/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { unlockedSkins: [0], collectedSacks: {}, currentLevel: 1, totalSacks: 0 }); /**** * Classes ****/ // Character var Character = Container.expand(function () { var self = Container.call(this); self.skinId = 0; self.sprite = null; self.vx = 0; self.vy = 0; self.onGround = false; self.jumpQueued = false; self.width = 100; self.height = 100; self.setSkin = function (skinId) { if (self.sprite) { self.removeChild(self.sprite); } self.skinId = skinId; self.sprite = self.attachAsset('char_skin_' + skinId, { anchorX: 0.5, anchorY: 0.5 }); self.width = self.sprite.width; self.height = self.sprite.height; }; self.init = function (skinId) { self.setSkin(skinId); self.x = 200; self.y = 200; self.vx = 0; self.vy = 0; self.onGround = false; self.jumpQueued = false; }; self.update = function () { // Physics handled in main game loop }; return self; }); /**** * Level Data ****/ // For MVP, define a few sample levels. Each level: {platforms:[], sacks:[], portal:{x,y}, spawn:{x,y}} // Platform (static or moving) var Platform = Container.expand(function () { var self = Container.call(this); self.isMoving = false; self.moveDir = 1; self.moveAxis = 'x'; self.moveRange = 0; self.moveSpeed = 0; self.startPos = { x: 0, y: 0 }; self.init = function (data) { // data: {x, y, width, height, moving, axis, range, speed} var assetId = data.moving ? 'platform_moving' : 'platform'; var plat = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: data.width, height: data.height }); self.x = data.x; self.y = data.y; self.width = data.width; self.height = data.height; self.isMoving = !!data.moving; if (self.isMoving) { self.moveAxis = data.axis || 'x'; self.moveRange = data.range || 0; self.moveSpeed = data.speed || 0; self.startPos.x = data.x; self.startPos.y = data.y; } }; self.update = function () { if (self.isMoving) { var t = Math.sin(LK.ticks * self.moveSpeed / 60) * self.moveRange; if (self.moveAxis === 'x') { self.x = self.startPos.x + t; } else { self.y = self.startPos.y + t; } } }; return self; }); // Portal (level exit) var Portal = Container.expand(function () { var self = Container.call(this); var portal = self.attachAsset('portal', { anchorX: 0.5, anchorY: 0.5 }); self.x = 0; self.y = 0; self.init = function (data) { self.x = data.x; self.y = data.y; }; return self; }); // Sack collectible var Sack = Container.expand(function () { var self = Container.call(this); var sack = self.attachAsset('sack', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.level = 1; self.sackId = 0; // unique per level self.init = function (data) { self.x = data.x; self.y = data.y; self.level = data.level; self.sackId = data.sackId; self.collected = false; sack.alpha = 1; }; self.collect = function () { if (!self.collected) { self.collected = true; tween(sack, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.visible = false; } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // For MVP, define a few sample levels. Each level: {platforms:[], sacks:[], portal:{x,y}, spawn:{x,y}} /**** * Level Data ****/ // Character skins (15 colors) // Portal (level exit) // Sack collectible // Moving platform // Platform (static) // --- Global State --- var LEVELS = [ // Level 1 { platforms: [{ x: 1024, y: 2600, width: 800, height: 60 }, // ground { x: 600, y: 2200, width: 400, height: 60 }, { x: 1400, y: 2000, width: 400, height: 60 }, { x: 1024, y: 1700, width: 400, height: 60, moving: true, axis: 'x', range: 200, speed: 1.2 }], sacks: [{ x: 600, y: 2100, sackId: 0 }, { x: 1400, y: 1900, sackId: 1 }], portal: { x: 1024, y: 1550 }, spawn: { x: 1024, y: 2500 } }, // Level 2 { platforms: [{ x: 1024, y: 2600, width: 800, height: 60 }, { x: 400, y: 2200, width: 400, height: 60, moving: true, axis: 'y', range: 150, speed: 1.5 }, { x: 1648, y: 2200, width: 400, height: 60, moving: true, axis: 'y', range: 150, speed: 1.5 }, { x: 1024, y: 1800, width: 400, height: 60 }], sacks: [{ x: 400, y: 2100, sackId: 0 }, { x: 1648, y: 2100, sackId: 1 }, { x: 1024, y: 1700, sackId: 2 }], portal: { x: 1024, y: 1650 }, spawn: { x: 1024, y: 2500 } } // ... up to 200 levels in future ]; var currentLevel = storage.currentLevel || 1; var unlockedSkins = storage.unlockedSkins || [0]; var selectedSkin = unlockedSkins[0]; var collectedSacks = storage.collectedSacks || {}; var totalSacks = storage.totalSacks || 0; var character = null; var platforms = []; var sacks = []; var portal = null; var levelData = null; var isTouching = false; var touchStartX = 0, touchStartY = 0; var moveDir = 0; // -1 left, 1 right, 0 none var jumpPressed = false; var canJump = false; var cameraY = 0; var levelText = null; var sackText = null; var skinText = null; var skinSelectNodes = []; var skinSelectActive = false; // --- UI --- function updateSackText() { var collected = 0, total = 0; if (levelData && levelData.sacks) { total = levelData.sacks.length; var key = 'L' + currentLevel; var arr = collectedSacks[key] || []; for (var i = 0; i < arr.length; ++i) if (arr[i]) collected++; } sackText.setText('Sacks: ' + collected + '/' + total); } function updateLevelText() { levelText.setText('Level ' + currentLevel); } function updateSkinText() { skinText.setText('Skins: ' + unlockedSkins.length + '/15'); } // --- UI Elements --- levelText = new Text2('Level 1', { size: 90, fill: "#fff" }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); sackText = new Text2('Sacks: 0/0', { size: 90, fill: "#fff" }); sackText.anchor.set(0.5, 0); LK.gui.top.addChild(sackText); skinText = new Text2('Skins: 1/15', { size: 70, fill: "#fff" }); skinText.anchor.set(0.5, 0); LK.gui.bottom.addChild(skinText); // --- Skin Select UI --- function showSkinSelect() { if (skinSelectActive) return; skinSelectActive = true; for (var i = 0; i < 15; ++i) { var node = LK.getAsset('char_skin_' + i, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); node.x = 300 + i * 120; node.y = 400; node.alpha = unlockedSkins.indexOf(i) !== -1 ? 1 : 0.3; node.skinId = i; node.interactive = true; node.down = function (x, y, obj) { if (unlockedSkins.indexOf(obj.skinId) !== -1) { selectedSkin = obj.skinId; storage.selectedSkin = selectedSkin; character.setSkin(selectedSkin); hideSkinSelect(); } }; skinSelectNodes.push(node); LK.gui.center.addChild(node); } } function hideSkinSelect() { skinSelectActive = false; for (var i = 0; i < skinSelectNodes.length; ++i) { LK.gui.center.removeChild(skinSelectNodes[i]); } skinSelectNodes = []; } // --- Level Loading --- function loadLevel(n) { // Clean up previous for (var i = 0; i < platforms.length; ++i) game.removeChild(platforms[i]); for (var i = 0; i < sacks.length; ++i) game.removeChild(sacks[i]); if (portal) game.removeChild(portal); platforms = []; sacks = []; portal = null; cameraY = 0; // Clamp level if (n < 1) n = 1; if (n > LEVELS.length) n = LEVELS.length; currentLevel = n; storage.currentLevel = currentLevel; levelData = LEVELS[n - 1]; // Platforms for (var i = 0; i < levelData.platforms.length; ++i) { var p = new Platform(); p.init(levelData.platforms[i]); platforms.push(p); game.addChild(p); } // Sacks var key = 'L' + currentLevel; if (!collectedSacks[key]) collectedSacks[key] = []; for (var i = 0; i < levelData.sacks.length; ++i) { var s = new Sack(); var data = levelData.sacks[i]; s.init({ x: data.x, y: data.y, level: currentLevel, sackId: data.sackId }); if (collectedSacks[key][data.sackId]) { s.collected = true; s.visible = false; } sacks.push(s); game.addChild(s); } // Portal portal = new Portal(); portal.init(levelData.portal); game.addChild(portal); // Character if (!character) { character = new Character(); character.init(selectedSkin); game.addChild(character); } else { character.init(selectedSkin); } character.x = levelData.spawn.x; character.y = levelData.spawn.y; updateLevelText(); updateSackText(); updateSkinText(); } // --- Physics/Collision --- function rectsIntersect(a, b) { return a.x - a.width / 2 < b.x + b.width / 2 && a.x + a.width / 2 > b.x - b.width / 2 && a.y - a.height / 2 < b.y + b.height / 2 && a.y + a.height / 2 > b.y - b.height / 2; } // --- Touch Controls --- // Touch left half: move left. Right half: move right. Tap top 1/3: jump. Tap bottom: open skin select. game.down = function (x, y, obj) { if (skinSelectActive) return; isTouching = true; touchStartX = x; touchStartY = y; var w = 2048, h = 2732; if (y > h - 300) { // Bottom area: open skin select showSkinSelect(); return; } if (y < h / 3) { // Top: jump jumpPressed = true; return; } if (x < w / 2) { moveDir = -1; } else { moveDir = 1; } }; game.up = function (x, y, obj) { isTouching = false; moveDir = 0; jumpPressed = false; }; game.move = function (x, y, obj) { // Not used for movement, but could be for drag controls }; // --- Main Game Loop --- game.update = function () { // Update moving platforms for (var i = 0; i < platforms.length; ++i) { platforms[i].update(); } // Character physics var g = 2.2; var maxVy = 40; var maxVx = 18; var accel = 2.5; var friction = 0.85; var jumpV = -38; var c = character; // Horizontal movement if (moveDir !== 0) { c.vx += moveDir * accel; if (c.vx > maxVx) c.vx = maxVx; if (c.vx < -maxVx) c.vx = -maxVx; } else { c.vx *= friction; if (Math.abs(c.vx) < 0.5) c.vx = 0; } // Gravity c.vy += g; if (c.vy > maxVy) c.vy = maxVy; // Platform collision c.onGround = false; var nextX = c.x + c.vx; var nextY = c.y + c.vy; for (var i = 0; i < platforms.length; ++i) { var p = platforms[i]; // Only check collision if close if (Math.abs(nextX - p.x) < 400 && Math.abs(nextY - p.y) < 200) { // Simple AABB var px = p.x, py = p.y, pw = p.width, ph = p.height; // Check vertical collision (falling onto platform) if (c.x + c.width / 2 > px - pw / 2 && c.x - c.width / 2 < px + pw / 2) { // From above if (c.y + c.height / 2 <= py - ph / 2 && nextY + c.height / 2 >= py - ph / 2) { // Land on platform nextY = py - ph / 2 - c.height / 2; c.vy = 0; c.onGround = true; } } // Horizontal collision (run into side) if (c.y + c.height / 2 > py - ph / 2 && c.y - c.height / 2 < py + ph / 2) { // From left if (c.x - c.width / 2 <= px + pw / 2 && nextX - c.width / 2 >= px + pw / 2) { nextX = px + pw / 2 + c.width / 2; c.vx = 0; } // From right if (c.x + c.width / 2 >= px - pw / 2 && nextX + c.width / 2 <= px - pw / 2) { nextX = px - pw / 2 - c.width / 2; c.vx = 0; } } } } // Jump if (jumpPressed && c.onGround) { c.vy = jumpV; c.onGround = false; jumpPressed = false; } // Move character c.x = nextX; c.y = nextY; // Prevent falling out of bounds if (c.y > 2800) { // Respawn c.x = levelData.spawn.x; c.y = levelData.spawn.y; c.vx = 0; c.vy = 0; } // Camera follow var targetCamY = c.y - 1200; if (targetCamY < 0) targetCamY = 0; cameraY += (targetCamY - cameraY) * 0.15; game.y = -cameraY; // Sack collection var key = 'L' + currentLevel; for (var i = 0; i < sacks.length; ++i) { var s = sacks[i]; if (!s.collected && rectsIntersect(c, s)) { s.collect(); collectedSacks[key][s.sackId] = 1; storage.collectedSacks = collectedSacks; totalSacks++; storage.totalSacks = totalSacks; updateSackText(); // Unlock new skin every 10 sacks var unlockCount = unlockedSkins.length; if (totalSacks >= unlockCount * 10 && unlockCount < 15) { unlockedSkins.push(unlockCount); storage.unlockedSkins = unlockedSkins; updateSkinText(); // Flash to show unlock LK.effects.flashScreen(0x00ff00, 600); } } } // Portal check if (rectsIntersect(c, portal)) { // Next level if (currentLevel < LEVELS.length) { loadLevel(currentLevel + 1); } else { // Game complete LK.showYouWin(); } } }; // --- Start Game --- loadLevel(currentLevel); // --- Touch: Hide skin select on up if open LK.gui.center.up = function (x, y, obj) { if (skinSelectActive) hideSkinSelect(); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,589 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ unlockedSkins: [0],
+ collectedSacks: {},
+ currentLevel: 1,
+ totalSacks: 0
+});
+
+/****
+* Classes
+****/
+// Character
+var Character = Container.expand(function () {
+ var self = Container.call(this);
+ self.skinId = 0;
+ self.sprite = null;
+ self.vx = 0;
+ self.vy = 0;
+ self.onGround = false;
+ self.jumpQueued = false;
+ self.width = 100;
+ self.height = 100;
+ self.setSkin = function (skinId) {
+ if (self.sprite) {
+ self.removeChild(self.sprite);
+ }
+ self.skinId = skinId;
+ self.sprite = self.attachAsset('char_skin_' + skinId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = self.sprite.width;
+ self.height = self.sprite.height;
+ };
+ self.init = function (skinId) {
+ self.setSkin(skinId);
+ self.x = 200;
+ self.y = 200;
+ self.vx = 0;
+ self.vy = 0;
+ self.onGround = false;
+ self.jumpQueued = false;
+ };
+ self.update = function () {
+ // Physics handled in main game loop
+ };
+ return self;
+});
+/****
+* Level Data
+****/
+// For MVP, define a few sample levels. Each level: {platforms:[], sacks:[], portal:{x,y}, spawn:{x,y}}
+// Platform (static or moving)
+var Platform = Container.expand(function () {
+ var self = Container.call(this);
+ self.isMoving = false;
+ self.moveDir = 1;
+ self.moveAxis = 'x';
+ self.moveRange = 0;
+ self.moveSpeed = 0;
+ self.startPos = {
+ x: 0,
+ y: 0
+ };
+ self.init = function (data) {
+ // data: {x, y, width, height, moving, axis, range, speed}
+ var assetId = data.moving ? 'platform_moving' : 'platform';
+ var plat = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: data.width,
+ height: data.height
+ });
+ self.x = data.x;
+ self.y = data.y;
+ self.width = data.width;
+ self.height = data.height;
+ self.isMoving = !!data.moving;
+ if (self.isMoving) {
+ self.moveAxis = data.axis || 'x';
+ self.moveRange = data.range || 0;
+ self.moveSpeed = data.speed || 0;
+ self.startPos.x = data.x;
+ self.startPos.y = data.y;
+ }
+ };
+ self.update = function () {
+ if (self.isMoving) {
+ var t = Math.sin(LK.ticks * self.moveSpeed / 60) * self.moveRange;
