User prompt
Pero si recién estoy iniciando el juego, que inicien el nivel 1. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Después de completar un nivel (por ejemplo, el nivel 1), el juego debe llevar automáticamente al menú principal o pantalla de inicio. Cuando el jugador presione “Play”, debe ir a la pantalla de selección de niveles, donde ahora el nivel 2 estará desbloqueado (porque ya completó el 1). Esto debe funcionar así con todos los niveles: Al completar un nivel, se desbloquea el siguiente. El juego siempre regresa al menú principal después de completar un nivel. Al presionar “Play”, el jugador verá los niveles desbloqueados hasta el momento y podrá elegir el siguiente. Ejemplo: Terminas el nivel 1 → vuelve al menú → le das a Play → aparece nivel 2 desbloqueado. Terminas el nivel 2 → vuelve al menú → Play → aparece nivel 3 desbloqueado. Y así sucesivamente. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero es que mira hay un problema yo quiero que si por ejemplo termine el nivel 1 que me lleve la pantalla de inicio cuando le pica el play al nivel 2 selecciona el nivel 2 si termino el 2 al 3 y así sucesivamente ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero es que mira que la pantalla de inicio y los niveles de traba el texto se junta con otro texto y así quiero que arregles eso pero arreglalo bien porque voy a ponerlo muy triste
User prompt
O mire, que hagamos algo, que al terminar un nivel me lleve a la pantalla a inicio y ya, eh.
User prompt
Ah, no, mira, es que cuando completo el nivel uno me lleva al nivel final, no, yo quiero que me lleves al siguiente nivel que viene después de ese, no el final.
User prompt
Sabes, algo quita esa función de que cuando termines ese nivel, te pase al siguiente, no, que te lleve al selector de niveles y justamente la parte de seleccionar el nivel 2, o sea, el nivel siguiente, o el 3, o el 4, o el 5, dependiendo del nivel
User prompt
Pero es que mira, se bugea y se traba cuando pasa al siguiente nivel y aparte no te lleva al siguiente nivel después de ese, te lleva como al cuarto o al quinto, quiero que arregles eso.
User prompt
Pero mira, quiero que cuando completes un nivel pases automáticamente al siguiente, con un letrero que diga Nivel 1 completado Y luego que te pases al siguiente nivel ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Pero crea un botón de pausa para poder salir al menú principal y a las configuraciones
User prompt
Pero q este diseñado para teléfonos Android
User prompt
Quiero q el juego me lo pases a horizontal las funciones todo y q hagas mejor los controles y más cómodos
User prompt
pero que cada voz sea diferente a la anterior.
User prompt
Todos los niveles deben estar bloqueados al inicio, excepto el nivel 1. Al completar un nivel, se debe desbloquear automáticamente el siguiente. Por ejemplo: al terminar el nivel 1, se desbloquea el nivel 2; al terminar el nivel 2, se desbloquea el nivel 3, y así sucesivamente. El jugador no puede acceder a niveles superiores sin haber terminado los anteriores. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
El juego se trabo, literalmente va toda la video, no me entendiste, quiero que se desbloque el siguiente nivel, no todos los niveles al mismo tiempo, solo uno, el siguiente que viene despues del nivel uno, va despues del nivel uno al nivel dos, no todos al mismo tiempo ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Quiero que para poder ir a nivel 2 tengo que pasar primero el nivel 1 y por ahí a nivel 3 tendrás que pasar el nivel 2 y así sucesivamente y que aparezca como un candadito estilo pixel Y que cuando puedas desbloquear el siguiente nivel aparezca una cinemática de una llave entrando al candado y desbloqueándolo ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Quiero que cada 3 niveles haya un boss final y que cada boss sea diferente. Pero que agregues muchos niveles siguiendo la misma temática. 3 niveles, 1 boss, 3 niveles, 1 boss, 3 niveles, 1 boss, y así.
User prompt
Pero si yo estoy encima de las plataformas que el doble salto se recargue.
User prompt
Pero que las balas tengan corto alcance
User prompt
Pero que los enemigos ataquen a un Rango determinado o sea que si yo el personaje está dentro de ese Rango a los enemigos ataquen y lo persiguen y que se suban a las bases y yo estoy en ellas
User prompt
Pero q los enemigos también puedan saltar hacia las plataformas
User prompt
Pero q el número de palas vayan bajando cuando te las gastas y cuando el número llega a cero ya no puedes disparar y que con el tiempo ese número suba y puedes disparar
User prompt
Ahora quiero que tengas una cantidad limitada de balas y que con el tiempo se vayan recargando
User prompt
No se escucha NADA
User prompt
No hay ningún defecto de sonido y ninguna música
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
selectedMap: 0,
musicVolume: 1,
soundVolume: 1,
highScore: 0
});
/****
* Classes
****/
var Arrow = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 240; // 4 seconds at 60fps
self.damage = 20;
self.update = function () {
// Homing behavior - track nearest enemy
var nearestEnemy = null;
var nearestDistance = Infinity;
// Find nearest enemy
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
// Adjust velocity towards nearest enemy if found
if (nearestEnemy && nearestDistance > 50) {
var dx = nearestEnemy.x - self.x;
var dy = nearestEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize direction vector
var dirX = dx / distance;
var dirY = dy / distance;
// Homing strength (how aggressively it turns)
var homingStrength = 0.3;
var arrowSpeed = 12;
// Blend current velocity with target direction using tween for smooth turning
self.velocityX += (dirX * arrowSpeed - self.velocityX) * homingStrength;
self.velocityY += (dirY * arrowSpeed - self.velocityY) * homingStrength;
// Maintain consistent speed
var currentSpeed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY);
if (currentSpeed > 0) {
self.velocityX = self.velocityX / currentSpeed * arrowSpeed;
self.velocityY = self.velocityY / currentSpeed * arrowSpeed;
}
}
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
// Rotate arrow to match trajectory
if (self.velocityX !== 0) {
graphics.rotation = Math.atan2(self.velocityY, self.velocityX);
}
// Calculate distance traveled from start position
if (self.startX === undefined) {
self.startX = self.x;
self.startY = self.y;
}
var distanceTraveled = Math.sqrt(Math.pow(self.x - self.startX, 2) + Math.pow(self.y - self.startY, 2));
var maxRange = 400; // Short range limit
// Remove if lifetime expired, off screen, or exceeded range
if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || distanceTraveled > maxRange) {
self.destroy();
}
};
return self;
});
var Boss = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 1.0
});
// Health bar
var healthBarBg = self.attachAsset('platform', {
width: 160,
height: 20,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -220,
tint: 0x000000
});
var healthBarFill = self.attachAsset('platform', {
width: 156,
height: 16,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -220,
tint: 0xFF0000
});
self.health = 150;
self.maxHealth = 150;
self.velocityX = 0;
self.velocityY = 0;
self.onGround = false;
self.speed = 3;
self.direction = 1;
self.attackCooldown = 0;
self.animationTick = 0;
self.phase = 1; // Boss has different phases
self.epicMusicTriggered = false;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
// Enhanced Boss AI - different behavior based on health with range detection
var distanceToPlayer = Math.abs(self.x - player.x);
var verticalDistance = Math.abs(self.y - player.y);
var healthPercent = self.health / self.maxHealth;
var attackRange = healthPercent > 0.5 ? 250 : 350; // Longer range in phase 2
var aggressiveRange = healthPercent > 0.5 ? 120 : 180;
if (healthPercent > 0.5) {
// Phase 1: Enhanced chase and attack with range detection
if (distanceToPlayer < attackRange && distanceToPlayer > aggressiveRange) {
// Pursuit mode - faster movement when player detected
var pursuitSpeed = self.speed * 1.3;
if (player.x > self.x) {
self.direction = 1;
self.velocityX = pursuitSpeed;
} else {
self.direction = -1;
self.velocityX = -pursuitSpeed;
}
// Boss can jump to platforms to reach player
if (player.y < self.y - 100 && self.onGround && Math.random() < 0.02) {
// Find platform in direction of player
var targetPlatform = null;
var targetDirection = player.x > self.x ? 1 : -1;
for (var p = 0; p < platforms.length; p++) {
var platform = platforms[p];
var platformInDirection = targetDirection > 0 ? platform.x > self.x : platform.x < self.x;
