User prompt
Miras que el mono a veces salta y otras veces no quiero que cuando uno presiona el botón salte, no después, pero que si salte.
User prompt
Pero cuando un enemigo me hace daño la esquina que tengo equipada desaparece y se pone la normal. Arregla eso por favor.
User prompt
Pero también a los demás enemigos voladores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pon el nuevo asset de"de flying_red_body"enemigos voladores a los demás pero dependiendo del color ponle las demás skins un color diferente ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Y q crees una pestaña en la tienda para comprar las skins de bosses y los enemigos ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero quiero q crees assets para los enemigos osea skins
User prompt
Ahora quiero q por matar a un enemigo te de 5 monedas y por pasarte un nivel 10 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero quiero q el asset de Warrior cambie dependiendo la la skin que tenga equipada en la tienda ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero no aparece el botón de la vida cuando entro al nivel agrégalo
User prompt
Pero mira, quiero que los controles aparezcan, el botón de ataque, el botón de salto, derecha, izquierda y el del arco y la vida, solo cuando esté dentro del nivel, bueno, de los niveles.
User prompt
pero ahora lo que pasa es cuando me meto al nivel no aparecen los controles haz que los controles y la vida y todo eso sólo aparezca cuando me meta al nivel bueno a los niveles
User prompt
pero ahora lo que pasa es cuando me meto al nivel no aparecen los controles haz que los controles y la vida y todo eso sólo aparezca cuando me meta al nivel bueno a los niveles
User prompt
pero ahora lo que pasa es cuando me meto al nivel no aparecen los controles haz que los controles y la vida y todo eso sólo aparezca cuando me meta al nivel bueno a los niveles
User prompt
pero si me salgo del nivel aparece la vía como me atacaron por ejemplo y me bajaron hasta 80 hasta 80 y cuando me meto tengo la vía el 100-100 pero el 100 y el 80 se intercalaron uno está encima del otro arregla eso por favor ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero quiero que cada vez que alzar a un nivel, la vida se reinicie y se completa al cien.
User prompt
Pero los botones para ir a las skins de los enemigos no están funcionando, arreglalo por favor. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero haz skins para los voladores, para los bosses y para los enemigos de Fault para que esos botones sirvan. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Solo me dejas seleccionar las skins del Warrior, no me dejas seleccionar las de los enemigos, las de los bosses y las de los enemigos voladores. Quiero que bajes un poquito las skins del Warrior y que pongas un poquito más abajo el botón de Back para que queden un poco más bien puestos los botones. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < currentSkins.length; i++) {' Line Number: 2938 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Me harías el favor de agregar más skins Pero que también agregues skins para los enemigos, los bosses y los enemigos voladores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Pero mira, también quiero que agregues un sistema de tienda donde uno pueda comprar skins para Guardior, el personaje principal. Que le agregues por ahí, que esté ubicada el símbolo de la tienda en el centro a la izquierda. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
pero es que mira que los textos uno se pone encima del otro y así y los botones pero no quiero eso por ejemplo le doy a play que se quiten los textos de de la interfaz y que se pongan los textos de selección de niveles
User prompt
Pero es que mira que los textos se ponen uno encima del otro. Quiero que arregles eso. Entre el menú y los niveles y los controles.
User prompt
es que mira hay un problema cuando yo le voy a dar a iniciar me lleva al nivel no sé cuánto pero yo quiero empezar exactamente en el nivel 1 arregla eso ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
te dije en el nivel 1 cuando presione play no el nivel 176 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
currentLevel: 1,
unlockedLevels: 1,
musicVolume: 1,
soundVolume: 1,
highScore: 0,
lastCompletedLevel: 0,
coins: 0,
selectedSkin: "default",
ownedSkins: ["default"]
});
/****
* 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 > 2100 || 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('boss_attack').play(); // Use unique boss 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('boss_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('boss_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('boss_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('boss_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 FireBoss = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 1.0,
tint: 0xFF4500
});
// 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: 0xFF6347
});
self.health = 250;
self.maxHealth = 250;
self.velocityX = 0;
self.velocityY = 0;
self.onGround = false;
self.speed = 2;
self.direction = 1;
self.attackCooldown = 0;
self.chargeAttackCooldown = 0;
self.animationTick = 0;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
var distanceToPlayer = Math.abs(self.x - player.x);
var healthPercent = self.health / self.maxHealth;
// Charge attack
if (self.chargeAttackCooldown <= 0 && distanceToPlayer < 400) {
self.chargeAttack();
self.chargeAttackCooldown = 400;
}
// Fire rain attack
if (self.attackCooldown <= 0) {
self.fireRain();
self.attackCooldown = healthPercent > 0.5 ? 180 : 120;
}
// Slower but powerful movement
if (player.x > self.x) {
self.direction = 1;
self.velocityX = self.speed;
} else {
self.direction = -1;
self.velocityX = -self.speed;
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
self.onGround = false;
// Update cooldowns
if (self.attackCooldown > 0) self.attackCooldown--;
if (self.chargeAttackCooldown > 0) self.chargeAttackCooldown--;
self.animationTick++;
// Fire glow effect
var glowIntensity = 0.8 + Math.sin(self.animationTick * 0.15) * 0.2;
graphics.scaleY = glowIntensity;
graphics.scaleX = self.direction > 0 ? glowIntensity : -glowIntensity;
};
self.chargeAttack = function () {
// Powerful charge towards player
var chargeDirection = player.x > self.x ? 1 : -1;
self.velocityX = chargeDirection * 15;
self.velocityY = -5;
// Visual effect
tween(graphics, {
tint: 0xFFFF00
}, {
duration: 300,
onFinish: function onFinish() {
tween(graphics, {
tint: 0xFF4500
}, {
duration: 200
});
}
});
LK.getSound('fire_boss_attack').play();
};
self.fireRain = function () {
// Create multiple fire projectiles falling from above
for (var i = 0; i < 5; i++) {
var bullet = new EnemyBullet();
bullet.x = player.x + (i - 2) * 100 + Math.random() * 50 - 25;
bullet.y = player.y - 400;
bullet.velocityX = Math.random() * 2 - 1;
bullet.velocityY = 8;
// Make fire bullets orange/red
bullet.tint = 0xFF6347;
enemyBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('fire_boss_attack').play();
};
self.takeDamage = function (damage) {
self.health -= damage;
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: 0xFF4500
}, {
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 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 ShadowBoss = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 1.0,
