(); // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Create points counter and display var points = 0; var pointsText = new Text2('Points: 0', { size: 80, fill: 0xFFFFFF }); LK.gui.topRight.addChild(pointsText); pointsText.anchor.set(1, 0); pointsText.x = -20; pointsText.y = 0; // Create instruction text with black background var instructionContainer = new Container(); LK.gui.center.addChild(instructionContainer); instructionContainer.y = 300; // Create black background for instructions var instructionBg = new Container(); instructionBg.width = 1000; instructionBg.height = 350; instructionContainer.addChild(instructionBg); // Create a black rectangle background var blackBg = instructionBg.attachAsset('rect', { width: 1000, height: 350, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); // Create instruction text with more detailed controls var instructionText = new Text2('TAP to JUMP\nHOLD to continuously SHOOT', { size: 60, fill: 0xFFFFFF, align: 'center' }); instructionText.anchor.set(0.5, 0.5); instructionContainer.addChild(instructionText); // Create a timeout to hide instructions after 6 seconds (reduced by 2 seconds) LK.setTimeout(function () { // Fade out instructions var alpha = 1; var fadeInterval = LK.setInterval(function () { alpha -= 0.05; // Slower fade for better readability instructionContainer.alpha = alpha; // Fade the entire container including background if (alpha <= 0) { LK.clearInterval(fadeInterval); instructionContainer.visible = false; } }, 100); }, 6000); // Handle game updates // Array to store bullets var stars = []; var shootTimer = 0; game.update = function () { player.update(); // Handle player invulnerability from damage if (player.invulnerable && !player.hasPowerStar) { // Make player flash to indicate invulnerability player.alpha = Math.sin(Date.now() * 0.01) * 0.5 + 0.5; // End invulnerability after 2 seconds if (Date.now() - player.invulnerableTime > 2000) { player.invulnerable = false; player.alpha = 1; } } // Handle power star invincibility if (player.hasPowerStar) { // Make player glow with neon colors var elapsed = Date.now() - player.powerStarTime; var colorIndex = Math.floor(elapsed / 300 % 4); var neonColors = [0x00FFFF, 0xFF00FF, 0xFFFF00, 0x00FF00]; player.children[0].tint = neonColors[colorIndex]; // Player is invulnerable during power star effect player.invulnerable = true; player.alpha = 1; // End power star effect after 10 seconds instead of 20 if (elapsed > 10000) { player.hasPowerStar = false; player.invulnerable = false; // Restore original appearance player.children[0].tint = player.originalTint; // Show power star end indicator showActionIndicator("POWER LOST", 1000); } } // Removed auto-shooting to only allow double tap shooting // Update stars for (var i = stars.length - 1; i >= 0; i--) { stars[i].update(); // Remove stars that are destroyed if (!stars[i].parent) { stars.splice(i, 1); continue; } // Check for star-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { if (stars[i] && enemies[j] && stars[i].intersects(enemies[j])) { // Remove the enemy and the star enemies[j].destroy(); enemies.splice(j, 1); stars[i].destroy(); stars.splice(i, 1); // Increase score LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); // Update points points += 10; pointsText.setText('Points: ' + points); // Check if player reached 500 points to win if (points >= 500) { LK.showYouWin(); } // Check if we just passed 150 points for the enemy increase announcement if (points - 10 < 150 && points >= 150) { showActionIndicator("MORE ENEMIES!", 2000); } // Check if we need to change level if (points >= 300 && game.nightmareLevelActive && !game.infernoLevelActive) { game.infernoLevelActive = true; game.nightmareLevelActive = true; game.desertLevelActive = true; background.tint = 0xFF3300; // Bright orange-red for inferno level showActionIndicator("INFERNO LEVEL!", 2000); } else if (points >= 200 && game.desertLevelActive && !game.nightmareLevelActive) { game.nightmareLevelActive = true; game.desertLevelActive = true; background.tint = 0x800080; // Purple for nightmare level showActionIndicator("NIGHTMARE LEVEL!", 2000); } else if (points >= 100 && !game.desertLevelActive) { game.desertLevelActive = true; background.tint = 0xE8B06A; // Desert sandy orange-brown color showActionIndicator("DESERT LEVEL!", 2000); } break; } } } // Hearts are now managed by updateHeartDisplay function // Update collectible hearts for (var i = collectibleHearts.length - 1; i >= 0; i--) { collectibleHearts[i].update(); // Remove hearts that are destroyed if (!collectibleHearts[i].parent) { collectibleHearts.splice(i, 1); continue; } // Check for player-heart collisions if (player.intersects(collectibleHearts[i])) { // Player collected a heart collectibleHearts[i].destroy(); collectibleHearts.splice(i, 1); // Add a life if not at maximum if (player.lives < 5) { player.lives++; // Show heart collection indicator showActionIndicator("+1 LIFE!", 1000); // Update heart display updateHeartDisplay(); // Show special indicator when approaching win condition if (points >= 450 && points < 500) { showActionIndicator("ALMOST THERE! " + (500 - points) + " TO WIN!", 1000); } // Get the newest heart for animation var newHeartIndex = player.lives - 1; var heart = heartIcons[newHeartIndex]; // Show animation effect tween(heart, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(heart, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); } }); } } } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; // Make enemies faster and with different colors based on level if (game.infernoLevelActive) { enemy.speed = 12; // Even faster enemies in inferno level enemy.tint = 0xFF3300; // Orange-red tint for inferno enemies // Occasionally spawn a second enemy in inferno level if (Math.random() < 0.4) { var extraEnemy = new Enemy(); extraEnemy.x = 2048; extraEnemy.y = 2732 / 2 + (Math.random() > 0.5 ? 200 : -200); // Above or below main path extraEnemy.speed = 10; extraEnemy.tint = 0xFF6600; enemies.push(extraEnemy); game.addChild(extraEnemy); } } else if (game.nightmareLevelActive) { enemy.speed = 8; // Faster enemies in nightmare level enemy.tint = 0xFF0000; // Red tint for nightmare enemies } else if (points >= 150 && game.desertLevelActive) { // More enemies after 150 points in desert level enemy.speed = 6; enemy.tint = 0xCC9900; // Darker desert tint // Occasionally spawn a second enemy after 150 points if (Math.random() < 0.3) { var extraEnemy = new Enemy(); extraEnemy.x = 2048; extraEnemy.y = 2732 / 2 + (Math.random() > 0.5 ? 150 : -150); // Above or below main path extraEnemy.speed = 5; extraEnemy.tint = 0xCCAA00; enemies.push(extraEnemy); game.addChild(extraEnemy); } } enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy based on level var interval, minInterval; if (game.infernoLevelActive) { interval = 80; // Even more frequent spawns in inferno minInterval = 20; } else if (game.nightmareLevelActive) { interval = 100; minInterval = 30; } else if (points >= 150) { interval = 120; // More frequent after 150 points minInterval = 40; } else { interval = 150; minInterval = 50; } enemySpawnInterval = Math.floor(Math.random() * interval) + minInterval; enemySpawnCounter = 0; } // Spawn collectible hearts heartSpawnCounter++; if (heartSpawnCounter >= heartSpawnInterval) { var heart = new Heart(); heart.x = 2048; heart.y = Math.random() * 600 + 200; // Only spawn in upper third of screen heart.baseY = heart.y; collectibleHearts.push(heart); game.addChild(heart); // Randomize the spawn interval for the next heart (less frequent than enemies) heartSpawnInterval = Math.floor(Math.random() * 300) + 300; heartSpawnCounter = 0; } // Spawn power stars powerStarSpawnCounter++; if (powerStarSpawnCounter >= powerStarSpawnInterval) { var powerStar = new PowerStar(); powerStar.x = 2048; powerStar.y = Math.random() * 600 + 200; // Only spawn in upper third of screen powerStar.baseY = powerStar.y; powerStars.push(powerStar); game.addChild(powerStar); // Randomize the spawn interval for the next power star (less frequent than hearts) powerStarSpawnInterval = Math.floor(Math.random() * 400) + 600; powerStarSpawnCounter = 0; } // Update power stars for (var i = powerStars.length - 1; i >= 0; i--) { powerStars[i].update(); // Remove power stars that are destroyed if (!powerStars[i].parent) { powerStars.splice(i, 1); continue; } // Check for player-power star collisions if (player.intersects(powerStars[i])) { // Player