var platformDistance = Math.abs(platform.x - self.x);
if (platformInDirection && platform.y < self.y && platform.y > player.y - 100 && platformDistance < 400) {
targetPlatform = platform;
break;
}
}
if (targetPlatform) {
self.velocityY = -20; // Powerful boss jump
self.velocityX = targetDirection * (self.speed + 3);
self.onGround = false;
LK.getSound('attack').play(); // Use attack sound for boss jump
}
}
} else {
self.velocityX = 0;
if (self.attackCooldown <= 0) {
self.groundSlam();
self.attackCooldown = 120;
}
}
} else {
// Phase 2: Faster, more aggressive - trigger epic music transition
if (!self.epicMusicTriggered) {
self.epicMusicTriggered = true;
// Play boss music with higher intensity for final phase
LK.playMusic('boss_music', {
fade: {
start: storage.musicVolume,
end: storage.musicVolume * 1.2,
duration: 500
}
});
}
self.speed = 4;
if (distanceToPlayer < attackRange && distanceToPlayer > aggressiveRange) {
// Enhanced pursuit in phase 2 with speed boost
var phase2Speed = self.speed * 1.5;
if (player.x > self.x) {
self.direction = 1;
self.velocityX = phase2Speed;
} else {
self.direction = -1;
self.velocityX = -phase2Speed;
}
// Highly aggressive platform jumping and pursuit in phase 2
if (self.onGround && (verticalDistance > 60 || Math.random() < 0.06)) {
// Find best platform for tactical advantage
var bestPlatform = null;
var bestScore = Infinity;
for (var p = 0; p < platforms.length; p++) {
var platform = platforms[p];
var platformDistance = Math.abs(platform.x - self.x);
var platformToPlayerDistance = Math.abs(platform.x - player.x);
var tacticalScore = platformDistance + platformToPlayerDistance * 0.3;
if (platform.y < self.y && platform.y > player.y - 120 && platformDistance < 500) {
if (tacticalScore < bestScore) {
bestScore = tacticalScore;
bestPlatform = platform;
}
}
}
if (bestPlatform) {
// Powerful strategic jump towards best platform
var jumpDirection = bestPlatform.x > self.x ? 1 : -1;
self.velocityY = -24; // Even more powerful jump
self.velocityX = jumpDirection * (self.speed + 5);
self.onGround = false;
LK.getSound('attack').play();
} else {
// Direct pursuit jump if no platforms available
var targetDirection = player.x > self.x ? 1 : -1;
self.velocityY = -22;
self.velocityX = targetDirection * (self.speed + 4);
self.onGround = false;
LK.getSound('attack').play();
}
// Create screen shake effect for dramatic boss jump
tween(game, {
x: game.x + (Math.random() - 0.5) * 20
}, {
duration: 100,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 100
});
}
});
}
} else {
self.velocityX = 0;
if (self.attackCooldown <= 0) {
self.multiAttack();
self.attackCooldown = 180;
}
}
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
self.onGround = false;
// Update cooldowns
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
self.animationTick++;
// Face direction
graphics.scaleX = self.direction > 0 ? 1 : -1;
// Breathing animation
var breathCycle = Math.sin(self.animationTick * 0.05);
graphics.scaleY = 1 + breathCycle * 0.05;
};
self.groundSlam = function () {
// Ground slam attack
tween(graphics, {
scaleY: 0.8
}, {
duration: 200,
onFinish: function onFinish() {
tween(graphics, {
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(graphics, {
scaleY: 1
}, {
duration: 200
});
// Damage player if close
if (Math.abs(self.x - player.x) < 120) {
player.takeDamage(20);
player.velocityX += (player.x > self.x ? 1 : -1) * 15;
player.velocityY = -10;
}
}
});
}
});
LK.getSound('attack').play();
};
self.multiAttack = function () {
// Multiple projectiles in different directions
for (var i = 0; i < 5; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y - 100;
var angle = (i - 2) * 0.5; // Spread shots
bullet.velocityX = Math.cos(angle) * 8 * self.direction;
bullet.velocityY = Math.sin(angle) * 8 - 2;
enemyBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('attack').play();
};
self.takeDamage = function (damage) {
self.health -= damage;
// Update health bar
var healthPercent = Math.max(0, self.health / self.maxHealth);
healthBarFill.width = 156 * healthPercent;
// Flash effect
tween(graphics, {
tint: 0xFFFFFF
}, {
duration: 150,
onFinish: function onFinish() {
tween(graphics, {
tint: 0x800080
}, {
duration: 150
});
}
});
LK.getSound('enemy_hit').play();
if (self.health <= 0) {
LK.getSound('enemy_death').play();
self.destroy();
return true;
}
return false;
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 180;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
// Calculate distance traveled from start position
if (self.startX === undefined) {
self.startX = self.x;
self.startY = self.y;
}
var distanceTraveled = Math.sqrt(Math.pow(self.x - self.startX, 2) + Math.pow(self.y - self.startY, 2));
var maxRange = 300; // Short range limit for enemy bullets
// Remove if lifetime expired, off screen, or exceeded range
if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || self.y < -100 || distanceTraveled > maxRange) {
self.destroy();
}
};
return self;
});
var FlyingEnemy = Container.expand(function () {
var self = Container.call(this);
// Create flying enemy body parts
var body = self.attachAsset('enemy_body', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
width: 40,
height: 40,
tint: 0x8B4513
});
var leftWing = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: 0,
width: 20,
height: 8,
tint: 0x654321
});
var rightWing = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: 0,
width: 20,
height: 8,
tint: 0x654321
});
// Health bar
var healthBarBg = self.attachAsset('platform', {
width: 60,
height: 8,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -35,
tint: 0x000000
});
var healthBarFill = self.attachAsset('platform', {
width: 56,
height: 6,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -35,
tint: 0x00FF00
});
self.health = 30;
self.maxHealth = 30;
self.speed = 2;
self.direction = 1;
self.attackRange = 120;
self.attackCooldown = 0;
self.animationTick = 0;
self.floatOffset = 0;
self.shootCooldown = 0;
self.update = function () {
// Floating movement
self.floatOffset += 0.1;
self.y += Math.sin(self.floatOffset) * 0.5;
// Wing flapping animation
var flapSpeed = 0.3;
var flapCycle = Math.sin(self.animationTick * flapSpeed);
leftWing.rotation = flapCycle * 0.8;
rightWing.rotation = -flapCycle * 0.8;
leftWing.y = Math.sin(self.animationTick * flapSpeed * 2) * 2;
rightWing.y = Math.sin(self.animationTick * flapSpeed * 2) * 2;
// Enhanced AI behavior - chase player and shoot with range detection
var distanceToPlayer = Math.abs(self.x - player.x);
var verticalDistance = Math.abs(self.y - player.y);
var attackRange = 400; // Flying enemies have longer detection range
var aggressiveRange = 200; // Close range for aggressive behavior
if (distanceToPlayer < attackRange && verticalDistance < 200) {
// Enhanced chase behavior with speed adjustment based on range
var isInAggressiveRange = distanceToPlayer < aggressiveRange;
var chaseSpeed = isInAggressiveRange ? self.speed * 1.8 : self.speed * 1.2;
// Chase player
if (player.x > self.x) {
self.direction = 1;
self.x += chaseSpeed;
} else {
self.direction = -1;
self.x -= chaseSpeed;
}
// Vertical pursuit - move towards player's Y position more aggressively
if (Math.abs(player.y - self.y) > 30) {
if (player.y > self.y) {
self.y += chaseSpeed * 0.7;
} else {
self.y -= chaseSpeed * 0.7;
}
}
// Strategic platform landing when pursuing player
if (Math.random() < 0.015 || isInAggressiveRange && Math.random() < 0.03) {
// Higher chance to land on platforms when in aggressive range
var nearestPlatform = null;
var nearestDistance = Infinity;
var bestStrategicPlatform = null;
var bestStrategicValue = Infinity;
for (var p = 0; p < platforms.length; p++) {
var platform = platforms[p];
var platformDistance = Math.sqrt(Math.pow(platform.x - self.x, 2) + Math.pow(platform.y - self.y, 2));
var platformToPlayerDistance = Math.abs(platform.x - player.x);
// Calculate strategic value (closer to player is better)
var strategicValue = platformDistance + platformToPlayerDistance;
if (platformDistance < 200) {
if (platformDistance < nearestDistance) {
nearestDistance = platformDistance;
nearestPlatform = platform;
}
if (strategicValue < bestStrategicValue && platformToPlayerDistance < 150) {
bestStrategicValue = strategicValue;
bestStrategicPlatform = platform;
}
}
}
// Prefer strategic platform over nearest if available
var targetPlatform = bestStrategicPlatform || nearestPlatform;
if (targetPlatform) {
// Aggressive dive towards platform
var dx = targetPlatform.x - self.x;
var dy = targetPlatform.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