tint: 0x2F2F2F
});
// 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: 0x8A2BE2
});
self.health = 200;
self.maxHealth = 200;
self.velocityX = 0;
self.velocityY = 0;
self.onGround = false;
self.speed = 4;
self.direction = 1;
self.attackCooldown = 0;
self.teleportCooldown = 0;
self.animationTick = 0;
self.phase = 1;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += 0.8;
}
var distanceToPlayer = Math.abs(self.x - player.x);
var healthPercent = self.health / self.maxHealth;
// Teleport ability
if (self.teleportCooldown <= 0 && distanceToPlayer > 300) {
self.teleportToPlayer();
self.teleportCooldown = 300;
}
// Shadow projectile attack
if (self.attackCooldown <= 0) {
self.shadowBlast();
self.attackCooldown = healthPercent > 0.5 ? 150 : 100;
}
// Movement
if (player.x > self.x) {
self.direction = 1;
self.velocityX = self.speed;
} else {
self.direction = -1;
self.velocityX = -self.speed;
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
self.onGround = false;
// Update cooldowns
if (self.attackCooldown > 0) self.attackCooldown--;
if (self.teleportCooldown > 0) self.teleportCooldown--;
self.animationTick++;
// Shadow flickering effect
graphics.alpha = 0.7 + Math.sin(self.animationTick * 0.1) * 0.3;
graphics.scaleX = self.direction > 0 ? 1 : -1;
};
self.teleportToPlayer = function () {
// Fade out
tween(graphics, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
// Teleport behind player
self.x = player.x + (Math.random() > 0.5 ? 200 : -200);
self.y = player.y;
// Fade in
tween(graphics, {
alpha: 0.7
}, {
duration: 200
});
}
});
};
self.shadowBlast = function () {
for (var i = 0; i < 3; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y - 100;
var angle = (i - 1) * 0.8;
bullet.velocityX = Math.cos(angle) * 6 * self.direction;
bullet.velocityY = Math.sin(angle) * 6 - 3;
// Make shadow bullets darker
bullet.tint = 0x4B0082;
enemyBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shadow_boss_attack').play();
};
self.takeDamage = function (damage) {
self.health -= damage;
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: 0x2F2F2F
}, {
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 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 for horizontal layout
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);
storage.coins += 3; // Reward coins for melee kills
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
width: 2732,
// Optimized for mobile landscape
height: 2048 // Optimized for mobile landscape
});
/****
* Game Code
****/
// Shadow Lord boss attack sound
// Fire Demon boss attack sound
// Purple Giant boss attack sound
// Load current level from storage
// Game state management
if (storage.currentLevel) {
currentLevel = storage.currentLevel;
}
var gameState = 'menu'; // 'menu', 'mapSelect', 'settings', 'playing', 'shop'
var shopContainer;
var currentLevel = 1;
var enemyBullets = [];
// Input state variables
var leftPressed = false;
var rightPressed = false;
var currentTouchId = null;
// Level progression system - 3 levels + 1 boss, repeating
function getCurrentLevelConfig() {
var levelIndex = (currentLevel - 1) % 4;
var cycleNumber = Math.floor((currentLevel - 1) / 4);
var isBossLevel = levelIndex === 3;
if (isBossLevel) {
return getBossLevel(cycleNumber);
} else {
return getRegularLevel(levelIndex, cycleNumber);
}
}
function getRegularLevel(levelIndex, cycleNumber) {
var baseConfigs = [
// Level 1 theme - Forest Plains
{
name: "Forest Plains",
backgroundColor: 0x228B22,
musicTrack: 'menu_music',
basePlatforms: [{
x: 400,
y: 1800
}, {
x: 800,
y: 1600
}, {
x: 1200,
y: 1700
}, {
x: 1600,
y: 1500
}, {
x: 1900,
y: 1800
}],
baseEnemies: [{
type: 'stickman',
x: 900,
y: 1550
}, {
type: 'stickman',
x: 1400,
y: 1650
}]
},
// Level 2 theme - Sky Temple
{
name: "Sky Temple",
backgroundColor: 0x4169E1,
musicTrack: 'menu_music',
basePlatforms: [{
x: 300,
y: 1700
}, {
x: 600,
y: 1500
}, {
x: 900,
y: 1300
}, {
x: 1300,
y: 1200
}, {
x: 1700,
y: 1400
}, {
x: 2000,
y: 1600
}],
baseEnemies: [{
type: 'flying',
x: 500,
y: 1400
}, {
type: 'stickman',
x: 1000,
y: 1250
}, {
type: 'flying',
x: 1500,
y: 1300
}]
},
// Level 3 theme - Desert Ruins
{
name: "Desert Ruins",
backgroundColor: 0xDEB887,
musicTrack: 'menu_music',
basePlatforms: [{
x: 200,
y: 1900
}, {
x: 500,
y: 1700
}, {
x: 800,
y: 1400
}, {
x: 1200,
y: 1600
}, {
x: 1550,
y: 1300
}, {
x: 1900,
y: 1700
}],
baseEnemies: [{
type: 'stickman',
x: 600,
y: 1650
}, {
type: 'flying',
x: 1000,
y: 1300
}, {
type: 'stickman',
x: 1400,
y: 1250
}, {
type: 'flying',
x: 1750,
y: 1600
}]
}];
var config = baseConfigs[levelIndex];
var scaledConfig = {
name: config.name + " " + (cycleNumber + 1),
backgroundColor: config.backgroundColor,
musicTrack: config.musicTrack,
platforms: [],
enemies: []
};
// Scale platforms and add variety
for (var i = 0; i < config.basePlatforms.length; i++) {
var platform = config.basePlatforms[i];
scaledConfig.platforms.push({
x: platform.x + (cycleNumber * 50 - 25),
y: platform.y - cycleNumber * 30
});
}
// Add more platforms for higher cycles
if (cycleNumber > 0) {
scaledConfig.platforms.push({
x: 250 + cycleNumber * 100,
y: 2350 - cycleNumber * 40
});
scaledConfig.platforms.push({
x: 1750 - cycleNumber * 100,
y: 2150 - cycleNumber * 20
});
}
// Scale enemies and add more for difficulty
for (var i = 0; i < config.baseEnemies.length; i++) {
var enemy = config.baseEnemies[i];
scaledConfig.enemies.push({
type: enemy.type,
x: enemy.x + (cycleNumber * 30 - 15),
y: enemy.y - cycleNumber * 30
});
}
// Add extra enemies for higher cycles
var extraEnemies = Math.min(cycleNumber, 3);
for (var i = 0; i < extraEnemies; i++) {
var enemyType = Math.random() < 0.6 ? 'stickman' : 'flying';
scaledConfig.enemies.push({
type: enemyType,
x: 300 + i * 400 + Math.random() * 200,
y: 2300 - Math.random() * 200
});
}
return scaledConfig;
}
function getBossLevel(cycleNumber) {
var bossTypes = [
// Boss 1 - Purple Giant
{
name: "Purple Giant's Lair",
backgroundColor: 0x8B0000,
musicTrack: 'boss_music',
bossType: 'boss',
platforms: [{
x: 600,
y: 1700
}, {
x: 1024,
y: 1800
}, {
x: 1600,
y: 1700
}],
minions: [{
type: 'stickman',
x: 700,
y: 1650
}, {
type: 'stickman',
x: 1500,
y: 1650
}]
},
// Boss 2 - Shadow Lord
{
name: "Shadow Lord's Domain",
backgroundColor: 0x2F2F2F,
musicTrack: 'boss_music',
bossType: 'shadowBoss',
platforms: [{
x: 400,
y: 1600
}, {
x: 800,
y: 1400
}, {
x: 1200,
y: 1500
}, {
x: 1600,
y: 1300
}, {
x: 1900,
y: 1700
}],
minions: [{
type: 'flying',
x: 600,
y: 1300
}, {
type: 'flying',
x: 1400,
y: 1200
}, {
type: 'stickman',
x: 1000,
y: 1350
}]
},
// Boss 3 - Fire Demon
{
name: "Fire Demon's Inferno",
backgroundColor: 0xFF4500,
musicTrack: 'boss_music',
bossType: 'fireBoss',
platforms: [{
x: 500,
y: 1800
}, {
x: 900,
y: 1600
}, {
x: 1300,
y: 1400
}, {
x: 1700,
y: 1700
}],
minions: [{
type: 'flying',
x: 700,
y: 1500
}, {
type: 'stickman',
x: 1100,
y: 1350
}, {
type: 'flying',
x: 1500,
y: 1600
}, {
type: 'stickman',
x: 1900,
y: 1650
}]
}];
var bossIndex = cycleNumber % bossTypes.length;
var bossConfig = bossTypes[bossIndex];
return {
name: bossConfig.name + " " + (cycleNumber + 1),
backgroundColor: bossConfig.backgroundColor,
musicTrack: bossConfig.musicTrack,
platforms: bossConfig.platforms,
enemies: [{
type: bossConfig.bossType,
x: 1024,
y: 2450
}].concat(bossConfig.minions)
};
}
