User prompt
make an smaller enemy who is like the normal enemy but is faster and smaller and make the small enemy yellow
User prompt
make that first three enemy are spawning are normal enemys
User prompt
make the no jump enemy like the falling enemy
User prompt
make an second falling enemy were you dont jump and when you jump and hit the second falling enemy you lose one heart
User prompt
make that the shooting enemy roll like the normal enemy
User prompt
make an warning red stripe before the shooting enemy comes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
no make that the enemy flyes fast and shoot no bullets
User prompt
make the shoting enemy faster
User prompt
make an new enemy who i shotting from the right side
User prompt
remove the wings from the heart
User prompt
change y position from normal enemy by -2
User prompt
make sound yeah to 3.0
User prompt
play sound yeah when player become a heart more
User prompt
make sound aua louder
User prompt
louder
User prompt
if losing one heart then play sound aua
User prompt
when the player double jumps stop sound jump
User prompt
play sound jump when player jumps
User prompt
make the y position from th enemy same as player when the player is on ground
User prompt
let me pick the collor for the sky
User prompt
darker brown
User prompt
make the sky in the same brown as dirt
User prompt
make the sky brown ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
remove portal
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for flying bird enemies var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply a tint to make it look different from regular enemies birdGraphics.tint = 0x00FFFF; // Create a hitbox for the bird self.hitArea = new Rectangle(-30, -30, 60, 60); self.speed = 6; self.verticalSpeed = 0; self.amplitude = 100; // How high the bird flies up and down self.frequency = 0.05; // How fast the bird completes a wave cycle self.initialY = 0; // Will store the initial Y position self.time = 0; // Time counter for sine wave movement self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Bird moves regardless of collisions with other enemies // Move bird horizontally self.x -= self.speed; // Update time counter self.time += self.frequency; // Apply sine wave vertical movement self.y = self.initialY + Math.sin(self.time) * self.amplitude; // Rotate bird slightly to match flight direction self.rotation = Math.sin(self.time) * 0.2; // Remove bird if it's off screen if (self.x < -50) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Create a much smaller hitbox for the enemy (reduce the collision area) self.hitArea = new Rectangle(-30, -30, 60, 60); self.speed = 8; self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Enemy moves regardless of collisions with other enemies self.x -= self.speed; // Make the enemy roll by rotating it in the opposite direction self.rotation -= 0.1; if (self.x < -50) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; }); // Define a class for enemies that fall from the sky var FallingEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply a purple tint to make it visually distinct enemyGraphics.tint = 0x9900FF; // Create a hitbox for the falling enemy self.hitArea = new Rectangle(-35, -35, 70, 70); self.fallSpeed = 10; self.rotationSpeed = 0.08; self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // FallingEnemy moves regardless of collisions with other enemies // Move enemy down self.y += self.fallSpeed; // Rotate enemy as it falls self.rotation += self.rotationSpeed; // Remove if off screen if (self.y > 2732 + 100) { // Remove from enemies array when reaching the bottom for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); // Define a class for heart display var Heart = Container.expand(function () { var self = Container.call(this); // Create a heart using the heart asset var heartShape = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); // Animate heart slightly self.animate = function () { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOutQuad, onFinish: self.animate }); } }); }; return self; }); // Define a class for heart pickups that fly in the sky var HeartPickup = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); // Add visual effects to make the heart look more like a pickup heartGraphics.tint = 0xFF8FB8; // Lighter pink color // Create a hitbox for the heart self.hitArea = new Rectangle(-35, -35, 70, 70); // Movement properties