self.x += dx / distance * (chaseSpeed + 1);
self.y += dy / distance * (chaseSpeed + 0.8);
}
}
// Shoot projectiles at player
if (self.shootCooldown <= 0 && distanceToPlayer < 200) {
self.shootAtPlayer();
self.shootCooldown = 90; // 1.5 seconds
}
} else {
// Patrol movement
self.x += self.speed * self.direction;
if (self.x < 50 || self.x > 1998) {
self.direction *= -1;
}
// Occasionally move towards platforms while patrolling
if (Math.random() < 0.003) {
// Random platform seeking
var randomPlatform = platforms[Math.floor(Math.random() * platforms.length)];
if (randomPlatform && Math.abs(randomPlatform.x - self.x) < 300) {
var dx = randomPlatform.x - self.x;
var dy = randomPlatform.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 50) {
// Don't get too close
self.x += dx / distance * self.speed * 0.5;
self.y += dy / distance * self.speed * 0.3;
}
}
}
}
// Update cooldowns
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
self.animationTick++;
// Face direction
if (self.direction > 0) {
body.scaleX = 1;
leftWing.scaleX = 1;
rightWing.scaleX = 1;
} else {
body.scaleX = -1;
leftWing.scaleX = -1;
rightWing.scaleX = -1;
}
};
self.shootAtPlayer = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
// Calculate direction to player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
bullet.velocityX = dx / distance * 6;
bullet.velocityY = dy / distance * 6;
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('attack').play();
};
self.takeDamage = function (damage) {
self.health -= damage;
// Update health bar
var healthPercent = Math.max(0, self.health / self.maxHealth);
healthBarFill.width = 56 * healthPercent;
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00FF00;
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xFFFF00;
} else {
healthBarFill.tint = 0xFF0000;
}
// Flash effect
tween(body, {
tint: 0xFFFFFF
}, {
duration: 100,
onFinish: function onFinish() {
tween(body, {
tint: 0x8B4513
}, {
duration: 100
});
}
});
LK.getSound('enemy_hit').play();
if (self.health <= 0) {
LK.getSound('enemy_death').play();
self.destroy();
return true;
}
return false;
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Projectile = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 180; // 3 seconds at 60fps
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
// Calculate distance traveled from start position
if (self.startX === undefined) {
self.startX = self.x;
self.startY = self.y;
}
var distanceTraveled = Math.sqrt(Math.pow(self.x - self.startX, 2) + Math.pow(self.y - self.startY, 2));
var maxRange = 350; // Short range limit for projectiles
// Remove if lifetime expired, off screen, or exceeded range
if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || distanceTraveled > maxRange) {
self.destroy();
}
};
return self;
});
var Stickman = Container.expand(function () {
var self = Container.call(this);
// Create detailed warrior with body parts for enhanced animations
var warriorBody = self.attachAsset('warrior', {
anchorX: 0.5,
anchorY: 1.0,
x: 0,
y: 0
});
// Create separate limbs for detailed animation
var leftArm = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: -15,
y: -80,
tint: 0x8B4513
});
var rightArm = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: 15,
y: -80,
tint: 0x8B4513
});
var leftLeg = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: -8,
y: -40,
height: 40,
tint: 0x654321
});
var rightLeg = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: 8,
y: -40,
height: 40,
tint: 0x654321
});
// No sword - warrior fights with hands
// Movement properties
self.velocityX = 0;
self.velocityY = 0;
self.onGround = false;
self.speed = 8;
self.jumpPower = -18;
self.health = 100;
self.maxHealth = 100;
self.facingRight = true;
// Combat properties
self.canAttack = true;
self.attackCooldown = 0;
self.lastAttackTime = 0;
// Ammunition properties
self.maxAmmo = 5;
self.currentAmmo = 5;
self.reloadTime = 180; // 3 seconds at 60fps
self.timeSinceLastShot = 0;
// Animation properties
self.animationTick = 0;
self.isAttacking = false;
self.isJumping = false;
self.wasOnGround = true;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Apply friction
self.velocityX *= 0.85;
// Reset ground detection
self.onGround = false;
// Reset double jump when touching ground later in collision detection
// Update attack cooldown
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Update ammunition reload system
self.timeSinceLastShot++;
if (self.currentAmmo < self.maxAmmo && self.timeSinceLastShot >= self.reloadTime) {
self.currentAmmo++;
self.timeSinceLastShot = 0;
// Update ammunition display when reloading
if (ammoText) {
ammoText.setText('Arrows: ' + self.currentAmmo + '/' + self.maxAmmo);
ammoText.tint = self.currentAmmo > 0 ? 0xFFFFFF : 0xFF4444;
}
}
// Animation updates
self.animationTick++;
// Check if jumping state changed
if (!self.onGround && self.wasOnGround) {
self.isJumping = true;
}
if (self.onGround && !self.wasOnGround) {
self.isJumping = false;
}
self.wasOnGround = self.onGround;
// Handle enhanced animations with detailed warrior body parts and sword movements
if (self.isAttacking) {
// Attack animation is handled in attack method - keep sword position
} else if (self.isJumping || !self.onGround) {
// Enhanced jump animation with dynamic rotation and detailed limb movement
var jumpPhase = self.velocityY < 0 ? 0 : 1; // 0 for going up, 1 for falling
if (jumpPhase === 0) {
// Going up - dynamic backward tilt based on jump velocity
var tiltAmount = Math.min(Math.abs(self.velocityY) * 0.02, 0.4);
warriorBody.rotation = -tiltAmount;
// Slight scale animation for jump power
warriorBody.scaleY = 1.1 - Math.abs(self.velocityY) * 0.005;
// Detailed leg positioning during upward jump - legs bent for power
leftLeg.rotation = -0.3;
rightLeg.rotation = -0.2;
leftLeg.y = -35;
rightLeg.y = -35;
// Arm positioning during jump - spread for balance
leftArm.rotation = -0.4;
rightArm.rotation = 0.2;
// No sword - hands positioned during jump for balance
} else {
// Falling down - forward tilt increases with fall speed
var fallTilt = Math.min(self.velocityY * 0.01, 0.3);
warriorBody.rotation = fallTilt;
// Slight stretch when falling fast
warriorBody.scaleY = 1 + self.velocityY * 0.002;
// Detailed leg positioning during fall - preparing for landing
leftLeg.rotation = 0.2;
rightLeg.rotation = 0.1;
leftLeg.y = -38;
rightLeg.y = -38;
// Arm positioning for landing preparation
leftArm.rotation = -0.2;
rightArm.rotation = 0.3;
// No sword - hands positioned for landing
// Add landing preparation animation when close to ground
if (self.velocityY > 8) {
tween(warriorBody, {
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOut
});
tween(leftLeg, {
rotation: 0.4,
y: -42
}, {
duration: 100,
easing: tween.easeOut
});
tween(rightLeg, {
rotation: 0.3,
y: -42
}, {
duration: 100,
easing: tween.easeOut
});
}
}
} else if (Math.abs(self.velocityX) > 0.1) {
// Enhanced walking/running animation with detailed warrior body parts and realistic limb movement
var walkSpeed = Math.abs(self.velocityX) > 4 ? 0.4 : 0.3; // Faster animation for running
var walkCycle = Math.sin(self.animationTick * walkSpeed);
var walkCycleDouble = Math.sin(self.animationTick * walkSpeed * 2);
var walkCycleOffset = Math.sin(self.animationTick * walkSpeed + Math.PI);
// Dynamic rotation based on movement speed
var speedFactor = Math.min(Math.abs(self.velocityX) / self.speed, 1);
var isRunning = Math.abs(self.velocityX) > 4;
warriorBody.rotation = walkCycle * (isRunning ? 0.12 : 0.08) * speedFactor;
// Vertical bob with speed-based intensity - more pronounced when running
warriorBody.y = Math.abs(walkCycleDouble) * (isRunning ? 6 : 4) * speedFactor;
// Subtle scale animation for dynamic feel
warriorBody.scaleY = 1 - Math.abs(walkCycleDouble) * (isRunning ? 0.03 : 0.02) * speedFactor;
// Slight horizontal sway
warriorBody.x = walkCycle * (isRunning ? 3 : 2) * speedFactor;
// Detailed leg animation - alternating steps with realistic movement
var leftLegCycle = Math.sin(self.animationTick * walkSpeed);
var rightLegCycle = Math.sin(self.animationTick * walkSpeed + Math.PI);
// Left leg movement
leftLeg.rotation = leftLegCycle * (isRunning ? 0.6 : 0.4);
leftLeg.y = -40 + Math.abs(leftLegCycle) * (isRunning ? 8 : 5);
// Right leg movement (opposite phase)
rightLeg.rotation = rightLegCycle * (isRunning ? 0.6 : 0.4);
rightLeg.y = -40 + Math.abs(rightLegCycle) * (isRunning ? 8 : 5);
// Detailed arm animation - natural swinging motion opposite to legs
leftArm.rotation = rightLegCycle * (isRunning ? 0.5 : 0.3);
leftArm.y = -80 + Math.abs(rightLegCycle) * (isRunning ? 4 : 2);