// 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: 70,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 400;
menuContainer.addChild(title);
// Play button - larger for Android phones
var playButton = LK.getAsset('platform', {
width: 400,
height: 120,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x4444FF
});
playButton.x = 1024;
playButton.y = 600;
playButton.interactive = true;
playButton.buttonMode = true;
menuContainer.addChild(playButton);
var playText = new Text2('PLAY', {
size: 45,
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();
// Always start at level 1 for the Play button
currentLevel = 1;
storage.currentLevel = currentLevel;
gameState = 'mapSelect';
menuContainer.visible = false;
createMapSelect();
};
// Settings button - larger for Android phones
var settingsButton = LK.getAsset('platform', {
width: 400,
height: 120,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
settingsButton.x = 1024;
settingsButton.y = 780;
settingsButton.interactive = true;
settingsButton.buttonMode = true;
menuContainer.addChild(settingsButton);
var settingsText = new Text2('SETTINGS', {
size: 45,
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();
};
// Shop button - positioned center-left
var shopButton = LK.getAsset('platform', {
width: 200,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFD700
});
shopButton.x = 400; // Center-left position
shopButton.y = 700;
shopButton.interactive = true;
shopButton.buttonMode = true;
menuContainer.addChild(shopButton);
var shopText = new Text2('SHOP', {
size: 40,
fill: 0x000000
});
shopText.anchor.set(0.5, 0.5);
shopText.x = shopButton.x;
shopText.y = shopButton.y;
menuContainer.addChild(shopText);
shopButton.down = function () {
LK.getSound('button_click').play();
gameState = 'shop';
menuContainer.visible = false;
createShop();
};
// High score display
var highScoreText = new Text2('High Score: ' + storage.highScore, {
size: 32,
fill: 0xFFD700
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.x = 1024;
highScoreText.y = 960;
menuContainer.addChild(highScoreText);
}
function createMapSelect() {
// Hide all other containers first
if (menuContainer) menuContainer.visible = false;
if (settingsContainer) settingsContainer.visible = false;
if (mapSelectContainer) mapSelectContainer.destroy();
mapSelectContainer = new Container();
game.addChild(mapSelectContainer);
// Title
var title = new Text2('SELECT LEVEL', {
size: 55,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 250;
mapSelectContainer.addChild(title);
// Show current progress
var progressText = new Text2('Progress: ' + storage.unlockedLevels + ' levels unlocked', {
size: 32,
fill: 0xFFD700
});
progressText.anchor.set(0.5, 0.5);
progressText.x = 1024;
progressText.y = 350;
mapSelectContainer.addChild(progressText);
// Current level display
var levelText = new Text2('Current Level: ' + currentLevel, {
size: 36,
fill: 0xFFD700
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 1024;
levelText.y = 430;
mapSelectContainer.addChild(levelText);
// Check if current level is unlocked
var isLevelUnlocked = currentLevel <= storage.unlockedLevels;
if (isLevelUnlocked) {
// Level preview for unlocked levels
var previewConfig = getCurrentLevelConfig();
var previewText = new Text2(previewConfig.name, {
size: 32,
fill: 0xFFFFFF
});
previewText.anchor.set(0.5, 0.5);
previewText.x = 1024;
previewText.y = 520;
mapSelectContainer.addChild(previewText);
// Level type indicator
var levelType = (currentLevel - 1) % 4 === 3 ? 'BOSS LEVEL!' : 'Regular Level';
var typeText = new Text2(levelType, {
size: 28,
fill: (currentLevel - 1) % 4 === 3 ? 0xFF4444 : 0x44FF44
});
typeText.anchor.set(0.5, 0.5);
typeText.x = 1024;
typeText.y = 590;
mapSelectContainer.addChild(typeText);
} else {
// Show locked level message
var lockedText = new Text2('LEVEL LOCKED', {
size: 36,
fill: 0xFF4444
});
lockedText.anchor.set(0.5, 0.5);
lockedText.x = 1024;
lockedText.y = 520;
mapSelectContainer.addChild(lockedText);
// Show pixel-style lock
var lockGraphic = LK.getAsset('lock', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x888888
});
lockGraphic.x = 1024;
lockGraphic.y = 610;
mapSelectContainer.addChild(lockGraphic);
// Show unlock requirement
var requirementText = new Text2('Complete Level ' + (currentLevel - 1) + ' to unlock', {
size: 24,
fill: 0xCCCCCC
});
requirementText.anchor.set(0.5, 0.5);
requirementText.x = 1024;
requirementText.y = 700;
mapSelectContainer.addChild(requirementText);
}
// Play current level button (only interactive if unlocked)
var playButton = LK.getAsset('platform', {
width: 320,
height: 90,
anchorX: 0.5,
anchorY: 0.5,
tint: isLevelUnlocked ? getCurrentLevelConfig().backgroundColor || 0x4444FF : 0x666666
});
playButton.x = 1024;
playButton.y = 820;
playButton.interactive = isLevelUnlocked;
playButton.buttonMode = isLevelUnlocked;
mapSelectContainer.addChild(playButton);
var playText = new Text2(isLevelUnlocked ? 'PLAY LEVEL ' + currentLevel : 'LOCKED', {
size: 28,
fill: isLevelUnlocked ? 0xFFFFFF : 0x888888
});
playText.anchor.set(0.5, 0.5);
playText.x = playButton.x;
playText.y = playButton.y;
mapSelectContainer.addChild(playText);
if (isLevelUnlocked) {
playButton.down = function () {
LK.getSound('button_click').play();
startGame();
};
}
// Level navigation buttons
if (currentLevel > 1) {
var prevButton = LK.getAsset('platform', {
width: 150,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x666666
});
prevButton.x = 700;
prevButton.y = 850;
prevButton.interactive = true;
prevButton.buttonMode = true;
mapSelectContainer.addChild(prevButton);
var prevText = new Text2('PREV', {
size: 25,
fill: 0xFFFFFF
});
prevText.anchor.set(0.5, 0.5);
prevText.x = prevButton.x;
prevText.y = prevButton.y;
mapSelectContainer.addChild(prevText);
prevButton.down = function () {
LK.getSound('button_click').play();
currentLevel = Math.max(1, currentLevel - 1);
storage.currentLevel = currentLevel;
mapSelectContainer.visible = false;
createMapSelect();
};
}
// Next level button (only if unlocked)
if (currentLevel < storage.unlockedLevels) {
var nextButton = LK.getAsset('platform', {
width: 150,
height: 60,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x666666
});
nextButton.x = 1348;
nextButton.y = 850;
nextButton.interactive = true;
nextButton.buttonMode = true;
mapSelectContainer.addChild(nextButton);
var nextText = new Text2('NEXT', {
size: 25,
fill: 0xFFFFFF
});
nextText.anchor.set(0.5, 0.5);
nextText.x = nextButton.x;
nextText.y = nextButton.y;
mapSelectContainer.addChild(nextText);
nextButton.down = function () {
LK.getSound('button_click').play();
currentLevel++;
storage.currentLevel = currentLevel;
mapSelectContainer.visible = false;
createMapSelect();
};
}
// Back button
var backButton = LK.getAsset('platform', {
width: 220,
height: 70,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
backButton.x = 1024;
backButton.y = 980;
backButton.interactive = true;
backButton.buttonMode = true;
mapSelectContainer.addChild(backButton);
var backText = new Text2('BACK', {
size: 28,
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';
if (mapSelectContainer) mapSelectContainer.destroy();
if (shopContainer) shopContainer.visible = false;
if (!menuContainer) createMenu();
menuContainer.visible = true;
};
}
function createShop() {
// Hide all other containers first