+ if (self.moveAxis === 'x') {
+ self.x = self.startPos.x + t;
+ } else {
+ self.y = self.startPos.y + t;
+ }
+ }
+ };
+ return self;
+});
+// Portal (level exit)
+var Portal = Container.expand(function () {
+ var self = Container.call(this);
+ var portal = self.attachAsset('portal', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = 0;
+ self.y = 0;
+ self.init = function (data) {
+ self.x = data.x;
+ self.y = data.y;
+ };
+ return self;
+});
+// Sack collectible
+var Sack = Container.expand(function () {
+ var self = Container.call(this);
+ var sack = self.attachAsset('sack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.collected = false;
+ self.level = 1;
+ self.sackId = 0; // unique per level
+ self.init = function (data) {
+ self.x = data.x;
+ self.y = data.y;
+ self.level = data.level;
+ self.sackId = data.sackId;
+ self.collected = false;
+ sack.alpha = 1;
+ };
+ self.collect = function () {
+ if (!self.collected) {
+ self.collected = true;
+ tween(sack, {
+ alpha: 0
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.visible = false;
+ }
+ });
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// For MVP, define a few sample levels. Each level: {platforms:[], sacks:[], portal:{x,y}, spawn:{x,y}}
+/****
+* Level Data
+****/
+// Character skins (15 colors)
+// Portal (level exit)
+// Sack collectible
+// Moving platform
+// Platform (static)
+// --- Global State ---
+var LEVELS = [
+// Level 1
+{
+ platforms: [{
+ x: 1024,
+ y: 2600,
+ width: 800,
+ height: 60
+ },
+ // ground
+ {
+ x: 600,
+ y: 2200,
+ width: 400,
+ height: 60
+ }, {
+ x: 1400,
+ y: 2000,
+ width: 400,
+ height: 60
+ }, {
+ x: 1024,
+ y: 1700,
+ width: 400,
+ height: 60,
+ moving: true,
+ axis: 'x',
+ range: 200,
+ speed: 1.2
+ }],
+ sacks: [{
+ x: 600,
+ y: 2100,
+ sackId: 0
+ }, {
+ x: 1400,
+ y: 1900,
+ sackId: 1
+ }],
+ portal: {
+ x: 1024,
+ y: 1550
+ },
+ spawn: {
+ x: 1024,
+ y: 2500
+ }
+},
+// Level 2
+{
+ platforms: [{
+ x: 1024,
+ y: 2600,
+ width: 800,
+ height: 60
+ }, {
+ x: 400,
+ y: 2200,
+ width: 400,
+ height: 60,
+ moving: true,
+ axis: 'y',
+ range: 150,
+ speed: 1.5
+ }, {
+ x: 1648,
+ y: 2200,
+ width: 400,
+ height: 60,
+ moving: true,
+ axis: 'y',
+ range: 150,
+ speed: 1.5
+ }, {
+ x: 1024,
+ y: 1800,
+ width: 400,
+ height: 60
+ }],
+ sacks: [{
+ x: 400,
+ y: 2100,
+ sackId: 0
+ }, {
+ x: 1648,
+ y: 2100,
+ sackId: 1
+ }, {
+ x: 1024,
+ y: 1700,
+ sackId: 2
+ }],
+ portal: {
+ x: 1024,
+ y: 1650
+ },
+ spawn: {
+ x: 1024,
+ y: 2500
+ }
+}
+// ... up to 200 levels in future
+];
+var currentLevel = storage.currentLevel || 1;
+var unlockedSkins = storage.unlockedSkins || [0];
+var selectedSkin = unlockedSkins[0];
+var collectedSacks = storage.collectedSacks || {};
+var totalSacks = storage.totalSacks || 0;
+var character = null;
+var platforms = [];
+var sacks = [];
+var portal = null;
+var levelData = null;
+var isTouching = false;
+var touchStartX = 0,
+ touchStartY = 0;
+var moveDir = 0; // -1 left, 1 right, 0 none
+var jumpPressed = false;
+var canJump = false;
+var cameraY = 0;
+var levelText = null;
+var sackText = null;
+var skinText = null;
+var skinSelectNodes = [];
+var skinSelectActive = false;
+// --- UI ---
+function updateSackText() {
+ var collected = 0,
+ total = 0;
+ if (levelData && levelData.sacks) {
+ total = levelData.sacks.length;
+ var key = 'L' + currentLevel;
+ var arr = collectedSacks[key] || [];
+ for (var i = 0; i < arr.length; ++i) if (arr[i]) collected++;