rightArm.rotation = leftLegCycle * (isRunning ? 0.3 : 0.2); // Right arm holds sword, less movement
rightArm.y = -80 + Math.abs(leftLegCycle) * (isRunning ? 3 : 1);
// Both arms swing naturally during movement
// Add realistic stride animation using tween for smoother transitions
if (Math.floor(self.animationTick * walkSpeed) !== Math.floor((self.animationTick - 1) * walkSpeed)) {
// Trigger on each step cycle for enhanced leg animation
var stepDirection = leftLegCycle > 0 ? 1 : -1;
tween(warriorBody, {
scaleY: isRunning ? 0.96 : 0.98
}, {
duration: isRunning ? 80 : 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(warriorBody, {
scaleY: isRunning ? 1.04 : 1.02
}, {
duration: isRunning ? 80 : 100,
easing: tween.easeIn
});
}
});
}
// Add slight lean forward when walking/running
var leanDirection = self.facingRight ? 1 : -1;
warriorBody.rotation += leanDirection * speedFactor * (isRunning ? 0.08 : 0.05);
} else {
// Enhanced idle animation with breathing effect and detailed body part movement
var breathCycle = Math.sin(self.animationTick * 0.05);
var idleCycle = Math.sin(self.animationTick * 0.03);
var weightShiftCycle = Math.sin(self.animationTick * 0.02);
warriorBody.rotation = breathCycle * 0.01;
warriorBody.y = breathCycle * 1;
warriorBody.scaleY = 1 + breathCycle * 0.01;
warriorBody.x = 0;
// Detailed idle leg positioning with subtle weight shifting
leftLeg.rotation = weightShiftCycle * 0.08;
rightLeg.rotation = -weightShiftCycle * 0.06;
leftLeg.y = -40 + Math.abs(idleCycle) * 1;
rightLeg.y = -40 + Math.abs(weightShiftCycle) * 1;
// Detailed idle arm positioning with breathing
leftArm.rotation = breathCycle * 0.03;
leftArm.y = -80 + breathCycle * 0.5;
rightArm.rotation = breathCycle * 0.02; // Right arm holds sword
rightArm.y = -80 + breathCycle * 0.3;
// Arms in natural idle position with breathing
// Add periodic subtle repositioning animation
if (self.animationTick % 180 === 0) {
// Every 3 seconds - subtle weight shift
var shiftDirection = Math.random() > 0.5 ? 1 : -1;
tween(leftLeg, {
rotation: shiftDirection * 0.1
}, {
duration: 300,
easing: tween.easeInOut
});
tween(rightLeg, {
rotation: -shiftDirection * 0.08
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(leftLeg, {
rotation: 0
}, {
duration: 500,
easing: tween.easeOut
});
tween(rightLeg, {
rotation: 0
}, {
duration: 500,
easing: tween.easeOut
});
}
});
}
}
// Face direction with smooth transition for all body parts
if (self.facingRight) {
warriorBody.scaleX = 1;
leftArm.scaleX = 1;
rightArm.scaleX = 1;
leftLeg.scaleX = 1;
rightLeg.scaleX = 1;
} else {
warriorBody.scaleX = -1;
leftArm.scaleX = -1;
rightArm.scaleX = -1;
leftLeg.scaleX = -1;
rightLeg.scaleX = -1;
}
// Keep player in bounds
if (self.x < 30) self.x = 30;
if (self.x > 2018) self.x = 2018;
// Reset skew if character is not moving or attacking
if (Math.abs(self.velocityX) < 0.1 && !self.isAttacking && !self.isJumping) {
// Smoothly reset skew values
if (Math.abs(warriorBody.skewX) > 0.001) {
warriorBody.skewX *= 0.9;
}
if (Math.abs(warriorBody.skewY) > 0.001) {
warriorBody.skewY *= 0.9;
}
}
};
self.moveLeft = function () {
self.velocityX = -self.speed;
if (self.facingRight) {
// Add quick turn animation when changing direction
self.facingRight = false;
tween(warriorBody, {
scaleX: -1.2,
skewX: 0.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(warriorBody, {
scaleX: -1,
skewX: 0
}, {
duration: 100
});
}
});
// No sword position changes needed
} else {
self.facingRight = false;
}
// Add quick leg push animation for movement start
tween(warriorBody, {
skewY: -0.05
}, {
duration: 50,
onFinish: function onFinish() {
tween(warriorBody, {
skewY: 0
}, {
duration: 100
});
}
});
};
self.moveRight = function () {
self.velocityX = self.speed;
if (!self.facingRight) {
// Add quick turn animation when changing direction
self.facingRight = true;
tween(warriorBody, {
scaleX: 1.2,
skewX: -0.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(warriorBody, {
scaleX: 1,
skewX: 0
}, {
duration: 100
});
}
});
// No sword position changes needed
} else {
self.facingRight = true;
}
// Add quick leg push animation for movement start
tween(warriorBody, {
skewY: 0.05
}, {
duration: 50,
onFinish: function onFinish() {
tween(warriorBody, {
skewY: 0
}, {
duration: 100
});
}
});
};
self.jump = function () {
console.log("Jump called! onGround:", self.onGround, "velocityY:", self.velocityY);
if (self.onGround || Math.abs(self.velocityY) < 2) {
// First jump with squash animation
self.velocityY = self.jumpPower;
self.onGround = false;
LK.getSound('jump').play();
// Enhanced squash and stretch animation for jump with sword movement
tween(warriorBody, {
scaleY: 0.7,
scaleX: self.facingRight ? 1.3 : -1.3
}, {
duration: 100,
onFinish: function onFinish() {
tween(warriorBody, {
scaleY: 1.2,
scaleX: self.facingRight ? 0.9 : -0.9
}, {
duration: 150,
onFinish: function onFinish() {
tween(warriorBody, {
scaleY: 1,
scaleX: self.facingRight ? 1 : -1
}, {
duration: 200
});
}
});
}
});
// Arms raised during jump for balance
tween(leftArm, {
y: -85,
rotation: -0.4
}, {
duration: 100,
onFinish: function onFinish() {
tween(leftArm, {
y: -80,
rotation: 0
}, {
duration: 300
});
}
});
console.log("Jump executed! New velocityY:", self.velocityY);
} else if (self.canDoubleJump && !self.hasUsedDoubleJump) {
// Double jump with spin animation
self.velocityY = self.jumpPower * 0.8;
self.hasUsedDoubleJump = true;
self.canDoubleJump = false;
LK.getSound('jump').play();
// Enhanced spin animation for double jump with sword trail effect
var startRotation = warriorBody.rotation;
tween(warriorBody, {
rotation: startRotation + (self.facingRight ? Math.PI * 2 : -Math.PI * 2)
}, {
duration: 400,
onFinish: function onFinish() {
warriorBody.rotation = 0;
}
});
// Arms spinning during double jump
tween(leftArm, {
rotation: leftArm.rotation + (self.facingRight ? Math.PI * 2 : -Math.PI * 2)
}, {
duration: 400,
onFinish: function onFinish() {
leftArm.rotation = 0;
}
});
tween(rightArm, {
rotation: rightArm.rotation + (self.facingRight ? Math.PI * 2 : -Math.PI * 2)
}, {
duration: 400,
onFinish: function onFinish() {
rightArm.rotation = 0;
}
});
console.log("Double jump executed!");
} else {
console.log("Cannot jump - not on ground and no double jump available");
}
};
self.attack = function () {
if (self.attackCooldown <= 0) {
self.attackCooldown = 30;
self.isAttacking = true;
LK.getSound('attack').play();
// Hand-to-hand combat - punch animation
var originalWarriorRotation = warriorBody.rotation;
// Wind up phase - pull right arm back for powerful punch
tween(rightArm, {
rotation: -0.8,
x: self.facingRight ? 5 : -5,
y: -75
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Powerful punch forward
tween(rightArm, {
rotation: 0.6,
x: self.facingRight ? 25 : -25,
y: -80
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
// Recovery - return arm to normal position
tween(rightArm, {
rotation: 0,
x: self.facingRight ? 15 : -15,
y: -80
}, {
duration: 250,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isAttacking = false;
}
});
}
});
// Warrior body movement during punch
tween(warriorBody, {
rotation: originalWarriorRotation + (self.facingRight ? 0.2 : -0.2),
skewY: self.facingRight ? 0.1 : -0.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(warriorBody, {
rotation: originalWarriorRotation - (self.facingRight ? 0.1 : -0.1),
skewY: self.facingRight ? -0.05 : 0.05
}, {
duration: 200,
onFinish: function onFinish() {
tween(warriorBody, {
rotation: originalWarriorRotation,
skewY: 0
}, {
duration: 250
});
}
});
}
});
}
});
// Add warrior body lean and step forward during punch
LK.setTimeout(function () {
// Dynamic body movement during attack
tween(warriorBody, {
scaleX: self.facingRight ? 1.1 : -1.1,
x: self.facingRight ? 8 : -8
}, {
duration: 100,
onFinish: function onFinish() {
tween(warriorBody, {
scaleX: self.facingRight ? 1 : -1,
x: 0
}, {
duration: 150
});
}
});
}, 150);
// Check for enemy hits during forward punch
LK.setTimeout(function () {
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Calculate punch position based on warrior's facing direction and arm extension
var punchReach = 80; // Increased reach for better hit detection
var punchX = self.x + (self.facingRight ? punchReach : -punchReach);
var punchY = self.y - 60; // Adjusted height to match enemy center
// Calculate distance from punch position to enemy
var distanceToEnemy = Math.abs(punchX - enemy.x);
var verticalDistance = Math.abs(punchY - enemy.y);
// Improved hit-box - larger rectangular area in front of warrior
var hitBoxWidth = 70; // Increased width of punch hit area
