/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, level: 1 }); /**** * Classes ****/ var Banana = Container.expand(function () { var self = Container.call(this); var bananaGraphics = self.attachAsset('banana', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.value = 10; // Animation self.update = function () { self.rotation += 0.02; // Create scaling effect based on vertical position to simulate depth var scale = 0.5 + self.y / 2732 * 0.5; self.scale.set(scale, scale); }; // Collect this banana self.collect = function () { if (self.collected) { return; } self.collected = true; LK.effects.flashObject(self, 0xFFFFFF, 500); // Tween to disappear tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); // Play collect sound LK.getSound('collect').play(); return self.value; }; return self; }); var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.speed = 0.2 + Math.random() * 0.3; self.update = function () { self.x -= self.speed; // Loop back to right side when off screen if (self.x < -cloudGraphics.width) { self.x = 2048 + cloudGraphics.width; self.y = Math.random() * 500; } }; return self; }); var Monkey = Container.expand(function () { var self = Container.call(this); // Monkey states self.isSwinging = false; self.canSwing = true; self.swingSpeed = 0; self.swingAngle = 0; self.targetVine = null; self.currentVine = null; self.gravity = 1.2; self.velocity = { x: 0, y: 0 }; self.onGround = false; self.stunned = false; // Monkey graphics var monkeyGraphics = self.attachAsset('monkey', { anchorX: 0.5, anchorY: 0.5 }); // Swing line (only visible when swinging) self.swingLine = self.addChild(LK.getAsset('swingLine', { anchorX: 0.5, anchorY: 0, alpha: 0 })); // Update monkey position and state self.update = function () { if (self.stunned) { return; } if (self.isSwinging) { // Update swing angle self.swingAngle += self.swingSpeed; // Apply some drag to the swing speed self.swingSpeed *= 0.99; // Calculate position based on swing angle if (self.currentVine) { var swingRadius = self.currentVine.height * 0.8; self.x = self.currentVine.x + Math.sin(self.swingAngle) * swingRadius; self.y = self.currentVine.y + self.currentVine.height * 0.5 + Math.cos(self.swingAngle) * swingRadius; // Update swing line self.swingLine.x = 0; self.swingLine.y = 0; self.swingLine.rotation = Math.atan2(self.currentVine.x - self.x, self.currentVine.y + self.currentVine.height * 0.5 - self.y); self.swingLine.height = Math.sqrt(Math.pow(self.currentVine.x - self.x, 2) + Math.pow(self.currentVine.y + self.currentVine.height * 0.5 - self.y, 2)); self.swingLine.alpha = 1; } } else { // Apply gravity and move monkey self.velocity.y += self.gravity; self.x += self.velocity.x; self.y += self.velocity.y; self.swingLine.alpha = 0; // Check if on ground if (self.y >= groundY - monkeyGraphics.height / 2) { self.y = groundY - monkeyGraphics.height / 2; self.velocity.y = 0; self.velocity.x *= 0.9; // Friction self.onGround = true; } else { self.onGround = false; } } // Create scaling effect based on vertical position to simulate depth var scale = 0.5 + self.y / 2732 * 0.5; self.scale.set(scale, scale); }; // Start swinging from a vine self.startSwinging = function (vine) { if (!self.canSwing || self.stunned) { return; } self.isSwinging = true; self.currentVine = vine; // Calculate the initial angle var dx = self.x - vine.x; var dy = self.y - (vine.y + vine.height * 0.5); self.swingAngle = Math.atan2(dx, dy); // Set an initial swing speed based on current velocity self.swingSpeed = self.velocity.x * 0.01 || 0.05; // Play swing sound LK.getSound('swing').play(); }; // Release from the current swing self.releaseSwing = function () { if (!self.isSwinging || self.stunned) { return; } // Calculate release velocity based on current swing var releaseSpeed = 15 * Math.abs(self.swingSpeed); self.velocity.x = Math.sin(self.swingAngle) * releaseSpeed; self.velocity.y = Math.cos(self.swingAngle) * releaseSpeed; // Reset swing state self.isSwinging = false; self.currentVine = null; self.canSwing = false; // Allow swinging again after