+ }
+ sackText.setText('Sacks: ' + collected + '/' + total);
+}
+function updateLevelText() {
+ levelText.setText('Level ' + currentLevel);
+}
+function updateSkinText() {
+ skinText.setText('Skins: ' + unlockedSkins.length + '/15');
+}
+// --- UI Elements ---
+levelText = new Text2('Level 1', {
+ size: 90,
+ fill: "#fff"
+});
+levelText.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelText);
+sackText = new Text2('Sacks: 0/0', {
+ size: 90,
+ fill: "#fff"
+});
+sackText.anchor.set(0.5, 0);
+LK.gui.top.addChild(sackText);
+skinText = new Text2('Skins: 1/15', {
+ size: 70,
+ fill: "#fff"
+});
+skinText.anchor.set(0.5, 0);
+LK.gui.bottom.addChild(skinText);
+// --- Skin Select UI ---
+function showSkinSelect() {
+ if (skinSelectActive) return;
+ skinSelectActive = true;
+ for (var i = 0; i < 15; ++i) {
+ var node = LK.getAsset('char_skin_' + i, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7,
+ scaleY: 0.7
+ });
+ node.x = 300 + i * 120;
+ node.y = 400;
+ node.alpha = unlockedSkins.indexOf(i) !== -1 ? 1 : 0.3;
+ node.skinId = i;
+ node.interactive = true;
+ node.down = function (x, y, obj) {
+ if (unlockedSkins.indexOf(obj.skinId) !== -1) {
+ selectedSkin = obj.skinId;
+ storage.selectedSkin = selectedSkin;
+ character.setSkin(selectedSkin);
+ hideSkinSelect();
+ }
+ };
+ skinSelectNodes.push(node);
+ LK.gui.center.addChild(node);
+ }
+}
+function hideSkinSelect() {
+ skinSelectActive = false;
+ for (var i = 0; i < skinSelectNodes.length; ++i) {
+ LK.gui.center.removeChild(skinSelectNodes[i]);
+ }
+ skinSelectNodes = [];
+}
+// --- Level Loading ---
+function loadLevel(n) {
+ // Clean up previous
+ for (var i = 0; i < platforms.length; ++i) game.removeChild(platforms[i]);
+ for (var i = 0; i < sacks.length; ++i) game.removeChild(sacks[i]);
+ if (portal) game.removeChild(portal);
+ platforms = [];
+ sacks = [];
+ portal = null;
+ cameraY = 0;
+ // Clamp level
+ if (n < 1) n = 1;
+ if (n > LEVELS.length) n = LEVELS.length;
+ currentLevel = n;
+ storage.currentLevel = currentLevel;
+ levelData = LEVELS[n - 1];
+ // Platforms
+ for (var i = 0; i < levelData.platforms.length; ++i) {
+ var p = new Platform();
+ p.init(levelData.platforms[i]);
+ platforms.push(p);
+ game.addChild(p);
+ }
+ // Sacks
+ var key = 'L' + currentLevel;
+ if (!collectedSacks[key]) collectedSacks[key] = [];
+ for (var i = 0; i < levelData.sacks.length; ++i) {
+ var s = new Sack();
+ var data = levelData.sacks[i];
+ s.init({
+ x: data.x,
+ y: data.y,
+ level: currentLevel,
+ sackId: data.sackId
+ });
+ if (collectedSacks[key][data.sackId]) {
+ s.collected = true;
+ s.visible = false;
+ }
+ sacks.push(s);
+ game.addChild(s);
+ }
+ // Portal
+ portal = new Portal();
+ portal.init(levelData.portal);
+ game.addChild(portal);
+ // Character
+ if (!character) {
+ character = new Character();
+ character.init(selectedSkin);
+ game.addChild(character);
+ } else {
+ character.init(selectedSkin);
+ }
+ character.x = levelData.spawn.x;
+ character.y = levelData.spawn.y;
+ updateLevelText();
+ updateSackText();
+ updateSkinText();
+}
+// --- Physics/Collision ---
+function rectsIntersect(a, b) {
+ return a.x - a.width / 2 < b.x + b.width / 2 && a.x + a.width / 2 > b.x - b.width / 2 && a.y - a.height / 2 < b.y + b.height / 2 && a.y + a.height / 2 > b.y - b.height / 2;
+}
+// --- Touch Controls ---
+// Touch left half: move left. Right half: move right. Tap top 1/3: jump. Tap bottom: open skin select.