var hitBoxHeight = 80; // Increased height of punch hit area
if (distanceToEnemy < hitBoxWidth && verticalDistance < hitBoxHeight) {
// Additional check: enemy must be in front of warrior
var enemyInFront = self.facingRight ? enemy.x > self.x : enemy.x < self.x;
if (enemyInFront) {
if (enemy.takeDamage(25)) {
// Enemy damaged - check if destroyed
enemies.splice(i, 1);
LK.setScore(LK.getScore() + 100);
scoreText.setText('Score: ' + LK.getScore());
}
// Enhanced knockback effect based on punch direction
var knockbackDirection = self.facingRight ? 1 : -1;
enemy.velocityX += knockbackDirection * 10;
enemy.velocityY = -4; // Slightly stronger upward knockback
}
}
}
}, 120);
}
};
self.shootArrow = function () {
if (self.attackCooldown <= 0 && self.currentAmmo > 0) {
self.attackCooldown = 20; // Shorter cooldown for ranged attacks
self.currentAmmo--; // Consume ammunition
self.timeSinceLastShot = 0; // Reset reload timer
LK.getSound('bow_shoot').play();
// Update ammunition display immediately
if (ammoText) {
ammoText.setText('Arrows: ' + self.currentAmmo + '/' + self.maxAmmo);
ammoText.tint = self.currentAmmo > 0 ? 0xFFFFFF : 0xFF4444;
}
// Create arrow
var arrow = new Arrow();
arrow.x = self.x + (self.facingRight ? 40 : -40);
arrow.y = self.y - 80;
// Set arrow velocity based on facing direction
var arrowSpeed = 12;
arrow.velocityX = self.facingRight ? arrowSpeed : -arrowSpeed;
arrow.velocityY = 0; // Straight horizontal trajectory
// Add arrow to game
arrows.push(arrow);
game.addChild(arrow);
// Bow shooting animation - pull left arm back then forward
var originalLeftArmX = leftArm.x;
var originalLeftArmY = leftArm.y;
var originalLeftArmRotation = leftArm.rotation;
// Pull back animation (drawing the bow)
tween(leftArm, {
rotation: -0.5,
x: self.facingRight ? -20 : 20,
y: -85
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
// Release animation (shooting the arrow)
tween(leftArm, {
rotation: 0.3,
x: self.facingRight ? -10 : 10,
y: -75
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
// Return to normal position
tween(leftArm, {
rotation: originalLeftArmRotation,
x: originalLeftArmX,
y: originalLeftArmY
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
}
});
// Slight body lean during bow shot
var originalWarriorRotation = warriorBody.rotation;
tween(warriorBody, {
rotation: originalWarriorRotation + (self.facingRight ? -0.1 : 0.1),
x: self.facingRight ? -5 : 5
}, {
duration: 100,
onFinish: function onFinish() {
tween(warriorBody, {
rotation: originalWarriorRotation,
x: 0
}, {
duration: 200
});
}
});
}
};
self.takeDamage = function (damage) {
self.health -= damage;
LK.getSound('hit').play();
// Enhanced damage flash effect on warrior and sword
tween(warriorBody, {
tint: 0xFF0066
}, {
duration: 150,
onFinish: function onFinish() {
tween(warriorBody, {
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
// Flash arms as well
tween(leftArm, {
tint: 0xFF0066
}, {
duration: 150,
onFinish: function onFinish() {
tween(leftArm, {
tint: 0x8B4513
}, {
duration: 150
});
}
});
tween(rightArm, {
tint: 0xFF0066
}, {
duration: 150,
onFinish: function onFinish() {
tween(rightArm, {
tint: 0x8B4513
}, {
duration: 150
});
}
});
if (self.health <= 0) {
LK.showGameOver();
}
};
return self;
});
var StickmanEnemy = Container.expand(function () {
var self = Container.call(this);
// Create stickman body parts
var head = self.attachAsset('enemy_head', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -65
});
var body = self.attachAsset('enemy_body', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: -50
});
var leftArm = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: -10,
y: -40
});
var rightArm = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: 10,
y: -40
});
var leftLeg = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: -5,
y: -20
});
var rightLeg = self.attachAsset('enemy_limb', {
anchorX: 0.5,
anchorY: 0,
x: 5,
y: -20
});
var sword = self.attachAsset('enemy_sword', {
anchorX: 0.5,
anchorY: 1,
x: 15,
y: -30
});
self.velocityX = 0;
self.velocityY = 0;
self.health = 50;
self.maxHealth = 50;
// Create health bar background
var healthBarBg = self.attachAsset('platform', {
width: 60,
height: 8,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -90,
tint: 0x000000
});
// Create health bar fill
var healthBarFill = self.attachAsset('platform', {
width: 56,
height: 6,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -90,
tint: 0x00FF00
});
self.speed = 1.5;
self.direction = 1;
self.onGround = false;
self.attackRange = 80;
self.attackCooldown = 0;
self.animationTick = 0;
self.isAttacking = false;
self.lastPlayerDistance = 999;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
// AI behavior - chase player if close enough with enhanced range detection
var distanceToPlayer = Math.abs(self.x - player.x);
var verticalDistance = Math.abs(self.y - player.y);
var attackRange = 300; // Increased detection range
var aggressiveRange = 150; // Close range for aggressive behavior
if (distanceToPlayer < attackRange && verticalDistance < 150) {
// Enhanced chase behavior with speed boost when close
var isInAggressiveRange = distanceToPlayer < aggressiveRange;
var chaseSpeed = isInAggressiveRange ? self.speed * 1.5 : self.speed;
// Chase player
if (player.x > self.x) {
self.direction = 1;
self.velocityX = chaseSpeed;
} else {
self.direction = -1;
self.velocityX = -chaseSpeed;
}
// Aggressive platform jumping when pursuing player
if (self.onGround && (verticalDistance > 60 || Math.abs(player.y - self.y) > 50)) {
// Look for platforms to reach player more aggressively
var nearestPlatform = null;
var nearestDistance = Infinity;
var targetDirection = player.x > self.x ? 1 : -1;
// Check all platforms for strategic positioning
for (var p = 0; p < platforms.length; p++) {
var platform = platforms[p];
var platformDistance = Math.abs(platform.x - self.x);
var platformToPlayerDistance = Math.abs(platform.x - player.x);
// Prefer platforms that are closer to player or provide better positioning
var strategicValue = platformDistance + platformToPlayerDistance * 0.5;
if (platform.y < self.y && platform.y > player.y - 100 && platformDistance < 400) {
if (strategicValue < nearestDistance) {
nearestDistance = strategicValue;
nearestPlatform = platform;
}
}
}
// Jump towards the platform or directly towards player
if (nearestPlatform) {
// Calculate jump direction towards platform
var jumpDirection = nearestPlatform.x > self.x ? 1 : -1;
self.velocityY = -16; // Stronger jump for pursuit
self.velocityX = jumpDirection * (self.speed + 3); // Extra horizontal velocity
self.onGround = false;
LK.getSound('jump').play();
} else if (verticalDistance > 100) {
// Direct jump towards player if no platforms available
self.velocityY = -14;
self.velocityX = targetDirection * (self.speed + 2);
self.onGround = false;
LK.getSound('jump').play();
}
}
// Attack if in range
if (distanceToPlayer < self.attackRange && self.attackCooldown <= 0) {
self.attackPlayer();
}
} else {
// Simple patrol movement
self.velocityX = self.speed * self.direction;
// Random jump towards platforms while patrolling
if (self.onGround && Math.random() < 0.005) {
// 0.5% chance per frame when on ground
// Look for platforms to jump to
var targetPlatform = null;
var patrolDirection = self.direction;
for (var p = 0; p < platforms.length; p++) {
var platform = platforms[p];
var platformDistance = Math.abs(platform.x - self.x);
var platformInDirection = patrolDirection > 0 ? platform.x > self.x : platform.x < self.x;
if (platformInDirection && platform.y < self.y && platformDistance < 200 && platformDistance > 50) {
targetPlatform = platform;
break;
}
}
if (targetPlatform) {
self.velocityY = -12; // Smaller jump for patrol
self.velocityX = patrolDirection * (self.speed + 1);
self.onGround = false;
}
}
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Reset ground detection
self.onGround = false;
// Reverse direction at edges
if (self.x < 50 || self.x > 1998) {
self.direction *= -1;
}
// Update attack cooldown
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Animation
self.animationTick++;
if (!self.isAttacking) {
// Walking animation with more realistic movement
var walkSpeed = Math.abs(self.velocityX) > 0.1 ? 0.25 : 0.1;
var walkCycle = Math.sin(self.animationTick * walkSpeed);
var walkCycleOffset = Math.sin(self.animationTick * walkSpeed + Math.PI);
// Leg animation - alternate walking
leftLeg.rotation = walkCycle * 0.4;
rightLeg.rotation = walkCycleOffset * 0.4;
// Arm animation - opposite to legs (natural walking)
leftArm.rotation = walkCycleOffset * 0.3;