a short delay LK.setTimeout(function () { self.canSwing = true; }, 300); // Play jump sound LK.getSound('jump').play(); }; // Stun the monkey (when hitting obstacles) self.getStunned = function () { if (self.stunned) { return; } self.stunned = true; self.isSwinging = false; self.swingLine.alpha = 0; // Flash monkey red LK.effects.flashObject(self, 0xFF0000, 1000); // Recover after 1.5 seconds LK.setTimeout(function () { self.stunned = false; }, 1500); // Play crash sound LK.getSound('crash').play(); }; return self; }); var Predator = Container.expand(function () { var self = Container.call(this); var predatorGraphics = self.attachAsset('predator', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.speed = 2 + Math.random() * 2; self.direction = Math.random() > 0.5 ? 1 : -1; // Movement pattern self.update = function () { self.x += self.speed * self.direction; // Bounce off screen edges if (self.x < 100 || self.x > 2048 - 100) { self.direction *= -1; predatorGraphics.scaleX = -predatorGraphics.scaleX; // Flip sprite } // Create scaling effect based on vertical position to simulate depth var scale = 0.5 + self.y / 2732 * 0.5; self.scale.set(scale, scale); }; return self; }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1 }); // Add some leaves to the top var leaves = self.addChild(LK.getAsset('leaves', { anchorX: 0.5, anchorY: 1, y: -treeGraphics.height, scaleX: 1.5, scaleY: 1.2 })); // Create scaling effect based on vertical position to simulate depth self.updateDepth = function () { var scale = 0.5 + self.y / 2732 * 0.5; self.scale.set(scale, scale); }; return self; }); var Vine = Container.expand(function () { var self = Container.call(this); var vineGraphics = self.attachAsset('vine', { anchorX: 0.5, anchorY: 0 }); // Randomize height a bit vineGraphics.height = 300 + Math.random() * 200; // Add some leaves to the top var leaves = self.addChild(LK.getAsset('leaves', { anchorX: 0.5, anchorY: 1, y: 0, scaleX: 0.7, scaleY: 0.7 })); // Create scaling effect based on vertical position to simulate depth self.updateDepth = function () { var scale = 0.5 + self.y / 2732 * 0.5; self.scale.set(scale, scale); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game variables var score = 0; var highScore = storage.highScore || 0; var level = storage.level || 1; var gameSpeed = 1 + level * 0.1; var groundY = 2400; var nextVineX = 400; var distance = 0; // Game elements var monkey; var vines = []; var bananas = []; var predators = []; var clouds = []; var trees = []; var ground; // Create ground ground = game.addChild(LK.getAsset('ground', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: groundY })); // Create clouds for (var i = 0; i < 6; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = 100 + Math.random() * 400; clouds.push(cloud); game.addChild(cloud); } // Create trees for the background for (var i = 0; i < 10; i++) { var tree = new Tree(); tree.x = Math.random() * 2048; tree.y = groundY; trees.push(tree); game.addChild(tree); tree.updateDepth(); } // Create initial vines for (var i = 0; i < 8; i++) { var vine = new Vine(); vine.x = nextVineX; vine.y = 200 + Math.random() * 300; vines.push(vine); game.addChild(vine); vine.updateDepth(); // Place a banana near some vines if (Math.random() < 0.7) { var banana = new Banana(); banana.x = vine.x + (Math.random() * 200 - 100); banana.y = vine.y + 200 + Math.random() * 200; bananas.push(banana); game.addChild(banana); } nextVineX += 250 + Math.random() * 150; } // Create player monkey = new Monkey(); monkey.x = 200; monkey.y = 500; game.addChild(monkey); // Create predators function spawnPredator() { var predator = new Predator(); predator.x = Math.random() * 2048; predator.y = groundY - 120; predators.push(predator); game.addChild(predator); // Schedule next predator LK.setTimeout(spawnPredator, 10000 / gameSpeed); } // Start spawning predators after a delay LK.setTimeout(spawnPredator, 5000); // Create UI elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var levelTxt = new Text2('Level: ' + level, { size: 80, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); LK.gui.topRight.addChild(levelTxt); levelTxt.y = 90; var highScoreTxt = new Text2('High Score: ' + highScore, { size: 60, fill: 0xFFFF00 }); highScoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(highScoreTxt); highScoreTxt.y = 10; // Drag handling var dragActive = false; // Input handling game.down = function (x, y, obj) { dragActive = true; handleInput(x, y); }; game.up = function (x, y, obj) { dragActive = false; if (monkey.isSwinging) { monkey.releaseSwing(); } }; game.move = function (x, y, obj) { if (dragActive) { handleInput(x, y); } }; function handleInput(x, y) { if (!monkey.isSwinging) { // Find closest vine to swing from var closestVine = null; var closestDist = 300; // Maximum swinging distance for (var i = 0; i < vines.length; i++) { var vine = vines[i]; var dist = Math.sqrt(Math.pow(monkey.x - vine.x, 2) + Math.pow(monkey.y - (vine.y + vine.height * 0.5), 2)); if (dist < closestDist) { closestDist = dist; closestVine = vine; } } if (closestVine) { monkey.startSwinging(closestVine); } } } // Main game update game.update = function () { // Update game elements distance += gameSpeed; // Check if we need to increase level if (Math.floor(distance / 5000) + 1 > level) { level = Math.floor(distance / 5000) + 1; gameSpeed = 1 + level * 0.1; levelTxt.setText('Level: ' + level); storage.level = level; } // Camera follows monkey with some lag var targetX = Math.max(2048 / 2, monkey.x); game.x = Math.lerp(game.x, 2048 / 2 - targetX, 0.05); // Check if monkey is off screen if (monkey.y > 2732 + 100 || monkey.x < -500) { // Game over LK.showGameOver(); return; } // Generate new vines as we move if (nextVineX + game.x < 2048) { var vine = new Vine(); vine.x = nextVineX; vine.y = 200 + Math.random() * 300; vines.push(vine); game.addChild(vine); vine.updateDepth(); // Place a banana near some vines if (Math.random() < 0.7) { var banana = new Banana(); banana.x = vine.x + (Math.random() * 200 - 100); banana.y = vine.y + 200 + Math.random() * 200; bananas.push(banana); game.addChild(banana); } nextVineX += 250 + Math.random() * 150; } // Update all game elements for (var i = clouds.length - 1; i >= 0; i--) { clouds[i].update(); } for (var i = bananas.length - 1; i >= 0; i--) { var banana = bananas[i]; banana.update(); // Check collision with monkey if (!banana.collected && monkey.intersects(banana)) { var points = banana.collect(); score += points; scoreTxt.setText('Score: ' + score); // Update high score if (score > highScore) { highScore = score; highScoreTxt.setText('High Score: ' + highScore); storage.highScore = highScore; } // Remove from array bananas.splice(i, 1); } } for (var i = predators.length - 1; i >= 0; i--) { var predator = predators[i]; predator.update(); // Check collision with monkey if (!monkey.stunned && monkey.intersects(predator)) { monkey.getStunned(); // Reduce score score = Math.max(0, score - 50); scoreTxt.setText('Score: ' + score); } // Remove predators that are far behind if (predator.x < monkey.x - 2048) { predator.destroy(); predators.splice(i, 1); } } // Check for win condition (placeholder - reach level 10) if (level >= 10 && score >= 1000) { LK.showYouWin(); } }; // Helper function for lerping (not available in standard JS) Math.lerp = function (a, b, t) { return a + (b - a) * t; }; // Play background music LK.playMusic('jungleMusic');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,493 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0,
+ level: 1
+});
+
+/****
+* Classes
+****/
+var Banana = Container.expand(function () {
+ var self = Container.call(this);
+ var bananaGraphics = self.attachAsset('banana', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.collected = false;
+ self.value = 10;
+ // Animation
+ self.update = function () {
+ self.rotation += 0.02;
+ // Create scaling effect based on vertical position to simulate depth
+ var scale = 0.5 + self.y / 2732 * 0.5;
+ self.scale.set(scale, scale);
+ };
+ // Collect this banana
+ self.collect = function () {
+ if (self.collected) {