self.speed = 3 + Math.random() * 2; // Random speed between 3-5 self.floatAmplitude = 40 + Math.random() * 30; // Random float height self.floatSpeed = 0.03 + Math.random() * 0.02; // Random float speed self.initialY = 0; self.time = Math.random() * Math.PI * 2; // Random starting position in float cycle // Wings have been removed // Wing animation method removed // No wing animation needed self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Move heart horizontally self.x -= self.speed; // Apply floating movement self.time += self.floatSpeed; self.y = self.initialY + Math.sin(self.time) * self.floatAmplitude; // Remove heart if it's off screen if (self.x < -100) { // Remove from hearts array for (var i = 0; i < heartPickups.length; i++) { if (heartPickups[i] === self) { heartPickups.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Create a smaller hitbox for the player to make collisions more precise self.hitArea = new Rectangle(-50, -30, 100, 60); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.invulnerable = false; self.jumpsRemaining = 2; // Allow for double jump (initial + 1 more in air) self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.9; // Gravity effect if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.jumpsRemaining = 2; // Reset jumps when landing // Add landing animation - slight squash effect tween(self, { scaleX: 1.3, scaleY: 0.7 }, { duration: 200, easing: tween.easeOutQuad, onFinish: function onFinish() { // Return to normal scale tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOutElastic }); } }); } } // Check for falling enemies above the player for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy instanceof FallingEnemy && enemy.y > self.y - 400 && enemy.y < self.y && Math.abs(enemy.x - self.x) < 100 && self.isJumping && self.velocityY < 0) { // If player is jumping upward into a falling enemy, destroy it enemies.splice(i, 1); enemy.destroy(); // Give bonus score // Check if score was reset to 0 and restart music if (LK.getScore() === 0) { LK.stopMusic(); LK.playMusic('epicMusic', { loop: true, fade: { start: 0, end: 0.8, duration: 2000 } }); } LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); // Add visual effect for killing enemy LK.effects.flashObject(self, 0x00ff00, 500); break; } } }; self.jump = function () { // Allow jumping if either on ground or have jumps remaining if (!self.isJumping || self.jumpsRemaining > 0) { // Only play jump sound on first jump (not on double jump) if (!self.isJumping) { // Play jump sound effect only for the initial jump LK.getSound('jump').play(); } // If already jumping, this is a double jump if (self.isJumping) { self.jumpsRemaining--; // Second jump has significantly less height self.velocityY = -self.jumpHeight * 0.6; } else { // First jump self.isJumping = true; self.jumpsRemaining = 1; // One more jump available after initial jump self.velocityY = -self.jumpHeight; } // Add a jump animation - squash before stretching up tween(self, { scaleX: 1.2, scaleY: 0.8 }, { duration: 150, easing: tween.easeOutQuad, onFinish: function onFinish() { // Stretch when jumping up tween(self, { scaleX: 0.9, scaleY: 1.3 }, { duration: 300, easing: tween.easeOutQuad, onFinish: function onFinish() { // Return to normal scale gradually tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOutQuad }); } }); } }); } }; }); // Define a class for enemies that shoot from the right side var ShootingEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply a green tint to make it visually distinct enemyGraphics.tint = 0x00FF00; // Create a hitbox for the shooting enemy self.hitArea = new Rectangle(-30, -30, 60, 60); // Movement properties - much faster self.speed = 10; // Significantly faster than regular enemies self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Move enemy much faster self.x -= self.speed * 2.5; // Make the enemy roll by rotating it in the opposite direction self.rotation -= 0.1; // Remove if off screen if (self.x < -100) { // Remove from enemies array for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); // Portal class removed as it's no longer needed // Define a class for slow, big enemies var SlowEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Make it slightly larger but smaller than before enemyGraphics.scale.set(1.8, 1.8); // Apply a reddish tint to make it look more threatening enemyGraphics.tint = 0xFF5555; // Create a hitbox that