rightArm.rotation = walkCycle * 0.3;
// Body bob animation when walking
if (Math.abs(self.velocityX) > 0.1) {
body.y = -50 + Math.abs(Math.sin(self.animationTick * walkSpeed * 2)) * 2;
head.y = -65 + Math.abs(Math.sin(self.animationTick * walkSpeed * 2)) * 2;
} else {
// Return to normal position when not walking
body.y = -50;
head.y = -65;
}
}
// Face direction
if (self.direction > 0) {
head.scaleX = 1;
body.scaleX = 1;
leftArm.scaleX = 1;
rightArm.scaleX = 1;
leftLeg.scaleX = 1;
rightLeg.scaleX = 1;
sword.scaleX = 1;
sword.x = 15;
} else {
head.scaleX = -1;
body.scaleX = -1;
leftArm.scaleX = -1;
rightArm.scaleX = -1;
leftLeg.scaleX = -1;
rightLeg.scaleX = -1;
sword.scaleX = -1;
sword.x = -15;
}
self.lastPlayerDistance = distanceToPlayer;
};
self.attackPlayer = function () {
if (self.attackCooldown <= 0) {
self.attackCooldown = 120; // 2 seconds at 60fps
self.isAttacking = true;
// Sword attack animation - swing from back to front
tween(sword, {
rotation: -1.8
}, {
duration: 150,
onFinish: function onFinish() {
// Swing forward
tween(sword, {
rotation: 0.8
}, {
duration: 200,
onFinish: function onFinish() {
// Return to normal position
tween(sword, {
rotation: 0
}, {
duration: 250,
onFinish: function onFinish() {
self.isAttacking = false;
}
});
}
});
// Check if player is hit during forward swing (after 150ms delay)
LK.setTimeout(function () {
var distanceToPlayer = Math.abs(self.x - player.x);
if (distanceToPlayer < self.attackRange) {
player.takeDamage(10);
// Knockback effect
var knockbackDirection = player.x > self.x ? 1 : -1;
player.velocityX += knockbackDirection * 8;
}
}, 150);
}
});
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Update health bar
var healthPercent = Math.max(0, self.health / self.maxHealth);
healthBarFill.width = 56 * healthPercent;
// Change health bar color based on health
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00FF00; // Green
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xFFFF00; // Yellow
} else {
healthBarFill.tint = 0xFF0000; // Red
}
// Damage flash effect on all body parts
var bodyParts = [head, body, leftArm, rightArm, leftLeg, rightLeg];
for (var i = 0; i < bodyParts.length; i++) {
var part = bodyParts[i];
tween(part, {
tint: 0xFFFFFF
}, {
duration: 100,
onFinish: function onFinish() {
tween(part, {
tint: 0xFF0000
}, {
duration: 100
});
}
});
}
if (self.health <= 0) {
self.destroy();
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122 // Dark digital blue background
});
/****
* Game Code
****/
// Game state management
var gameState = 'menu'; // 'menu', 'mapSelect', 'settings', 'playing'
var currentMap = 0;
var enemyBullets = [];
// Input state variables
var leftPressed = false;
var rightPressed = false;
var currentTouchId = null;
// Map definitions
var mapConfigs = [{
name: "Forest Plains",
backgroundColor: 0x228B22,
musicTrack: 'forest_music',
platforms: [{
x: 300,
y: 2500
}, {
x: 600,
y: 2300
}, {
x: 1000,
y: 2400
}, {
x: 1400,
y: 2200
}, {
x: 1700,
y: 2500
}],
enemies: [{
type: 'stickman',
x: 700,
y: 2250
}, {
type: 'stickman',
x: 1200,
y: 2350
}, {
type: 'stickman',
x: 1500,
y: 2150
}]
}, {
name: "Sky Temple",
backgroundColor: 0x4169E1,
musicTrack: 'sky_music',
platforms: [{
x: 200,
y: 2400
}, {
x: 500,
y: 2200
}, {
x: 800,
y: 2000
}, {
x: 1200,
y: 1800
}, {
x: 1600,
y: 2000
}, {
x: 1900,
y: 2200
}],
enemies: [{
type: 'flying',
x: 400,
y: 2100
}, {
type: 'flying',
x: 1000,
y: 1700
}, {
type: 'stickman',
x: 800,
y: 1950
}, {
type: 'flying',
x: 1400,
y: 1900
}]
}, {
name: "Boss Arena",
backgroundColor: 0x8B0000,
musicTrack: 'boss_music',
platforms: [{
x: 500,
y: 2400
}, {
x: 1000,
y: 2500
}, {
x: 1500,
y: 2400
}],
enemies: [{
type: 'boss',
x: 1024,
y: 2450
}, {
type: 'stickman',
x: 600,
y: 2350
}, {
type: 'stickman',
x: 1400,
y: 2350
}]
}];
// Game arrays
var platforms = [];
var enemies = [];
var projectiles = [];
var arrows = [];
// UI Elements
var menuContainer, mapSelectContainer, settingsContainer;
// Game objects (will be created when starting game)
var ground, player, staminaBarBackground, staminaBar;
function createMenu() {
menuContainer = new Container();
game.addChild(menuContainer);
// Title
var title = new Text2('STICKMAN WARRIOR', {
size: 80,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 400;
menuContainer.addChild(title);
// Play button
var playButton = LK.getAsset('platform', {
width: 300,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x4444FF
});
playButton.x = 1024;
playButton.y = 800;
playButton.interactive = true;
playButton.buttonMode = true;
menuContainer.addChild(playButton);
var playText = new Text2('PLAY', {
size: 40,
fill: 0xFFFFFF
});
playText.anchor.set(0.5, 0.5);
playText.x = playButton.x;
playText.y = playButton.y;
menuContainer.addChild(playText);
playButton.down = function () {
LK.getSound('button_click').play();
gameState = 'mapSelect';
menuContainer.visible = false;
createMapSelect();
};
// Settings button
var settingsButton = LK.getAsset('platform', {
width: 300,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
settingsButton.x = 1024;
settingsButton.y = 920;
settingsButton.interactive = true;
settingsButton.buttonMode = true;
menuContainer.addChild(settingsButton);
var settingsText = new Text2('SETTINGS', {
size: 40,
fill: 0xFFFFFF
});
settingsText.anchor.set(0.5, 0.5);
settingsText.x = settingsButton.x;
settingsText.y = settingsButton.y;
menuContainer.addChild(settingsText);
settingsButton.down = function () {
LK.getSound('button_click').play();
gameState = 'settings';
menuContainer.visible = false;
createSettings();
};
// High score display
var highScoreText = new Text2('High Score: ' + storage.highScore, {
size: 35,
fill: 0xFFD700
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.x = 1024;
highScoreText.y = 1100;
menuContainer.addChild(highScoreText);
}
function createMapSelect() {
mapSelectContainer = new Container();
game.addChild(mapSelectContainer);
// Title
var title = new Text2('SELECT MAP', {
size: 60,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 300;
mapSelectContainer.addChild(title);
// Map buttons
for (var i = 0; i < mapConfigs.length; i++) {
var mapButton = LK.getAsset('platform', {
width: 250,
height: 150,
anchorX: 0.5,
anchorY: 0.5,
tint: mapConfigs[i].backgroundColor
});
mapButton.x = 400 + i * 300;
mapButton.y = 700;
mapButton.interactive = true;
mapButton.buttonMode = true;
mapButton.mapIndex = i;
mapSelectContainer.addChild(mapButton);
var mapText = new Text2(mapConfigs[i].name, {
size: 30,
fill: 0xFFFFFF
});
mapText.anchor.set(0.5, 0.5);
mapText.x = mapButton.x;
mapText.y = mapButton.y;
mapSelectContainer.addChild(mapText);
mapButton.down = function () {
LK.getSound('button_click').play();
currentMap = this.mapIndex;
storage.selectedMap = currentMap;
startGame();
};
}
// Back button
var backButton = LK.getAsset('platform', {
width: 200,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
backButton.x = 1024;
backButton.y = 1000;
backButton.interactive = true;
backButton.buttonMode = true;
mapSelectContainer.addChild(backButton);
var backText = new Text2('BACK', {
size: 30,
fill: 0xFFFFFF
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
mapSelectContainer.addChild(backText);
backButton.down = function () {
LK.getSound('button_click').play();
gameState = 'menu';
mapSelectContainer.visible = false;
menuContainer.visible = true;
};
}
function createSettings() {
settingsContainer = new Container();
game.addChild(settingsContainer);
// Title
var title = new Text2('SETTINGS', {
size: 60,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 300;
settingsContainer.addChild(title);
// Music volume
var musicLabel = new Text2('Music Volume: ' + Math.round(storage.musicVolume * 100) + '%', {
size: 40,
fill: 0xFFFFFF
});
musicLabel.anchor.set(0.5, 0.5);
musicLabel.x = 1024;
musicLabel.y = 500;
settingsContainer.addChild(musicLabel);
var musicDown = LK.getAsset('platform', {
width: 60,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
musicDown.x = 700;
musicDown.y = 550;
musicDown.interactive = true;
musicDown.buttonMode = true;
settingsContainer.addChild(musicDown);
var musicDownText = new Text2('-', {
size: 40,
fill: 0xFFFFFF
});
musicDownText.anchor.set(0.5, 0.5);
musicDownText.x = musicDown.x;
musicDownText.y = musicDown.y;
settingsContainer.addChild(musicDownText);
var musicUp = LK.getAsset('platform', {
width: 60,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
musicUp.x = 1348;
musicUp.y = 550;
musicUp.interactive = true;
musicUp.buttonMode = true;
settingsContainer.addChild(musicUp);
var musicUpText = new Text2('+', {
size: 40,
fill: 0xFFFFFF