+ return;
+ }
+ self.collected = true;
+ LK.effects.flashObject(self, 0xFFFFFF, 500);
+ // Tween to disappear
+ tween(self, {
+ alpha: 0,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ // Play collect sound
+ LK.getSound('collect').play();
+ return self.value;
+ };
+ return self;
+});
+var Cloud = Container.expand(function () {
+ var self = Container.call(this);
+ var cloudGraphics = self.attachAsset('cloud', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8
+ });
+ self.speed = 0.2 + Math.random() * 0.3;
+ self.update = function () {
+ self.x -= self.speed;
+ // Loop back to right side when off screen
+ if (self.x < -cloudGraphics.width) {
+ self.x = 2048 + cloudGraphics.width;
+ self.y = Math.random() * 500;
+ }
+ };
+ return self;
+});
+var Monkey = Container.expand(function () {
+ var self = Container.call(this);
+ // Monkey states
+ self.isSwinging = false;
+ self.canSwing = true;
+ self.swingSpeed = 0;
+ self.swingAngle = 0;
+ self.targetVine = null;
+ self.currentVine = null;
+ self.gravity = 1.2;
+ self.velocity = {
+ x: 0,
+ y: 0
+ };
+ self.onGround = false;
+ self.stunned = false;
+ // Monkey graphics
+ var monkeyGraphics = self.attachAsset('monkey', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Swing line (only visible when swinging)
+ self.swingLine = self.addChild(LK.getAsset('swingLine', {
+ anchorX: 0.5,
+ anchorY: 0,
+ alpha: 0
+ }));
+ // Update monkey position and state
+ self.update = function () {
+ if (self.stunned) {
+ return;
+ }
+ if (self.isSwinging) {
+ // Update swing angle
+ self.swingAngle += self.swingSpeed;
+ // Apply some drag to the swing speed
+ self.swingSpeed *= 0.99;
+ // Calculate position based on swing angle
+ if (self.currentVine) {
+ var swingRadius = self.currentVine.height * 0.8;
+ self.x = self.currentVine.x + Math.sin(self.swingAngle) * swingRadius;
+ self.y = self.currentVine.y + self.currentVine.height * 0.5 + Math.cos(self.swingAngle) * swingRadius;
+ // Update swing line
+ self.swingLine.x = 0;
+ self.swingLine.y = 0;
+ self.swingLine.rotation = Math.atan2(self.currentVine.x - self.x, self.currentVine.y + self.currentVine.height * 0.5 - self.y);
+ self.swingLine.height = Math.sqrt(Math.pow(self.currentVine.x - self.x, 2) + Math.pow(self.currentVine.y + self.currentVine.height * 0.5 - self.y, 2));
+ self.swingLine.alpha = 1;
+ }
+ } else {
+ // Apply gravity and move monkey
+ self.velocity.y += self.gravity;
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ self.swingLine.alpha = 0;
+ // Check if on ground
+ if (self.y >= groundY - monkeyGraphics.height / 2) {
+ self.y = groundY - monkeyGraphics.height / 2;
+ self.velocity.y = 0;
+ self.velocity.x *= 0.9; // Friction
+ self.onGround = true;
+ } else {
+ self.onGround = false;
+ }
+ }
+ // Create scaling effect based on vertical position to simulate depth
+ var scale = 0.5 + self.y / 2732 * 0.5;
+ self.scale.set(scale, scale);
+ };
+ // Start swinging from a vine
+ self.startSwinging = function (vine) {
+ if (!self.canSwing || self.stunned) {
+ return;
+ }
+ self.isSwinging = true;
+ self.currentVine = vine;
+ // Calculate the initial angle
+ var dx = self.x - vine.x;
+ var dy = self.y - (vine.y + vine.height * 0.5);
+ self.swingAngle = Math.atan2(dx, dy);
+ // Set an initial swing speed based on current velocity
+ self.swingSpeed = self.velocity.x * 0.01 || 0.05;
+ // Play swing sound
+ LK.getSound('swing').play();
+ };
+ // Release from the current swing
+ self.releaseSwing = function () {
+ if (!self.isSwinging || self.stunned) {
+ return;
+ }
+ // Calculate release velocity based on current swing
+ var releaseSpeed = 15 * Math.abs(self.swingSpeed);
+ self.velocity.x = Math.sin(self.swingAngle) * releaseSpeed;
+ self.velocity.y = Math.cos(self.swingAngle) * releaseSpeed;
+ // Reset swing state
+ self.isSwinging = false;
+ self.currentVine = null;
+ self.canSwing = false;
+ // Allow swinging again after a short delay
+ LK.setTimeout(function () {
+ self.canSwing = true;
+ }, 300);
+ // Play jump sound
+ LK.getSound('jump').play();
+ };
+ // Stun the monkey (when hitting obstacles)