+game.down = function (x, y, obj) {
+ if (skinSelectActive) return;
+ isTouching = true;
+ touchStartX = x;
+ touchStartY = y;
+ var w = 2048,
+ h = 2732;
+ if (y > h - 300) {
+ // Bottom area: open skin select
+ showSkinSelect();
+ return;
+ }
+ if (y < h / 3) {
+ // Top: jump
+ jumpPressed = true;
+ return;
+ }
+ if (x < w / 2) {
+ moveDir = -1;
+ } else {
+ moveDir = 1;
+ }
+};
+game.up = function (x, y, obj) {
+ isTouching = false;
+ moveDir = 0;
+ jumpPressed = false;
+};
+game.move = function (x, y, obj) {
+ // Not used for movement, but could be for drag controls
+};
+// --- Main Game Loop ---
+game.update = function () {
+ // Update moving platforms
+ for (var i = 0; i < platforms.length; ++i) {
+ platforms[i].update();
+ }
+ // Character physics
+ var g = 2.2;
+ var maxVy = 40;
+ var maxVx = 18;
+ var accel = 2.5;
+ var friction = 0.85;
+ var jumpV = -38;
+ var c = character;
+ // Horizontal movement
+ if (moveDir !== 0) {
+ c.vx += moveDir * accel;
+ if (c.vx > maxVx) c.vx = maxVx;
+ if (c.vx < -maxVx) c.vx = -maxVx;
+ } else {
+ c.vx *= friction;
+ if (Math.abs(c.vx) < 0.5) c.vx = 0;
+ }
+ // Gravity
+ c.vy += g;
+ if (c.vy > maxVy) c.vy = maxVy;
+ // Platform collision
+ c.onGround = false;
+ var nextX = c.x + c.vx;
+ var nextY = c.y + c.vy;
+ for (var i = 0; i < platforms.length; ++i) {
+ var p = platforms[i];
+ // Only check collision if close
+ if (Math.abs(nextX - p.x) < 400 && Math.abs(nextY - p.y) < 200) {
+ // Simple AABB
+ var px = p.x,
+ py = p.y,
+ pw = p.width,
+ ph = p.height;
+ // Check vertical collision (falling onto platform)
+ if (c.x + c.width / 2 > px - pw / 2 && c.x - c.width / 2 < px + pw / 2) {
+ // From above
+ if (c.y + c.height / 2 <= py - ph / 2 && nextY + c.height / 2 >= py - ph / 2) {
+ // Land on platform
+ nextY = py - ph / 2 - c.height / 2;
+ c.vy = 0;
+ c.onGround = true;
+ }
+ }
+ // Horizontal collision (run into side)
+ if (c.y + c.height / 2 > py - ph / 2 && c.y - c.height / 2 < py + ph / 2) {
+ // From left
+ if (c.x - c.width / 2 <= px + pw / 2 && nextX - c.width / 2 >= px + pw / 2) {
+ nextX = px + pw / 2 + c.width / 2;
+ c.vx = 0;
+ }
+ // From right
+ if (c.x + c.width / 2 >= px - pw / 2 && nextX + c.width / 2 <= px - pw / 2) {
+ nextX = px - pw / 2 - c.width / 2;
+ c.vx = 0;
+ }
+ }
+ }
+ }
+ // Jump
+ if (jumpPressed && c.onGround) {
+ c.vy = jumpV;
+ c.onGround = false;
+ jumpPressed = false;
+ }
+ // Move character
+ c.x = nextX;
+ c.y = nextY;
+ // Prevent falling out of bounds
+ if (c.y > 2800) {
+ // Respawn
+ c.x = levelData.spawn.x;
+ c.y = levelData.spawn.y;
+ c.vx = 0;
+ c.vy = 0;
+ }
+ // Camera follow
+ var targetCamY = c.y - 1200;
+ if (targetCamY < 0) targetCamY = 0;
+ cameraY += (targetCamY - cameraY) * 0.15;
+ game.y = -cameraY;
+ // Sack collection
+ var key = 'L' + currentLevel;
+ for (var i = 0; i < sacks.length; ++i) {
+ var s = sacks[i];
+ if (!s.collected && rectsIntersect(c, s)) {
+ s.collect();
+ collectedSacks[key][s.sackId] = 1;
+ storage.collectedSacks = collectedSacks;
+ totalSacks++;
+ storage.totalSacks = totalSacks;
+ updateSackText();
+ // Unlock new skin every 10 sacks
+ var unlockCount = unlockedSkins.length;
+ if (totalSacks >= unlockCount * 10 && unlockCount < 15) {
+ unlockedSkins.push(unlockCount);
+ storage.unlockedSkins = unlockedSkins;
+ updateSkinText();
+ // Flash to show unlock
+ LK.effects.flashScreen(0x00ff00, 600);
+ }
+ }
+ }
+ // Portal check
+ if (rectsIntersect(c, portal)) {
+ // Next level
+ if (currentLevel < LEVELS.length) {
+ loadLevel(currentLevel + 1);
+ } else {
+ // Game complete
+ LK.showYouWin();
+ }
+ }
+};
+// --- Start Game ---
+loadLevel(currentLevel);
+// --- Touch: Hide skin select on up if open
+LK.gui.center.up = function (x, y, obj) {
+ if (skinSelectActive) hideSkinSelect();
+};
\ No newline at end of file