});
musicUpText.anchor.set(0.5, 0.5);
musicUpText.x = musicUp.x;
musicUpText.y = musicUp.y;
settingsContainer.addChild(musicUpText);
musicDown.down = function () {
storage.musicVolume = Math.max(0, storage.musicVolume - 0.1);
musicLabel.setText('Music Volume: ' + Math.round(storage.musicVolume * 100) + '%');
LK.getSound('button_click').play();
};
musicUp.down = function () {
storage.musicVolume = Math.min(1, storage.musicVolume + 0.1);
musicLabel.setText('Music Volume: ' + Math.round(storage.musicVolume * 100) + '%');
LK.getSound('button_click').play();
};
// Sound volume
var soundLabel = new Text2('Sound Volume: ' + Math.round(storage.soundVolume * 100) + '%', {
size: 40,
fill: 0xFFFFFF
});
soundLabel.anchor.set(0.5, 0.5);
soundLabel.x = 1024;
soundLabel.y = 700;
settingsContainer.addChild(soundLabel);
var soundDown = LK.getAsset('platform', {
width: 60,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
soundDown.x = 700;
soundDown.y = 750;
soundDown.interactive = true;
soundDown.buttonMode = true;
settingsContainer.addChild(soundDown);
var soundDownText = new Text2('-', {
size: 40,
fill: 0xFFFFFF
});
soundDownText.anchor.set(0.5, 0.5);
soundDownText.x = soundDown.x;
soundDownText.y = soundDown.y;
settingsContainer.addChild(soundDownText);
var soundUp = LK.getAsset('platform', {
width: 60,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
soundUp.x = 1348;
soundUp.y = 750;
soundUp.interactive = true;
soundUp.buttonMode = true;
settingsContainer.addChild(soundUp);
var soundUpText = new Text2('+', {
size: 40,
fill: 0xFFFFFF
});
soundUpText.anchor.set(0.5, 0.5);
soundUpText.x = soundUp.x;
soundUpText.y = soundUp.y;
settingsContainer.addChild(soundUpText);
soundDown.down = function () {
storage.soundVolume = Math.max(0, storage.soundVolume - 0.1);
soundLabel.setText('Sound Volume: ' + Math.round(storage.soundVolume * 100) + '%');
LK.getSound('button_click').play();
};
soundUp.down = function () {
storage.soundVolume = Math.min(1, storage.soundVolume + 0.1);
soundLabel.setText('Sound Volume: ' + Math.round(storage.soundVolume * 100) + '%');
LK.getSound('button_click').play();
};
// Back button
var backButton = LK.getAsset('platform', {
width: 200,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
backButton.x = 1024;
backButton.y = 1000;
backButton.interactive = true;
backButton.buttonMode = true;
settingsContainer.addChild(backButton);
var backText = new Text2('BACK', {
size: 30,
fill: 0xFFFFFF
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
settingsContainer.addChild(backText);
backButton.down = function () {
LK.getSound('button_click').play();
gameState = 'menu';
settingsContainer.visible = false;
menuContainer.visible = true;
};
}
function startGame() {
gameState = 'playing';
// Hide menu containers
if (mapSelectContainer) mapSelectContainer.visible = false;
// Set background color for selected map
game.setBackgroundColor(mapConfigs[currentMap].backgroundColor);
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 1.0,
x: 1024,
y: 2732
}));
// Create platforms based on selected map
platforms = [];
var platformData = mapConfigs[currentMap].platforms;
for (var i = 0; i < platformData.length; i++) {
var platform = new Platform();
platform.x = platformData[i].x;
platform.y = platformData[i].y;
platforms.push(platform);
game.addChild(platform);
}
// Create player
player = new Stickman();
player.x = 1024;
player.y = 2600;
player.canDoubleJump = true;
player.hasUsedDoubleJump = false;
game.addChild(player);
// Create stamina bar
staminaBarBackground = LK.getAsset('platform', {
width: 120,
height: 20,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000
});
game.addChild(staminaBarBackground);
staminaBar = LK.getAsset('platform', {
width: 110,
height: 14,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFFFFF
});
game.addChild(staminaBar);
// Clear arrows array
arrows = [];
// Create enemies based on selected map
enemies = [];
var enemyData = mapConfigs[currentMap].enemies;
for (var i = 0; i < enemyData.length; i++) {
var enemy;
switch (enemyData[i].type) {
case 'stickman':
enemy = new StickmanEnemy();
break;
case 'flying':
enemy = new FlyingEnemy();
break;
case 'boss':
enemy = new Boss();
break;
}
enemy.x = enemyData[i].x;
enemy.y = enemyData[i].y;
enemies.push(enemy);
game.addChild(enemy);
}
// Play level-specific music with configurable volume
var currentMusicTrack = mapConfigs[currentMap].musicTrack;
LK.playMusic(currentMusicTrack, {
fade: {
start: 0,
end: storage.musicVolume,
duration: 1000
}
});
// Show game UI
createGameUI();
}
function createGameUI() {
// UI Elements
healthText = new Text2('Health: 100', {
size: 40,
fill: 0x00FF00
});
healthText.anchor.set(0, 0);
LK.gui.left.addChild(healthText);
healthText.y = 200; // Position below top-left menu area
scoreText = new Text2('Score: 0', {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Map name display
var mapNameText = new Text2(mapConfigs[currentMap].name, {
size: 35,
fill: 0xFFD700
});
mapNameText.anchor.set(1, 0);
mapNameText.x = LK.gui.right.x - 20;
mapNameText.y = 200;
LK.gui.addChild(mapNameText);
// Ammunition display
ammoText = new Text2('Arrows: 5/5', {
size: 40,
fill: 0xFFFFFF
});
ammoText.anchor.set(0, 0);
LK.gui.left.addChild(ammoText);
ammoText.y = 250; // Position below health text
}
// Global UI variables
var healthText, scoreText, ammoText;
function createGameControls() {
// Mobile Controls UI - Improved for better ergonomics
leftButton = LK.getAsset('platform', {
width: 220,
height: 220,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
tint: 0x4444FF
});
leftButton.x = 140;
leftButton.y = LK.gui.bottom.y - 140;
leftButton.interactive = true;
leftButton.buttonMode = true;
LK.gui.addChild(leftButton);
var leftIcon = LK.getAsset('warrior', {
width: 60,
height: 70,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
scaleX: -1
});
leftIcon.x = leftButton.x;
leftIcon.y = leftButton.y;
LK.gui.addChild(leftIcon);
rightButton = LK.getAsset('platform', {
width: 220,
height: 220,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
tint: 0x4444FF
});
rightButton.x = 400;
rightButton.y = LK.gui.bottom.y - 140;
rightButton.interactive = true;
rightButton.buttonMode = true;
LK.gui.addChild(rightButton);
var rightIcon = LK.getAsset('warrior', {
width: 60,
height: 70,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
rightIcon.x = rightButton.x;
rightIcon.y = rightButton.y;
LK.gui.addChild(rightIcon);
jumpButton = LK.getAsset('platform', {
width: 240,
height: 240,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
tint: 0x44FF44
});
jumpButton.x = LK.gui.right.x - 140;
jumpButton.y = LK.gui.bottom.y - 140;
jumpButton.interactive = true;
jumpButton.buttonMode = true;
LK.gui.addChild(jumpButton);
var jumpIcon = LK.getAsset('warrior', {
width: 70,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
rotation: -0.3
});
jumpIcon.x = jumpButton.x;
jumpIcon.y = jumpButton.y - 10;
LK.gui.addChild(jumpIcon);
attackButton = LK.getAsset('platform', {
width: 180,
height: 180,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
tint: 0xFF4444
});
attackButton.x = LK.gui.right.x - 320;
attackButton.y = LK.gui.bottom.y - 140;
attackButton.interactive = true;
attackButton.buttonMode = true;
LK.gui.addChild(attackButton);
var attackLabel = new Text2('ATK', {
size: 35,
fill: 0xFFFFFF
});
attackLabel.anchor.set(0.5, 0.5);
attackLabel.x = attackButton.x;
attackLabel.y = attackButton.y;
LK.gui.addChild(attackLabel);
// Bow button
bowButton = LK.getAsset('platform', {
width: 180,
height: 180,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
tint: 0xFF8844
});
bowButton.x = LK.gui.right.x - 480;
bowButton.y = LK.gui.bottom.y - 140;
bowButton.interactive = true;
bowButton.buttonMode = true;
LK.gui.addChild(bowButton);
var bowIcon = LK.getAsset('arrow', {
width: 50,
height: 12,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
bowIcon.x = bowButton.x;
bowIcon.y = bowButton.y;
LK.gui.addChild(bowIcon);
setupControlEvents();
}
// Global control variables
var leftButton, rightButton, jumpButton, attackButton, bowButton;
// Collision detection function
function checkCollisions(obj, platforms) {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (obj.intersects(platform)) {
// Landing on top of platform
if (obj.velocityY > 0 && obj.y - 40 < platform.y) {
obj.y = platform.y - 40;
obj.velocityY = 0;
obj.onGround = true;
// Reset double jump when landing
if (obj === player) {
obj.canDoubleJump = true;
obj.hasUsedDoubleJump = false;
}
}
}
}
// Ground collision
if (obj.y > 2632) {
obj.y = 2632;
obj.velocityY = 0;
obj.onGround = true;