+ self.getStunned = function () {
+ if (self.stunned) {
+ return;
+ }
+ self.stunned = true;
+ self.isSwinging = false;
+ self.swingLine.alpha = 0;
+ // Flash monkey red
+ LK.effects.flashObject(self, 0xFF0000, 1000);
+ // Recover after 1.5 seconds
+ LK.setTimeout(function () {
+ self.stunned = false;
+ }, 1500);
+ // Play crash sound
+ LK.getSound('crash').play();
+ };
+ return self;
+});
+var Predator = Container.expand(function () {
+ var self = Container.call(this);
+ var predatorGraphics = self.attachAsset('predator', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocity = {
+ x: 0,
+ y: 0
+ };
+ self.speed = 2 + Math.random() * 2;
+ self.direction = Math.random() > 0.5 ? 1 : -1;
+ // Movement pattern
+ self.update = function () {
+ self.x += self.speed * self.direction;
+ // Bounce off screen edges
+ if (self.x < 100 || self.x > 2048 - 100) {
+ self.direction *= -1;
+ predatorGraphics.scaleX = -predatorGraphics.scaleX; // Flip sprite
+ }
+ // Create scaling effect based on vertical position to simulate depth
+ var scale = 0.5 + self.y / 2732 * 0.5;
+ self.scale.set(scale, scale);
+ };
+ return self;
+});
+var Tree = Container.expand(function () {
+ var self = Container.call(this);
+ var treeGraphics = self.attachAsset('tree', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ // Add some leaves to the top
+ var leaves = self.addChild(LK.getAsset('leaves', {
+ anchorX: 0.5,
+ anchorY: 1,
+ y: -treeGraphics.height,
+ scaleX: 1.5,
+ scaleY: 1.2
+ }));
+ // Create scaling effect based on vertical position to simulate depth
+ self.updateDepth = function () {
+ var scale = 0.5 + self.y / 2732 * 0.5;
+ self.scale.set(scale, scale);
+ };
+ return self;
+});
+var Vine = Container.expand(function () {
+ var self = Container.call(this);
+ var vineGraphics = self.attachAsset('vine', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ // Randomize height a bit
+ vineGraphics.height = 300 + Math.random() * 200;
+ // Add some leaves to the top
+ var leaves = self.addChild(LK.getAsset('leaves', {
+ anchorX: 0.5,
+ anchorY: 1,
+ y: 0,
+ scaleX: 0.7,
+ scaleY: 0.7
+ }));
+ // Create scaling effect based on vertical position to simulate depth
+ self.updateDepth = function () {
+ var scale = 0.5 + self.y / 2732 * 0.5;
+ self.scale.set(scale, scale);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB // Sky blue background
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var score = 0;
+var highScore = storage.highScore || 0;
+var level = storage.level || 1;
+var gameSpeed = 1 + level * 0.1;
+var groundY = 2400;
+var nextVineX = 400;
+var distance = 0;
+// Game elements
+var monkey;
+var vines = [];
+var bananas = [];
+var predators = [];
+var clouds = [];
+var trees = [];
+var ground;
+// Create ground
+ground = game.addChild(LK.getAsset('ground', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 2048 / 2,
+ y: groundY
+}));
+// Create clouds
+for (var i = 0; i < 6; i++) {
+ var cloud = new Cloud();
+ cloud.x = Math.random() * 2048;
+ cloud.y = 100 + Math.random() * 400;
+ clouds.push(cloud);
+ game.addChild(cloud);
+}
+// Create trees for the background
+for (var i = 0; i < 10; i++) {
+ var tree = new Tree();
+ tree.x = Math.random() * 2048;
+ tree.y = groundY;
+ trees.push(tree);
+ game.addChild(tree);
+ tree.updateDepth();
+}
+// Create initial vines
+for (var i = 0; i < 8; i++) {
+ var vine = new Vine();
+ vine.x = nextVineX;
+ vine.y = 200 + Math.random() * 300;
+ vines.push(vine);
+ game.addChild(vine);
+ vine.updateDepth();
+ // Place a banana near some vines
+ if (Math.random() < 0.7) {
+ var banana = new Banana();
+ banana.x = vine.x + (Math.random() * 200 - 100);
+ banana.y = vine.y + 200 + Math.random() * 200;
+ bananas.push(banana);
+ game.addChild(banana);
+ }
+ nextVineX += 250 + Math.random() * 150;
+}
+// Create player
+monkey = new Monkey();
+monkey.x = 200;
+monkey.y = 500;
+game.addChild(monkey);
+// Create predators
+function spawnPredator() {
+ var predator = new Predator();
+ predator.x = Math.random() * 2048;
+ predator.y = groundY - 120;