if (menuContainer) menuContainer.visible = false;
if (mapSelectContainer) mapSelectContainer.visible = false;
if (settingsContainer) settingsContainer.visible = false;
if (shopContainer) shopContainer.destroy();
shopContainer = new Container();
game.addChild(shopContainer);
// Title
var title = new Text2('GUARDIOR SHOP', {
size: 60,
fill: 0xFFD700
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 200;
shopContainer.addChild(title);
// Coins display
var coinsText = new Text2('Coins: ' + storage.coins, {
size: 40,
fill: 0xFFD700
});
coinsText.anchor.set(0.5, 0.5);
coinsText.x = 1024;
coinsText.y = 280;
shopContainer.addChild(coinsText);
// Define available skins
var skins = [{
id: 'default',
name: 'Classic Guardior',
price: 0,
color: 0xFFFFFF,
description: 'The original warrior'
}, {
id: 'red',
name: 'Fire Warrior',
price: 100,
color: 0xFF4444,
description: 'Blazing red armor'
}, {
id: 'blue',
name: 'Ice Knight',
price: 150,
color: 0x4444FF,
description: 'Frozen blue steel'
}, {
id: 'green',
name: 'Forest Guardian',
price: 200,
color: 0x44FF44,
description: 'Nature\'s protector'
}, {
id: 'purple',
name: 'Shadow Lord',
price: 300,
color: 0x8844FF,
description: 'Master of darkness'
}, {
id: 'gold',
name: 'Golden Hero',
price: 500,
color: 0xFFD700,
description: 'Legendary champion'
}];
// Create skin display grid
var startY = 400;
var itemsPerRow = 3;
var itemWidth = 250;
var itemHeight = 180;
var spacing = 50;
for (var i = 0; i < skins.length; i++) {
var skin = skins[i];
var row = Math.floor(i / itemsPerRow);
var col = i % itemsPerRow;
var itemX = 512 + (col - 1) * (itemWidth + spacing);
var itemY = startY + row * (itemHeight + spacing);
// Skin preview background
var skinBg = LK.getAsset('platform', {
width: itemWidth,
height: itemHeight,
anchorX: 0.5,
anchorY: 0.5,
tint: storage.selectedSkin === skin.id ? 0x44FF44 : 0x666666
});
skinBg.x = itemX;
skinBg.y = itemY;
skinBg.interactive = true;
skinBg.buttonMode = true;
shopContainer.addChild(skinBg);
// Skin preview (simplified character representation)
var skinPreview = LK.getAsset('warrior', {
width: 60,
height: 70,
anchorX: 0.5,
anchorY: 0.5,
tint: skin.color
});
skinPreview.x = itemX;
skinPreview.y = itemY - 30;
shopContainer.addChild(skinPreview);
// Skin name
var skinName = new Text2(skin.name, {
size: 20,
fill: 0xFFFFFF
});
skinName.anchor.set(0.5, 0.5);
skinName.x = itemX;
skinName.y = itemY + 30;
shopContainer.addChild(skinName);
// Price or status
var isOwned = storage.ownedSkins.indexOf(skin.id) !== -1;
var statusText;
if (isOwned) {
if (storage.selectedSkin === skin.id) {
statusText = new Text2('EQUIPPED', {
size: 16,
fill: 0x00FF00
});
} else {
statusText = new Text2('OWNED', {
size: 16,
fill: 0xFFD700
});
}
} else {
statusText = new Text2(skin.price + ' COINS', {
size: 16,
fill: storage.coins >= skin.price ? 0xFFFFFF : 0xFF4444
});
}
statusText.anchor.set(0.5, 0.5);
statusText.x = itemX;
statusText.y = itemY + 50;
shopContainer.addChild(statusText);
// Create closure for click handler
(function (skinData, background, nameText, statusDisplay, preview, coinsDisplay) {
background.down = function () {
LK.getSound('button_click').play();
var owned = storage.ownedSkins.indexOf(skinData.id) !== -1;
if (owned) {
// Equip the skin
storage.selectedSkin = skinData.id;
// Update all skin backgrounds and status texts
for (var j = 0; j < skins.length; j++) {
var otherSkin = skins[j];
var otherOwned = storage.ownedSkins.indexOf(otherSkin.id) !== -1;
// Find corresponding UI elements and update them
// This is a simplified approach - in practice you'd store references
}
// Refresh the shop display
shopContainer.visible = false;
createShop();
} else if (storage.coins >= skinData.price) {
// Purchase the skin
storage.coins -= skinData.price;
storage.ownedSkins.push(skinData.id);
storage.selectedSkin = skinData.id;
// Refresh the shop display
shopContainer.visible = false;
createShop();
} else {
// Not enough coins - flash red
tween(background, {
tint: 0xFF0000
}, {
duration: 200,
onFinish: function onFinish() {
tween(background, {
tint: 0x666666
}, {
duration: 200
});
}
});
}
};
})(skin, skinBg, skinName, statusText, skinPreview, coinsText);
}
// Back button
var backButton = LK.getAsset('platform', {
width: 220,
height: 70,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
backButton.x = 1024;
backButton.y = 1100;
backButton.interactive = true;
backButton.buttonMode = true;
shopContainer.addChild(backButton);
var backText = new Text2('BACK', {
size: 28,
fill: 0xFFFFFF
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
shopContainer.addChild(backText);
backButton.down = function () {
LK.getSound('button_click').play();
gameState = 'menu';
if (shopContainer) shopContainer.destroy();
if (!menuContainer) createMenu();
menuContainer.visible = true;
};
}
function createSettings() {
// Hide all other containers first
if (menuContainer) menuContainer.visible = false;
if (mapSelectContainer) mapSelectContainer.visible = false;
if (settingsContainer) settingsContainer.destroy();
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 = 350;
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 = 550;
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';
if (settingsContainer) settingsContainer.destroy();
if (shopContainer) shopContainer.visible = false;
if (!menuContainer) createMenu();
menuContainer.visible = true;
};
}
function startGame() {
// Check if level is unlocked before starting
if (currentLevel > storage.unlockedLevels) {
// Level is locked, return to map select
LK.getSound('button_click').play();
return;
}
gameState = 'playing';
// Hide all menu containers to prevent text overlap
if (menuContainer) menuContainer.visible = false;
if (mapSelectContainer) mapSelectContainer.visible = false;
if (settingsContainer) settingsContainer.visible = false;
// Get current level configuration
var levelConfig = getCurrentLevelConfig();
// Set background color for current level
game.setBackgroundColor(levelConfig.backgroundColor);
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 1.0,
x: 1024,
y: 2048
}));
// Create platforms based on current level
platforms = [];
var platformData = levelConfig.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 = 200; // Start from left side for horizontal progression
player.y = 1900;
player.canDoubleJump = true;
player.hasUsedDoubleJump = false;
// Apply selected skin
var skinColors = {
'default': 0xFFFFFF,
'red': 0xFF4444,
'blue': 0x4444FF,
'green': 0x44FF44,
'purple': 0x8844FF,
'gold': 0xFFD700
};
if (skinColors[storage.selectedSkin]) {
// Apply tint to all player body parts
player.children.forEach(function (child) {
if (child.tint !== undefined) {
child.tint = skinColors[storage.selectedSkin];
}
});
}
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 current level
enemies = [];
var enemyData = levelConfig.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;
case 'shadowBoss':
enemy = new ShadowBoss();
break;
case 'fireBoss':
enemy = new FireBoss();
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 = levelConfig.musicTrack;
LK.playMusic(currentMusicTrack, {
fade: {
start: 0,
end: storage.musicVolume,
duration: 1000
}
});
// Show game UI
createGameUI();
}
function createGameUI() {
// UI Elements - optimized for Android phone readability
healthText = new Text2('Health: 100', {
size: 50,
fill: 0x00FF00
});