matches the new smaller size self.hitArea = new Rectangle(-55, -55, 110, 110); // Faster speed compared to previous value self.speed = 5; self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // SlowEnemy moves regardless of collisions with other enemies // Move enemy slowly self.x -= self.speed; // Make the enemy roll but slower than regular enemies self.rotation -= 0.04; // Remove if off screen if (self.x < -100) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); // Define a class for small, fast enemies var SmallEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Scale down the enemy to make it smaller enemyGraphics.scale.set(0.7, 0.7); // Apply a yellow tint to make it visually distinct enemyGraphics.tint = 0xFFFF00; // Create a hitbox that matches the smaller size self.hitArea = new Rectangle(-20, -20, 40, 40); // Faster speed compared to normal enemy self.speed = 12; self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Move enemy fast self.x -= self.speed; // Make the enemy roll by rotating it in the opposite direction self.rotation -= 0.15; // Remove if off screen if (self.x < -50) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x654321 // Darker brown background }); /**** * Game Code ****/ // Using same asset as enemy but will be tinted differently var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Add a second background for the empty space var background2 = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background2.x = background.width; background2.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Enemies will spawn from the right edge without a portal // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add instruction text var instructionText = new Text2('Tap once to jump, tap again for double jump!', { size: 64, fill: 0xFFFFFF }); LK.gui.bottom.addChild(instructionText); instructionText.x = 2048 / 2; instructionText.y = -100; instructionText.anchor.set(0.5, 0.5); // Fade out instruction after 5 seconds LK.setTimeout(function () { tween(instructionText, { alpha: 0 }, { duration: 1000, easing: tween.easeInCubic }); }, 5000); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Initialize lives counter var lives = 3; var hearts = []; var heartsContainer = new Container(); game.addChild(heartsContainer); // Position hearts container in the middle of the screen heartsContainer.x = 2048 / 2; heartsContainer.y = 150; // Create heart display function updateHeartDisplay() { // Clear existing hearts while (hearts.length > 0) { var heart = hearts.pop(); heart.destroy(); } // Create new hearts based on current lives for (var i = 0; i < lives; i++) { var heart = new Heart(); heart.x = (i - (lives - 1) / 2) * 100; // Distribute hearts evenly heart.y = 0; hearts.push(heart); heartsContainer.addChild(heart); heart.animate(); } } // Initial heart display updateHeartDisplay(); // Play epic background music with fade-in effect LK.playMusic('epicMusic', { fade: { start: 0, end: 0.8, duration: 2000 } }); // Add listener for game reset to restart music LK.on('gameReset', function () { // Restart the music when game resets from the beginning (second 0) LK.stopMusic(); // Stop current music to ensure we start from the beginning LK.playMusic('epicMusic', { loop: true, fade: { start: 0, end: 0.8, duration: 2000 } }); }); // Add listener for game over to restart music LK.on('gameOver', function () { // Stop current music to ensure we start from the beginning LK.stopMusic(); // Restart the music from the beginning LK.playMusic('epicMusic', { loop: true, fade: { start: 0, end: 0.8, duration: 2000 } }); }); // Initialize array for heart pickups var heartPickups = []; // Variables for heart spawn control var heartSpawnInterval = 600; // Less frequent than enemies var heartSpawnCounter = 0; // Handle game updates game.update = function () { player.update(); // No portal to update // Spawn hearts occasionally heartSpawnCounter++; if (heartSpawnCounter >= heartSpawnInterval) { // Only spawn heart if player has less than maximum lives if (lives < 3) { var heartPickup = new HeartPickup(); heartPickup.x = 2048 + 100; // Start right of screen heartPickup.y = player.y; // Spawn at the same y position as the player heartPickup.initialY = heartPickup.y; heartPickups.push(heartPickup); game.addChild(heartPickup); // Add spawn effect heartPickup.scale.set(0.1, 0.1); tween(heartPickup, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeOutElastic }); } // Reset