+ predators.push(predator);
+ game.addChild(predator);
+ // Schedule next predator
+ LK.setTimeout(spawnPredator, 10000 / gameSpeed);
+}
+// Start spawning predators after a delay
+LK.setTimeout(spawnPredator, 5000);
+// Create UI elements
+var scoreTxt = new Text2('Score: 0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(scoreTxt);
+var levelTxt = new Text2('Level: ' + level, {
+ size: 80,
+ fill: 0xFFFFFF
+});
+levelTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(levelTxt);
+levelTxt.y = 90;
+var highScoreTxt = new Text2('High Score: ' + highScore, {
+ size: 60,
+ fill: 0xFFFF00
+});
+highScoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(highScoreTxt);
+highScoreTxt.y = 10;
+// Drag handling
+var dragActive = false;
+// Input handling
+game.down = function (x, y, obj) {
+ dragActive = true;
+ handleInput(x, y);
+};
+game.up = function (x, y, obj) {
+ dragActive = false;
+ if (monkey.isSwinging) {
+ monkey.releaseSwing();
+ }
+};
+game.move = function (x, y, obj) {
+ if (dragActive) {
+ handleInput(x, y);
+ }
+};
+function handleInput(x, y) {
+ if (!monkey.isSwinging) {
+ // Find closest vine to swing from
+ var closestVine = null;
+ var closestDist = 300; // Maximum swinging distance
+ for (var i = 0; i < vines.length; i++) {
+ var vine = vines[i];
+ var dist = Math.sqrt(Math.pow(monkey.x - vine.x, 2) + Math.pow(monkey.y - (vine.y + vine.height * 0.5), 2));
+ if (dist < closestDist) {
+ closestDist = dist;
+ closestVine = vine;
+ }
+ }
+ if (closestVine) {
+ monkey.startSwinging(closestVine);
+ }
+ }
+}
+// Main game update
+game.update = function () {
+ // Update game elements
+ distance += gameSpeed;
+ // Check if we need to increase level
+ if (Math.floor(distance / 5000) + 1 > level) {
+ level = Math.floor(distance / 5000) + 1;
+ gameSpeed = 1 + level * 0.1;
+ levelTxt.setText('Level: ' + level);
+ storage.level = level;
+ }
+ // Camera follows monkey with some lag
+ var targetX = Math.max(2048 / 2, monkey.x);
+ game.x = Math.lerp(game.x, 2048 / 2 - targetX, 0.05);
+ // Check if monkey is off screen
+ if (monkey.y > 2732 + 100 || monkey.x < -500) {
+ // Game over
+ LK.showGameOver();
+ return;
+ }
+ // Generate new vines as we move
+ if (nextVineX + game.x < 2048) {
+ var vine = new Vine();
+ vine.x = nextVineX;
+ vine.y = 200 + Math.random() * 300;
+ vines.push(vine);
+ game.addChild(vine);
+ vine.updateDepth();
+ // Place a banana near some vines
+ if (Math.random() < 0.7) {
+ var banana = new Banana();
+ banana.x = vine.x + (Math.random() * 200 - 100);
+ banana.y = vine.y + 200 + Math.random() * 200;
+ bananas.push(banana);
+ game.addChild(banana);
+ }
+ nextVineX += 250 + Math.random() * 150;
+ }
+ // Update all game elements
+ for (var i = clouds.length - 1; i >= 0; i--) {
+ clouds[i].update();
+ }
+ for (var i = bananas.length - 1; i >= 0; i--) {
+ var banana = bananas[i];
+ banana.update();
+ // Check collision with monkey
+ if (!banana.collected && monkey.intersects(banana)) {
+ var points = banana.collect();
+ score += points;
+ scoreTxt.setText('Score: ' + score);
+ // Update high score
+ if (score > highScore) {
+ highScore = score;
+ highScoreTxt.setText('High Score: ' + highScore);
+ storage.highScore = highScore;
+ }
+ // Remove from array
+ bananas.splice(i, 1);
+ }
+ }
+ for (var i = predators.length - 1; i >= 0; i--) {
+ var predator = predators[i];
+ predator.update();
+ // Check collision with monkey
+ if (!monkey.stunned && monkey.intersects(predator)) {
+ monkey.getStunned();
+ // Reduce score
+ score = Math.max(0, score - 50);
+ scoreTxt.setText('Score: ' + score);
+ }
+ // Remove predators that are far behind
+ if (predator.x < monkey.x - 2048) {
+ predator.destroy();
+ predators.splice(i, 1);
+ }
+ }
+ // Check for win condition (placeholder - reach level 10)
+ if (level >= 10 && score >= 1000) {
+ LK.showYouWin();
+ }
+};
+// Helper function for lerping (not available in standard JS)
+Math.lerp = function (a, b, t) {
+ return a + (b - a) * t;
+};
+// Play background music
+LK.playMusic('jungleMusic');
\ No newline at end of file