healthText.anchor.set(0, 0);
LK.gui.left.addChild(healthText);
healthText.y = 150; // Position below top-left menu area
scoreText = new Text2('Score: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
scoreText.y = 50;
// Pause button - positioned in top-right, below the platform menu icon
pauseButton = LK.getAsset('platform', {
width: 120,
height: 80,
anchorX: 1.0,
anchorY: 0.0,
tint: 0x666666
});
pauseButton.x = LK.gui.right.x - 20;
pauseButton.y = 150; // Below the top-left menu area
pauseButton.interactive = true;
pauseButton.buttonMode = true;
LK.gui.addChild(pauseButton);
var pauseText = new Text2('PAUSE', {
size: 28,
fill: 0xFFFFFF
});
pauseText.anchor.set(0.5, 0.5);
pauseText.x = pauseButton.x - pauseButton.width / 2;
pauseText.y = pauseButton.y + pauseButton.height / 2;
LK.gui.addChild(pauseText);
pauseButton.down = function () {
LK.getSound('button_click').play();
showPauseMenu();
};
// Level display - larger text for Android
var levelConfig = getCurrentLevelConfig();
var levelText = new Text2('Level: ' + currentLevel, {
size: 45,
fill: 0xFFD700
});
levelText.anchor.set(1, 0);
levelText.x = LK.gui.right.x - 30;
levelText.y = 230;
LK.gui.addChild(levelText);
// Level name display - larger text for Android
var levelNameText = new Text2(levelConfig.name, {
size: 35,
fill: 0xFFD700
});
levelNameText.anchor.set(1, 0);
levelNameText.x = LK.gui.right.x - 30;
levelNameText.y = 290;
LK.gui.addChild(levelNameText);
// Boss level indicator - larger text for Android
if ((currentLevel - 1) % 4 === 3) {
var bossText = new Text2('BOSS FIGHT!', {
size: 35,
fill: 0xFF4444
});
bossText.anchor.set(1, 0);
bossText.x = LK.gui.right.x - 30;
bossText.y = 340;
LK.gui.addChild(bossText);
}
// Ammunition display - larger text for Android
ammoText = new Text2('Arrows: 5/5', {
size: 50,
fill: 0xFFFFFF
});
ammoText.anchor.set(0, 0);
LK.gui.left.addChild(ammoText);
ammoText.y = 220; // Position below health text
}
// Global UI variables
var healthText, scoreText, ammoText, pauseButton;
var pauseMenuContainer;
var gamePaused = false;
function showPauseMenu() {
if (gamePaused) return; // Prevent multiple pause menus
gamePaused = true;
// Create pause menu container
pauseMenuContainer = new Container();
game.addChild(pauseMenuContainer);
// Dark overlay
var overlay = LK.getAsset('platform', {
width: 2732,
height: 2048,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
alpha: 0.7
});
overlay.x = 1366;
overlay.y = 1024;
pauseMenuContainer.addChild(overlay);
// Pause menu background
var menuBg = LK.getAsset('platform', {
width: 600,
height: 800,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x222222
});
menuBg.x = 1366;
menuBg.y = 1024;
pauseMenuContainer.addChild(menuBg);
// Pause title
var pauseTitle = new Text2('GAME PAUSED', {
size: 60,
fill: 0xFFFFFF
});
pauseTitle.anchor.set(0.5, 0.5);
pauseTitle.x = 1366;
pauseTitle.y = 700;
pauseMenuContainer.addChild(pauseTitle);
// Resume button
var resumeButton = LK.getAsset('platform', {
width: 400,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
resumeButton.x = 1366;
resumeButton.y = 850;
resumeButton.interactive = true;
resumeButton.buttonMode = true;
pauseMenuContainer.addChild(resumeButton);
var resumeText = new Text2('RESUME', {
size: 40,
fill: 0xFFFFFF
});
resumeText.anchor.set(0.5, 0.5);
resumeText.x = resumeButton.x;
resumeText.y = resumeButton.y;
pauseMenuContainer.addChild(resumeText);
resumeButton.down = function () {
LK.getSound('button_click').play();
hidePauseMenu();
};
// Settings button
var pauseSettingsButton = LK.getAsset('platform', {
width: 400,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x4444FF
});
pauseSettingsButton.x = 1366;
pauseSettingsButton.y = 1000;
pauseSettingsButton.interactive = true;
pauseSettingsButton.buttonMode = true;
pauseMenuContainer.addChild(pauseSettingsButton);
var pauseSettingsText = new Text2('SETTINGS', {
size: 40,
fill: 0xFFFFFF
});
pauseSettingsText.anchor.set(0.5, 0.5);
pauseSettingsText.x = pauseSettingsButton.x;
pauseSettingsText.y = pauseSettingsButton.y;
pauseMenuContainer.addChild(pauseSettingsText);
pauseSettingsButton.down = function () {
LK.getSound('button_click').play();
hidePauseMenu();
showPauseSettings();
};
// Main menu button
var mainMenuButton = LK.getAsset('platform', {
width: 400,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
mainMenuButton.x = 1366;
mainMenuButton.y = 1150;
mainMenuButton.interactive = true;
mainMenuButton.buttonMode = true;
pauseMenuContainer.addChild(mainMenuButton);
var mainMenuText = new Text2('MAIN MENU', {
size: 40,
fill: 0xFFFFFF
});
mainMenuText.anchor.set(0.5, 0.5);
mainMenuText.x = mainMenuButton.x;
mainMenuText.y = mainMenuButton.y;
pauseMenuContainer.addChild(mainMenuText);
mainMenuButton.down = function () {
LK.getSound('button_click').play();
returnToMainMenu();
};
}
function hidePauseMenu() {
if (pauseMenuContainer) {
pauseMenuContainer.destroy();
pauseMenuContainer = null;
}
gamePaused = false;
}
function showPauseSettings() {
// Create pause settings container
var pauseSettingsContainer = new Container();
game.addChild(pauseSettingsContainer);
// Dark overlay
var overlay = LK.getAsset('platform', {
width: 2732,
height: 2048,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
alpha: 0.7
});
overlay.x = 1366;
overlay.y = 1024;
pauseSettingsContainer.addChild(overlay);
// Settings menu background
var settingsBg = LK.getAsset('platform', {
width: 700,
height: 900,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x222222
});
settingsBg.x = 1366;
settingsBg.y = 1024;
pauseSettingsContainer.addChild(settingsBg);
// Settings title
var settingsTitle = new Text2('SETTINGS', {
size: 60,
fill: 0xFFFFFF
});
settingsTitle.anchor.set(0.5, 0.5);
settingsTitle.x = 1366;
settingsTitle.y = 650;
pauseSettingsContainer.addChild(settingsTitle);
// 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 = 1366;
musicLabel.y = 800;
pauseSettingsContainer.addChild(musicLabel);
var musicDown = LK.getAsset('platform', {
width: 80,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
musicDown.x = 1150;
musicDown.y = 850;
musicDown.interactive = true;
musicDown.buttonMode = true;
pauseSettingsContainer.addChild(musicDown);
var musicDownText = new Text2('-', {
size: 50,
fill: 0xFFFFFF
});
musicDownText.anchor.set(0.5, 0.5);
musicDownText.x = musicDown.x;
musicDownText.y = musicDown.y;
pauseSettingsContainer.addChild(musicDownText);
var musicUp = LK.getAsset('platform', {
width: 80,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
musicUp.x = 1582;
musicUp.y = 850;
musicUp.interactive = true;
musicUp.buttonMode = true;
pauseSettingsContainer.addChild(musicUp);
var musicUpText = new Text2('+', {
size: 50,
fill: 0xFFFFFF
});
musicUpText.anchor.set(0.5, 0.5);
musicUpText.x = musicUp.x;
musicUpText.y = musicUp.y;
pauseSettingsContainer.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 = 1366;
soundLabel.y = 1000;
pauseSettingsContainer.addChild(soundLabel);
var soundDown = LK.getAsset('platform', {
width: 80,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
soundDown.x = 1150;
soundDown.y = 1050;
soundDown.interactive = true;
soundDown.buttonMode = true;
pauseSettingsContainer.addChild(soundDown);
var soundDownText = new Text2('-', {
size: 50,
fill: 0xFFFFFF
});
soundDownText.anchor.set(0.5, 0.5);
soundDownText.x = soundDown.x;
soundDownText.y = soundDown.y;
