/****
* 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