collected a power star powerStars[i].destroy(); powerStars.splice(i, 1); // Activate power star effect player.hasPowerStar = true; player.powerStarTime = Date.now(); // Show power star collection indicator showActionIndicator("STAR POWER!", 1500); // Apply neon glow effect to player var neonColors = [0x00FFFF, 0xFF00FF, 0xFFFF00, 0x00FF00]; player.originalTint = player.children[0].tint; tween(player.children[0], { tint: neonColors[0] }, { duration: 500 }); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { if (player.hasPowerStar) { // With power star, destroy enemies on contact enemies[j].destroy(); enemies.splice(j, 1); // Increase score LK.setScore(LK.getScore() + 4); // Double points from 2 to 4 during power star scoreText.setText(LK.getScore()); // Increase points - doubled from 10 to 20 points += 20; pointsText.setText('Points: ' + points); // Check if player reached 500 points to win if (points >= 500) { // Set the final score to match the points counter LK.setScore(points); LK.showYouWin(); } // No need for duplicate check // Check if we need to change level if (points >= 300 && game.nightmareLevelActive && !game.infernoLevelActive) { game.infernoLevelActive = true; game.nightmareLevelActive = true; game.desertLevelActive = true; background.tint = 0xFF3300; // Bright orange-red for inferno level showActionIndicator("INFERNO LEVEL!", 2000); } else if (points >= 200 && game.desertLevelActive && !game.nightmareLevelActive) { game.nightmareLevelActive = true; game.desertLevelActive = true; background.tint = 0x800080; // Purple for nightmare level showActionIndicator("NIGHTMARE LEVEL!", 2000); } else if (points >= 100 && !game.desertLevelActive) { game.desertLevelActive = true; background.tint = 0xE8C66A; // Desert sandy color showActionIndicator("DESERT LEVEL!", 2000); } // Show power star effect indicator if (Math.random() > 0.7) { // Only show occasionally to avoid spam showActionIndicator("STAR POWER!", 500); } } else if (!player.invulnerable) { // Player was hit, lose a life player.lives--; // Play hit sound LK.getSound('hit').play(); // Flash screen to indicate damage LK.effects.flashScreen(0xff0000, 500); // Show damage indicator showActionIndicator("-1 LIFE!", 1000); // Make player temporarily invulnerable player.invulnerable = true; player.invulnerableTime = Date.now(); // Update hearts display updateHeartDisplay(); // Check if player is out of lives if (player.lives <= 0) { LK.showGameOver(); } else { // Destroy the enemy that hit the player enemies[j].destroy(); enemies.splice(j, 1); } } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player interaction var dragNode = null; var actionIndicator = null; // Create visual indicators for player actions function showActionIndicator(text, duration) { // Remove any existing indicator if (actionIndicator && actionIndicator.parent) { actionIndicator.parent.removeChild(actionIndicator); } // Create new indicator actionIndicator = new Container(); game.addChild(actionIndicator); // Check if this is a level announcement var isLevelAnnouncement = text.includes("LEVEL"); // Set size and position based on type of announcement var bgWidth = isLevelAnnouncement ? 800 : 300; var bgHeight = isLevelAnnouncement ? 160 : 80; var textSize = isLevelAnnouncement ? 120 : 50; // Add background with lower alpha for better transparency var bg = actionIndicator.attachAsset('rect', { width: bgWidth, height: bgHeight, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); // Add text var txt = new Text2(text, { size: textSize, fill: 0xFFFFFF, align: 'center' }); txt.anchor.set(0.5, 0.5); actionIndicator.addChild(txt); // Position differently based on type if (isLevelAnnouncement) { // Position at the bottom of the screen for level announcements actionIndicator.x = 2048 / 2; // Center horizontally actionIndicator.y = 2732 - 400; // Near bottom of screen } else { // Position above player for regular announcements actionIndicator.x = player.x; actionIndicator.y = player.y - 150; } // Fade out after duration actionIndicator.alpha = 1; tween(actionIndicator, { alpha: 0, y: isLevelAnnouncement ? actionIndicator.y - 100 : actionIndicator.y - 50 }, { duration: duration, easing: tween.easeOut, onFinish: function onFinish() { if (actionIndicator && actionIndicator.parent) { actionIndicator.parent.removeChild(actionIndicator); } } }); } // Function to handle movement and shooting while holding function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; // Keep the player at the same vertical position if not jumping // (but don't override the tween animation when jumping) if (!player.isJumping) { dragNode.y = 2732 / 2; } // If holding finger on screen, continuously shoot if (shootTimer > 0) { // Reduced fire interval based on power star status var fireInterval = player.hasPowerStar ? 