pauseSettingsContainer.addChild(soundDownText);
var soundUp = LK.getAsset('platform', {
width: 80,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x44FF44
});
soundUp.x = 1582;
soundUp.y = 1050;
soundUp.interactive = true;
soundUp.buttonMode = true;
pauseSettingsContainer.addChild(soundUp);
var soundUpText = new Text2('+', {
size: 50,
fill: 0xFFFFFF
});
soundUpText.anchor.set(0.5, 0.5);
soundUpText.x = soundUp.x;
soundUpText.y = soundUp.y;
pauseSettingsContainer.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: 300,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF4444
});
backButton.x = 1366;
backButton.y = 1250;
backButton.interactive = true;
backButton.buttonMode = true;
pauseSettingsContainer.addChild(backButton);
var backText = new Text2('BACK', {
size: 40,
fill: 0xFFFFFF
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
pauseSettingsContainer.addChild(backText);
backButton.down = function () {
LK.getSound('button_click').play();
pauseSettingsContainer.destroy();
showPauseMenu();
};
}
function returnToMainMenu() {
// Clean up current game
hidePauseMenu();
// Clean up game objects
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child !== menuContainer && child !== mapSelectContainer && child !== settingsContainer) {
child.destroy();
}
}
// Clear game arrays
platforms = [];
enemies = [];
arrows = [];
projectiles = [];
enemyBullets = [];
// Reset game state
gameState = 'menu';
gamePaused = false;
// Show menu and play menu music
if (menuContainer) {
menuContainer.visible = true;
} else {
createMenu();
}
// Reset camera position
game.x = 0;
game.y = 0;
// Play menu music
LK.playMusic('menu_music', {
volume: storage.musicVolume || 0.6
});
}
// Unlock cinematic function
function showUnlockCinematic(newLevel, callback) {
// Create cinematic container
var cinematicContainer = new Container();
game.addChild(cinematicContainer);
// Dark overlay
var overlay = LK.getAsset('platform', {
width: 2048,
height: 2732,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
alpha: 0.8
});
overlay.x = 1024;
overlay.y = 1366;
cinematicContainer.addChild(overlay);
// Level unlock text
var unlockText = new Text2('LEVEL ' + newLevel + ' UNLOCKED!', {
size: 60,
fill: 0xFFD700
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 1024;
unlockText.y = 1100;
unlockText.alpha = 0;
cinematicContainer.addChild(unlockText);
// Create pixel-style lock
var lockGraphic = LK.getAsset('lock', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x666666,
scaleX: 3,
scaleY: 3
});
lockGraphic.x = 1024;
lockGraphic.y = 1366;
cinematicContainer.addChild(lockGraphic);
// Create pixel-style key
var keyGraphic = LK.getAsset('key', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFD700,
scaleX: 2,
scaleY: 2
});
keyGraphic.x = 600; // Start from left side
keyGraphic.y = 1366;
cinematicContainer.addChild(keyGraphic);
// Animation sequence
LK.setTimeout(function () {
// Fade in text
tween(unlockText, {
alpha: 1
}, {
duration: 500
});
}, 200);
// Key moves toward lock
LK.setTimeout(function () {
tween(keyGraphic, {
x: 950,
// Move close to lock
rotation: Math.PI * 2 // Spinning effect
}, {
duration: 1000,
easing: tween.easeInOut
});
}, 500);
// Key enters lock with unlock effect
LK.setTimeout(function () {
// Key enters lock
tween(keyGraphic, {
x: 1024,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
// Lock opens with flash effect
tween(lockGraphic, {
tint: 0xFFFFFF,
scaleX: 4,
scaleY: 4,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut
});
// Key disappears with glow
tween(keyGraphic, {
tint: 0xFFFFFF,
scaleX: 3,
scaleY: 3,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut
});
// Text grows and glows
tween(unlockText, {
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFFFFFF
}, {
duration: 400,
easing: tween.easeOut
});
}
});
}, 1500);
// Clean up and continue
LK.setTimeout(function () {
tween(cinematicContainer, {
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
cinematicContainer.destroy();
if (callback) callback();
}
});
}, 3000);
}
function createGameControls() {
// Mobile Controls UI - Optimized for Android phones with larger touch targets
// Movement area background - larger for easier touch detection
var movementArea = LK.getAsset('platform', {
width: 350,
height: 320,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2,
tint: 0x333333
});
movementArea.x = 180;
movementArea.y = LK.gui.bottom.y - 160;
LK.gui.addChild(movementArea);
// Left movement button - larger for Android phones
leftButton = LK.getAsset('platform', {
width: 150,
height: 150,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
tint: 0x4444FF
});
leftButton.x = 120;
leftButton.y = LK.gui.bottom.y - 160;
leftButton.interactive = true;
leftButton.buttonMode = true;
LK.gui.addChild(leftButton);
var leftIcon = new Text2('<', {
size: 70,
fill: 0xFFFFFF
});
leftIcon.anchor.set(0.5, 0.5);
leftIcon.x = leftButton.x;
leftIcon.y = leftButton.y;
LK.gui.addChild(leftIcon);
// Right movement button - larger for Android phones
rightButton = LK.getAsset('platform', {
width: 150,
height: 150,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
tint: 0x4444FF
});
rightButton.x = 240;
rightButton.y = LK.gui.bottom.y - 160;
rightButton.interactive = true;
rightButton.buttonMode = true;
LK.gui.addChild(rightButton);
var rightIcon = new Text2('>', {
size: 70,
fill: 0xFFFFFF
});
rightIcon.anchor.set(0.5, 0.5);
rightIcon.x = rightButton.x;
rightIcon.y = rightButton.y;
LK.gui.addChild(rightIcon);
// Action buttons on the right side - optimized for Android thumb reach
// Jump button - largest and most accessible for Android phones
jumpButton = LK.getAsset('platform', {
width: 180,
height: 180,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
tint: 0x44FF44
});
jumpButton.x = LK.gui.right.x - 120;
jumpButton.y = LK.gui.bottom.y - 120;
jumpButton.interactive = true;
jumpButton.buttonMode = true;
LK.gui.addChild(jumpButton);
var jumpLabel = new Text2('JUMP', {
size: 32,
fill: 0xFFFFFF
});
jumpLabel.anchor.set(0.5, 0.5);
jumpLabel.x = jumpButton.x;
jumpLabel.y = jumpButton.y;
LK.gui.addChild(jumpLabel);
// Attack button - positioned for comfortable Android thumb reach
attackButton = LK.getAsset('platform', {
width: 160,
height: 160,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
tint: 0xFF4444
});
attackButton.x = LK.gui.right.x - 300;
attackButton.y = LK.gui.bottom.y - 120;
attackButton.interactive = true;
attackButton.buttonMode = true;
LK.gui.addChild(attackButton);
var attackLabel = new Text2('ATK', {
size: 30,
fill: 0xFFFFFF
});
attackLabel.anchor.set(0.5, 0.5);
attackLabel.x = attackButton.x;
attackLabel.y = attackButton.y;
LK.gui.addChild(attackLabel);
// Bow button - positioned higher for Android ergonomics
bowButton = LK.getAsset('platform', {
width: 140,
height: 140,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
tint: 0xFF8844
});
bowButton.x = LK.gui.right.x - 210;
bowButton.y = LK.gui.bottom.y - 280;
bowButton.interactive = true;
bowButton.buttonMode = true;
LK.gui.addChild(bowButton);
var bowLabel = new Text2('BOW', {
size: 26,
fill: 0xFFFFFF
});
bowLabel.anchor.set(0.5, 0.5);
bowLabel.x = bowButton.x;
bowLabel.y = bowButton.y;
LK.gui.addChild(bowLabel);
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 on platforms
if (obj === player) {
obj.canDoubleJump = true;
obj.hasUsedDoubleJump = false;
}
}
}