// Reset double jump when landing on ground
if (obj === player) {
obj.canDoubleJump = true;
obj.hasUsedDoubleJump = false;
}
}
}
function setupControlEvents() {
// Input handling - variables moved to global scope
game.down = function (x, y, obj) {
// Fallback touch handling for areas outside buttons
};
game.up = function (x, y, obj) {
// Fallback touch release handling
};
// Input state variables already declared in global scope
// Control event handlers
leftButton.down = function (x, y, obj) {
leftPressed = true;
currentTouchId = 'left';
tween(leftButton, {
alpha: 0.9
}, {
duration: 100
});
LK.getSound('button_click').play();
};
leftButton.up = function (x, y, obj) {
leftPressed = false;
if (currentTouchId === 'left') currentTouchId = null;
tween(leftButton, {
alpha: 0.6
}, {
duration: 100
});
};
rightButton.down = function (x, y, obj) {
rightPressed = true;
currentTouchId = 'right';
tween(rightButton, {
alpha: 0.9
}, {
duration: 100
});
LK.getSound('button_click').play();
};
rightButton.up = function (x, y, obj) {
rightPressed = false;
if (currentTouchId === 'right') currentTouchId = null;
tween(rightButton, {
alpha: 0.6
}, {
duration: 100
});
};
jumpButton.down = function (x, y, obj) {
player.jump();
tween(jumpButton, {
alpha: 0.9
}, {
duration: 100
});
};
jumpButton.up = function (x, y, obj) {
tween(jumpButton, {
alpha: 0.6
}, {
duration: 100
});
};
attackButton.down = function (x, y, obj) {
player.attack();
tween(attackButton, {
alpha: 0.9
}, {
duration: 100
});
};
attackButton.up = function (x, y, obj) {
tween(attackButton, {
alpha: 0.6
}, {
duration: 100
});
};
bowButton.down = function (x, y, obj) {
if (player.currentAmmo > 0) {
player.shootArrow();
tween(bowButton, {
alpha: 0.9
}, {
duration: 100
});
} else {
// Visual feedback for no ammo
tween(bowButton, {
tint: 0xFF0000
}, {
duration: 200,
onFinish: function onFinish() {
tween(bowButton, {
tint: 0xFF8844
}, {
duration: 200
});
}
});
}
};
bowButton.up = function (x, y, obj) {
tween(bowButton, {
alpha: 0.6
}, {
duration: 100
});
};
}
// Initialize menu system
LK.playMusic('menu_music', {
volume: storage.musicVolume || 0.6
});
createMenu();
game.update = function () {
if (gameState !== 'playing') {
return; // Don't update game logic if not playing
}
// Handle input
if (leftPressed) {
player.moveLeft();
}
if (rightPressed) {
player.moveRight();
}
// Check collisions for player
checkCollisions(player, platforms);
// Check collisions for enemies
for (var i = 0; i < enemies.length; i++) {
checkCollisions(enemies[i], platforms);
}
// Update arrows and check enemy hits
for (var i = arrows.length - 1; i >= 0; i--) {
var arrow = arrows[i];
// Check if arrow hits enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (arrow.intersects(enemy)) {
if (enemy.takeDamage(arrow.damage)) {
// Enemy destroyed
enemies.splice(j, 1);
LK.setScore(LK.getScore() + 150); // More points for ranged kills
scoreText.setText('Score: ' + LK.getScore());
}
// Remove arrow
arrow.destroy();
arrows.splice(i, 1);
break;
}
}
// Remove destroyed arrows
if (arrow.parent === null) {
arrows.splice(i, 1);
}
}
// Update projectiles and check enemy hits
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
// Check if projectile hits enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (projectile.intersects(enemy)) {
if (enemy.takeDamage(25)) {
// Enemy destroyed
enemies.splice(j, 1);
LK.setScore(LK.getScore() + 100);
scoreText.setText('Score: ' + LK.getScore());
}
// Remove projectile
projectile.destroy();
projectiles.splice(i, 1);
break;
}
}
// Remove destroyed projectiles
if (projectile.parent === null) {
projectiles.splice(i, 1);
}
}
// Update enemy bullets and check player hits
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
// Check if bullet hits player
if (bullet.intersects(player)) {
player.takeDamage(10);
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Remove destroyed bullets
if (bullet.parent === null) {
enemyBullets.splice(i, 1);
}
}
// Check player-enemy collisions
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (player.intersects(enemy)) {
// Simple knockback and damage
var dx = player.x - enemy.x;
player.velocityX += dx > 0 ? 5 : -5;
player.takeDamage(1);
// Update health display
healthText.setText('Health: ' + Math.max(0, player.health));
healthText.tint = player.health < 30 ? 0xFF0000 : 0x00FF00;
}
}
// Win condition - defeat all enemies
if (enemies.length === 0) {
// Update high score
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
LK.showYouWin();
}
// Update stamina bar position and appearance - moved higher up
staminaBarBackground.x = player.x;
staminaBarBackground.y = player.y - 130;
staminaBar.x = player.x;
staminaBar.y = player.y - 130;
// Update stamina bar color based on double jump availability
if (player.canDoubleJump && !player.hasUsedDoubleJump) {
staminaBar.tint = 0x00FF00; // Bright green when available
} else {
staminaBar.tint = 0x444444; // Dark gray when used
}
// Update bow button appearance based on ammunition
if (bowButton) {
bowButton.alpha = player.currentAmmo > 0 ? 0.6 : 0.3;
bowButton.tint = player.currentAmmo > 0 ? 0xFF8844 : 0x666666;
}
// Camera follow player (simple)
var targetY = Math.max(-1366, Math.min(0, -(player.y - 1366)));
game.y += (targetY - game.y) * 0.1;
// Sound volume is now controlled through storage and applied during initialization
};
// Create controls when game starts
createGameControls(); ===================================================================
--- original.js
+++ change.js
@@ -64,10 +64,17 @@
// Rotate arrow to match trajectory
if (self.velocityX !== 0) {
graphics.rotation = Math.atan2(self.velocityY, self.velocityX);
}
- // Remove if lifetime expired or off screen
- if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800) {
+ // Calculate distance traveled from start position
+ if (self.startX === undefined) {
+ self.startX = self.x;
+ self.startY = self.y;
+ }
+ var distanceTraveled = Math.sqrt(Math.pow(self.x - self.startX, 2) + Math.pow(self.y - self.startY, 2));
+ var maxRange = 400; // Short range limit
+ // Remove if lifetime expired, off screen, or exceeded range
+ if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || distanceTraveled > maxRange) {
self.destroy();
}
};
return self;
@@ -335,10 +342,17 @@
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
- // Remove if lifetime expired or off screen
- if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || self.y < -100) {
+ // Calculate distance traveled from start position
+ if (self.startX === undefined) {
+ self.startX = self.x;
+ self.startY = self.y;
+ }
+ var distanceTraveled = Math.sqrt(Math.pow(self.x - self.startX, 2) + Math.pow(self.y - self.startY, 2));
+ var maxRange = 300; // Short range limit for enemy bullets
+ // Remove if lifetime expired, off screen, or exceeded range
+ if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || self.y < -100 || distanceTraveled > maxRange) {
self.destroy();
}
};
return self;
@@ -584,10 +598,17 @@
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
- // Remove if lifetime expired or off screen
- if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800) {
+ // Calculate distance traveled from start position
+ if (self.startX === undefined) {
+ self.startX = self.x;
+ self.startY = self.y;
+ }
+ var distanceTraveled = Math.sqrt(Math.pow(self.x - self.startX, 2) + Math.pow(self.y - self.startY, 2));
+ var maxRange = 350; // Short range limit for projectiles
+ // Remove if lifetime expired, off screen, or exceeded range
+ if (self.lifetime <= 0 || self.x < -50 || self.x > 2098 || self.y > 2800 || distanceTraveled > maxRange) {
self.destroy();
}
};
return self;
Crea un personaje estilo pixel art, un guerrero simple y fácil de animar. No debe tener manos ni piernas visibles, solo un cuerpo principal con forma redonda u ovalada. El diseño debe sugerir que es un guerrero usando colores llamativos, ojos brillantes o una armadura pixelada pegada al cuerpo. Puede tener una espada flotando al lado o en la espalda como decoración. Debe verse como un personaje de videojuego, pero sin partes que necesiten animación compleja.. In-Game asset. 2d. High contrast. No shadows
Diseña una espada estilo pixel art, sencilla pero llamativa. Debe ser fácil de animar o colocar junto a un personaje. El mango debe ser corto y simple, y la hoja puede ser recta o con un brillo digital. Usa colores llamativos como azul neón, rojo fuego o plateado con detalles pixelados. El diseño debe parecer futurista o mágico, como si fuera un arma especial de un guerrero digital.. In-Game asset. 2d. High contrast. No shadows