5 : 10; // Only shoot every interval ticks to control fire rate if (LK.ticks % fireInterval === 0) { // Create main star var star = new Star(); star.x = player.x + 100; star.y = player.y; stars.push(star); game.addChild(star); // If player has power star, create spread shots if (player.hasPowerStar) { // Add two additional stars with slight angle variations for (var i = -1; i <= 1; i += 2) { var spreadStar = new Star(); spreadStar.x = player.x + 100; spreadStar.y = player.y; // Apply small angular deviation var angle = i * 0.2; // ~11 degrees up/down spreadStar.speedY = Math.sin(angle) * 5; spreadStar.speedX = Math.cos(angle) * spreadStar.speed; // Override default update method for angled stars spreadStar.update = function () { this.lastY = this.y; this.lastX = this.x; this.x += this.speedX; this.y += this.speedY; if (this.x > 2048 + 50) { this.destroy(); } }; stars.push(spreadStar); game.addChild(spreadStar); } // Show visual effect for powerful shots if (LK.ticks % 20 === 0) { showActionIndicator("POWER SHOTS!", 500); } } // Play shooting sound LK.getSound('shoot').play(); } } } } // shootTimer already declared earlier in the code // Start tracking player movement on touch down and shoot on hold game.down = function (x, y, obj) { // Always make the player jump on tap var jumpMessage = "JUMP!"; // Show different message for double jump if (player.isJumping && player.canDoubleJump) { jumpMessage = "DOUBLE JUMP!"; } player.jump(); // Show jump indicator with appropriate message showActionIndicator(jumpMessage, 800); // Start shooting - fire immediately when pressing shootTimer = Date.now(); // Fire initial shot burst var initialStar = new Star(); initialStar.x = player.x + 100; initialStar.y = player.y; stars.push(initialStar); game.addChild(initialStar); LK.getSound('shoot').play(); // If player has power star, add enhanced initial burst if (player.hasPowerStar) { // Create a burst of 3 stars in a spread pattern for (var angle = -0.3; angle <= 0.3; angle += 0.3) { if (angle === 0) { continue; } // Skip center (already created) var spreadStar = new Star(); spreadStar.x = player.x + 100; spreadStar.y = player.y; spreadStar.speedY = Math.sin(angle) * 8; spreadStar.speedX = Math.cos(angle) * spreadStar.speed; spreadStar.rotationSpeed = 0.15; // Faster rotation stars.push(spreadStar); game.addChild(spreadStar); } showActionIndicator("POWER BURST!", 500); } // Handle regular movement dragNode = player; handleMove(x, y, obj); }; // Update player position during movement game.move = handleMove; // Stop tracking player movement and shooting on touch up game.up = function (x, y, obj) { dragNode = null; shootTimer = 0; // Reset shoot timer };
===================================================================
--- original.js
+++ change.js
@@ -644,16 +644,13 @@
points += 20;
pointsText.setText('Points: ' + points);
// Check if player reached 500 points to win
if (points >= 500) {
- LK.showYouWin();
- }
- // Check if we need to change level
- if (points >= 500) {
// Set the final score to match the points counter
LK.setScore(points);
LK.showYouWin();
}
+ // No need for duplicate check
// Check if we need to change level
if (points >= 300 && game.nightmareLevelActive && !game.infernoLevelActive) {
game.infernoLevelActive = true;
game.nightmareLevelActive = true;
I need an octopus that looks like bowser. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Heart illustration red shinny. Single Game Texture. 2d. Blank background. High contrast. No shadows
Star illustration shinny. Single Game Texture. Blank background. High contrast. No shadows
Make it more detailed and add flying dinosaurs
Re imagine