}
// Ground collision
if (obj.y > 1948) {
obj.y = 1948;
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 - enhanced feedback for Android
leftButton.down = function (x, y, obj) {
leftPressed = true;
currentTouchId = 'left';
// Enhanced visual feedback for Android - simulates haptic feedback
tween(leftButton, {
alpha: 1.0,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 80
});
LK.getSound('button_click').play();
};
leftButton.up = function (x, y, obj) {
leftPressed = false;
if (currentTouchId === 'left') currentTouchId = null;
tween(leftButton, {
alpha: 0.8,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 120
});
};
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' || gamePaused) {
return; // Don't update game logic if not playing or paused
}
// 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
storage.coins += 5; // Reward coins for defeating enemies
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) {
var returnToMainMenu = function returnToMainMenu() {
// Clean up current level more carefully
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
// Don't destroy menu containers
if (child !== menuContainer && child !== mapSelectContainer && child !== settingsContainer) {
child.destroy();
}
}
// Clear arrays
platforms = [];
enemies = [];
arrows = [];
projectiles = [];
enemyBullets = [];
// Reset camera position
game.x = 0;
game.y = 0;
// Change game state to main menu
gameState = 'menu';
gamePaused = false;
// Show main menu and play menu music
if (menuContainer) {
menuContainer.visible = true;
} else {
createMenu();
}
LK.playMusic('menu_music', {
volume: storage.musicVolume || 0.6
});
};
// Update high score
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
// Award bonus coins for level completion
var levelBonus = (currentLevel - 1) % 4 === 3 ? 50 : 20; // More coins for boss levels
storage.coins += levelBonus;
var completedLevel = currentLevel;
var shouldShowUnlock = false;
// Mark this level as completed
storage.lastCompletedLevel = completedLevel;
// Unlock the next level
var nextLevel = currentLevel + 1;
if (nextLevel > storage.unlockedLevels) {
storage.unlockedLevels = nextLevel;
shouldShowUnlock = true;
}
// Reset current level to 1 for main menu (Play button will advance to next uncompleted level)
currentLevel = 1;
storage.currentLevel = currentLevel;
// Create completion screen overlay
var completionOverlay = LK.getAsset('platform', {
width: 2732,
height: 2048,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
alpha: 0.8
});
completionOverlay.x = 1366;
completionOverlay.y = 1024;
game.addChild(completionOverlay);
// Create completion message background
var completionBg = LK.getAsset('platform', {
width: 800,
height: 400,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x222222
});
completionBg.x = 1366;
completionBg.y = 1024;
game.addChild(completionBg);
// Show level complete message with enhanced styling
var levelComplete = new Text2('NIVEL ' + completedLevel + ' COMPLETADO', {
size: 60,
fill: 0xFFD700
});
levelComplete.anchor.set(0.5, 0.5);
levelComplete.x = 1366;
levelComplete.y = 950;
levelComplete.alpha = 0;
game.addChild(levelComplete);
// Success message
var successMessage = new Text2('¡Excelente trabajo!', {
size: 40,
fill: 0x00FF00
});
successMessage.anchor.set(0.5, 0.5);
successMessage.x = 1366;
successMessage.y = 1050;
successMessage.alpha = 0;
game.addChild(successMessage);
// Main menu message
var selectorText = new Text2('Regresando al menú principal...', {
size: 35,
fill: 0xFFFFFF
});
selectorText.anchor.set(0.5, 0.5);
selectorText.x = 1366;
selectorText.y = 1150;
selectorText.alpha = 0;
game.addChild(selectorText);
// Animate completion screen entrance
tween(levelComplete, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 600,
easing: tween.easeOut
});
// Animate success message
LK.setTimeout(function () {
tween(successMessage, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}, 400);
// Animate selector text
LK.setTimeout(function () {
tween(selectorText, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
}, 800);
// Return to main menu after 3 seconds
LK.setTimeout(function () {
// Clean up completion screen elements first
if (completionOverlay && completionOverlay.parent) completionOverlay.destroy();
if (completionBg && completionBg.parent) completionBg.destroy();
if (levelComplete && levelComplete.parent) levelComplete.destroy();
if (successMessage && successMessage.parent) successMessage.destroy();
if (selectorText && selectorText.parent) selectorText.destroy();
if (shouldShowUnlock) {
// Show unlock cinematic for new level
showUnlockCinematic(nextLevel, function () {
// Return to main menu after cinematic
returnToMainMenu();
});
} else {
// Return to main menu immediately
returnToMainMenu();
}
}, 3000);
}
// 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;
}
// Horizontal camera follow player with smooth movement
var targetX = Math.max(-1024, Math.min(0, -(player.x - 1024)));
var targetY = Math.max(-500, Math.min(0, -(player.y - 1024)));
game.x += (targetX - game.x) * 0.08;
game.y += (targetY - game.y) * 0.06;
// Sound volume is now controlled through storage and applied during initialization
};
// Create controls when game starts
createGameControls(); ===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,12 @@
unlockedLevels: 1,
musicVolume: 1,
soundVolume: 1,
highScore: 0,
- lastCompletedLevel: 0
+ lastCompletedLevel: 0,
+ coins: 0,
+ selectedSkin: "default",
+ ownedSkins: ["default"]
});
/****
* Classes
@@ -1442,8 +1445,9 @@
if (enemy.takeDamage(25)) {
// Enemy damaged - check if destroyed
enemies.splice(i, 1);
LK.setScore(LK.getScore() + 100);
+ storage.coins += 3; // Reward coins for melee kills
scoreText.setText('Score: ' + LK.getScore());
}
// Enhanced knockback effect based on punch direction
var knockbackDirection = self.facingRight ? 1 : -1;
@@ -1900,9 +1904,10 @@
// Game state management
if (storage.currentLevel) {
currentLevel = storage.currentLevel;
}
-var gameState = 'menu'; // 'menu', 'mapSelect', 'settings', 'playing'
+var gameState = 'menu'; // 'menu', 'mapSelect', 'settings', 'playing', 'shop'
+var shopContainer;
var currentLevel = 1;
var enemyBullets = [];
// Input state variables
var leftPressed = false;
@@ -2272,8 +2277,35 @@
gameState = 'settings';
menuContainer.visible = false;
createSettings();
};
+ // Shop button - positioned center-left
+ var shopButton = LK.getAsset('platform', {
+ width: 200,
+ height: 100,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xFFD700
+ });
+ shopButton.x = 400; // Center-left position
+ shopButton.y = 700;
+ shopButton.interactive = true;
+ shopButton.buttonMode = true;
+ menuContainer.addChild(shopButton);
+ var shopText = new Text2('SHOP', {
+ size: 40,
+ fill: 0x000000
+ });
+ shopText.anchor.set(0.5, 0.5);
+ shopText.x = shopButton.x;
+ shopText.y = shopButton.y;
+ menuContainer.addChild(shopText);
+ shopButton.down = function () {
+ LK.getSound('button_click').play();
+ gameState = 'shop';
+ menuContainer.visible = false;
+ createShop();
+ };
// High score display
var highScoreText = new Text2('High Score: ' + storage.highScore, {
size: 32,
fill: 0xFFD700
@@ -2480,12 +2512,220 @@
backButton.down = function () {
LK.getSound('button_click').play();
gameState = 'menu';
if (mapSelectContainer) mapSelectContainer.destroy();
+ if (shopContainer) shopContainer.visible = false;
if (!menuContainer) createMenu();
menuContainer.visible = true;
};
}
+function createShop() {
+ // Hide all other containers first
+ if (menuContainer) menuContainer.visible = false;
+ if (mapSelectContainer) mapSelectContainer.visible = false;
+ if (settingsContainer) settingsContainer.visible = false;
+ if (shopContainer) shopContainer.destroy();
+ shopContainer = new Container();
+ game.addChild(shopContainer);
+ // Title
+ var title = new Text2('GUARDIOR SHOP', {
+ size: 60,
+ fill: 0xFFD700
+ });
+ title.anchor.set(0.5, 0.5);
+ title.x = 1024;
+ title.y = 200;
+ shopContainer.addChild(title);
+ // Coins display
+ var coinsText = new Text2('Coins: ' + storage.coins, {
+ size: 40,
+ fill: 0xFFD700
+ });
+ coinsText.anchor.set(0.5, 0.5);
+ coinsText.x = 1024;
+ coinsText.y = 280;
+ shopContainer.addChild(coinsText);
+ // Define available skins
+ var skins = [{
+ id: 'default',
+ name: 'Classic Guardior',
+ price: 0,
+ color: 0xFFFFFF,
+ description: 'The original warrior'
+ }, {
+ id: 'red',
+ name: 'Fire Warrior',
+ price: 100,
+ color: 0xFF4444,
+ description: 'Blazing red armor'
+ }, {
+ id: 'blue',
+ name: 'Ice Knight',
+ price: 150,
+ color: 0x4444FF,
+ description: 'Frozen blue steel'
+ }, {
+ id: 'green',
+ name: 'Forest Guardian',
+ price: 200,
+ color: 0x44FF44,
+ description: 'Nature\'s protector'
+ }, {
+ id: 'purple',
+ name: 'Shadow Lord',
+ price: 300,
+ color: 0x8844FF,
+ description: 'Master of darkness'
+ }, {
+ id: 'gold',
+ name: 'Golden Hero',
+ price: 500,
+ color: 0xFFD700,
+ description: 'Legendary champion'
+ }];
+ // Create skin display grid
+ var startY = 400;
+ var itemsPerRow = 3;
+ var itemWidth = 250;
+ var itemHeight = 180;
+ var spacing = 50;
+ for (var i = 0; i < skins.length; i++) {
+ var skin = skins[i];
+ var row = Math.floor(i / itemsPerRow);
+ var col = i % itemsPerRow;
+ var itemX = 512 + (col - 1) * (itemWidth + spacing);
+ var itemY = startY + row * (itemHeight + spacing);
+ // Skin preview background
+ var skinBg = LK.getAsset('platform', {
+ width: itemWidth,
+ height: itemHeight,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: storage.selectedSkin === skin.id ? 0x44FF44 : 0x666666
+ });
+ skinBg.x = itemX;
+ skinBg.y = itemY;
+ skinBg.interactive = true;
+ skinBg.buttonMode = true;
+ shopContainer.addChild(skinBg);
+ // Skin preview (simplified character representation)
+ var skinPreview = LK.getAsset('warrior', {
+ width: 60,
+ height: 70,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: skin.color
+ });
+ skinPreview.x = itemX;
+ skinPreview.y = itemY - 30;
+ shopContainer.addChild(skinPreview);
+ // Skin name
+ var skinName = new Text2(skin.name, {
+ size: 20,
+ fill: 0xFFFFFF
+ });
+ skinName.anchor.set(0.5, 0.5);
+ skinName.x = itemX;
+ skinName.y = itemY + 30;
+ shopContainer.addChild(skinName);
+ // Price or status
+ var isOwned = storage.ownedSkins.indexOf(skin.id) !== -1;
+ var statusText;
+ if (isOwned) {
+ if (storage.selectedSkin === skin.id) {
+ statusText = new Text2('EQUIPPED', {
+ size: 16,
+ fill: 0x00FF00
+ });
+ } else {
+ statusText = new Text2('OWNED', {
+ size: 16,
+ fill: 0xFFD700
+ });
+ }
+ } else {
+ statusText = new Text2(skin.price + ' COINS', {
+ size: 16,
+ fill: storage.coins >= skin.price ? 0xFFFFFF : 0xFF4444
+ });
+ }
+ statusText.anchor.set(0.5, 0.5);
+ statusText.x = itemX;
+ statusText.y = itemY + 50;
+ shopContainer.addChild(statusText);
+ // Create closure for click handler
+ (function (skinData, background, nameText, statusDisplay, preview, coinsDisplay) {
+ background.down = function () {
+ LK.getSound('button_click').play();
+ var owned = storage.ownedSkins.indexOf(skinData.id) !== -1;
+ if (owned) {
+ // Equip the skin
+ storage.selectedSkin = skinData.id;
+ // Update all skin backgrounds and status texts
+ for (var j = 0; j < skins.length; j++) {
+ var otherSkin = skins[j];
+ var otherOwned = storage.ownedSkins.indexOf(otherSkin.id) !== -1;
+ // Find corresponding UI elements and update them
+ // This is a simplified approach - in practice you'd store references
+ }
+ // Refresh the shop display
+ shopContainer.visible = false;
+ createShop();
+ } else if (storage.coins >= skinData.price) {
+ // Purchase the skin
+ storage.coins -= skinData.price;
+ storage.ownedSkins.push(skinData.id);
+ storage.selectedSkin = skinData.id;
+ // Refresh the shop display
+ shopContainer.visible = false;
+ createShop();
+ } else {
+ // Not enough coins - flash red
+ tween(background, {
+ tint: 0xFF0000
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(background, {
+ tint: 0x666666
+ }, {
+ duration: 200
+ });
+ }
+ });
+ }
+ };
+ })(skin, skinBg, skinName, statusText, skinPreview, coinsText);
+ }
+ // Back button
+ var backButton = LK.getAsset('platform', {
+ width: 220,
+ height: 70,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xFF4444
+ });
+ backButton.x = 1024;
+ backButton.y = 1100;
+ backButton.interactive = true;
+ backButton.buttonMode = true;
+ shopContainer.addChild(backButton);
+ var backText = new Text2('BACK', {
+ size: 28,
+ fill: 0xFFFFFF
+ });
+ backText.anchor.set(0.5, 0.5);
+ backText.x = backButton.x;
+ backText.y = backButton.y;
+ shopContainer.addChild(backText);
+ backButton.down = function () {
+ LK.getSound('button_click').play();
+ gameState = 'menu';
+ if (shopContainer) shopContainer.destroy();
+ if (!menuContainer) createMenu();
+ menuContainer.visible = true;
+ };
+}
function createSettings() {
// Hide all other containers first
if (menuContainer) menuContainer.visible = false;
if (mapSelectContainer) mapSelectContainer.visible = false;
@@ -2643,8 +2883,9 @@
backButton.down = function () {
LK.getSound('button_click').play();
gameState = 'menu';
if (settingsContainer) settingsContainer.destroy();
+ if (shopContainer) shopContainer.visible = false;
if (!menuContainer) createMenu();
menuContainer.visible = true;
};
}
@@ -2686,8 +2927,25 @@
player.x = 200; // Start from left side for horizontal progression
player.y = 1900;
player.canDoubleJump = true;
player.hasUsedDoubleJump = false;
+ // Apply selected skin
+ var skinColors = {
+ 'default': 0xFFFFFF,
+ 'red': 0xFF4444,
+ 'blue': 0x4444FF,
+ 'green': 0x44FF44,
+ 'purple': 0x8844FF,
+ 'gold': 0xFFD700
+ };
+ if (skinColors[storage.selectedSkin]) {
+ // Apply tint to all player body parts
+ player.children.forEach(function (child) {
+ if (child.tint !== undefined) {
+ child.tint = skinColors[storage.selectedSkin];
+ }
+ });
+ }
game.addChild(player);
// Create stamina bar
staminaBarBackground = LK.getAsset('platform', {
width: 120,
@@ -3597,8 +3855,9 @@
if (enemy.takeDamage(arrow.damage)) {
// Enemy destroyed
enemies.splice(j, 1);
LK.setScore(LK.getScore() + 150); // More points for ranged kills
+ storage.coins += 5; // Reward coins for defeating enemies
scoreText.setText('Score: ' + LK.getScore());
}
// Remove arrow
arrow.destroy();
@@ -3699,8 +3958,11 @@
// Update high score
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
+ // Award bonus coins for level completion
+ var levelBonus = (currentLevel - 1) % 4 === 3 ? 50 : 20; // More coins for boss levels
+ storage.coins += levelBonus;
var completedLevel = currentLevel;
var shouldShowUnlock = false;
// Mark this level as completed
storage.lastCompletedLevel = completedLevel;
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