heart spawn counter and randomize next interval heartSpawnInterval = Math.floor(Math.random() * 400) + 600; // Between 600-1000 heartSpawnCounter = 0; } // Update all heart pickups for (var i = heartPickups.length - 1; i >= 0; i--) { heartPickups[i].update(); // Check if player collected the heart if (player.intersects(heartPickups[i])) { // Regenerate one heart if not at max if (lives < 3) { lives++; updateHeartDisplay(); // Play yeah sound when gaining a heart LK.getSound('yeah').play(); // Show healing effect LK.effects.flashObject(player, 0x00FF00, 500); // Show text effect var healText = new Text2('+1', { size: 80, fill: 0x00FF00 }); healText.anchor.set(0.5, 0.5); healText.x = player.x; healText.y = player.y - 100; game.addChild(healText); // Animate and remove text tween(healText, { y: healText.y - 150, alpha: 0 }, { duration: 1000, easing: tween.easeOutCubic, onFinish: function onFinish() { healText.destroy(); } }); } // Remove heart pickup heartPickups[i].destroy(); heartPickups.splice(i, 1); } } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Enemies spawn without portal effects // Track if a slow enemy is present in the game var hasSlowEnemy = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i] instanceof SlowEnemy) { hasSlowEnemy = true; break; } } // Ensure first three enemies are normal enemies var spawnChance = 0; if (LK.getScore() < 3) { // Force normal enemy for first three spawns spawnChance = 0; } else { // Randomly decide between enemy types spawnChance = Math.random(); } // If a slow enemy is present, don't spawn normal enemies if (hasSlowEnemy && spawnChance < 0.4) { // Redirect to either bird or falling enemy spawnChance = 0.4 + spawnChance * 0.6; // Scale between 0.4 and 0.7 } if (spawnChance < 0.25) { // 25% chance for regular enemy (only if no slow enemy is present) var enemy = new Enemy(); enemy.x = 2048; // Right edge of screen // Set enemy Y position to match player when player is on ground enemy.y = !player.isJumping ? player.y : 2732 / 2; // Match player Y if on ground, otherwise middle of screen enemies.push(enemy); game.addChild(enemy); // Apply rolling animation with tween in the opposite direction tween(enemy, { rotation: -Math.PI * 4 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Continuously roll the enemy in the opposite direction tween(enemy, { rotation: enemy.rotation - Math.PI * 4 }, { duration: 2000, easing: tween.linear }); } }); } else if (spawnChance < 0.35) { // 10% chance for small, fast enemy var smallEnemy = new SmallEnemy(); smallEnemy.x = 2048; // Right edge of screen // Set enemy Y position to match player when player is on ground smallEnemy.y = !player.isJumping ? player.y : 2732 / 2; // Match player Y if on ground, otherwise middle of screen enemies.push(smallEnemy); game.addChild(smallEnemy); // Apply faster rolling animation with tween tween(smallEnemy, { rotation: -Math.PI * 6 }, { duration: 1500, easing: tween.linear, onFinish: function onFinish() { // Continuously roll the enemy in the opposite direction tween(smallEnemy, { rotation: smallEnemy.rotation - Math.PI * 6 }, { duration: 1500, easing: tween.linear }); } }); } else if (spawnChance < 0.55) { // 20% chance for bird var bird = new Bird(); bird.x = 2048; // Right edge of screen bird.y = Math.random() * (2732 / 2 - 400) + 400; // Random position between 400 and half the screen height bird.initialY = bird.y; // Set the initial Y position for the sine wave enemies.push(bird); game.addChild(bird); // Apply flapping wing animation tween(bird, { scaleY: 0.85 }, { duration: 300, easing: tween.easeInOutQuad, onFinish: function onFinish() { // Flap wings function that will call itself repeatedly function flapWings() { tween(bird, { scaleY: 1.15 }, { duration: 300, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(bird, { scaleY: 0.85 }, { duration: 300, easing: tween.easeInOutQuad, onFinish: flapWings }); } }); } flapWings(); } }); } else if (spawnChance < 0.75) { // 20% chance for shooting enemy // Create warning stripe before shooting enemy appears var warningStripe = game.addChild(LK.getAsset('hitbox', { anchorX: 0, anchorY: 0.5, width: 2048, height: 50 })); warningStripe.y = Math.random() * (2732 / 2 - 200) + 200; // Random position higher than ground warningStripe.tint = 0xFF0000; // Red warning stripe warningStripe.alpha = 0.7; // Flash warning stripe tween(warningStripe, { alpha: 0.3 }, { duration: 300, easing: tween.linear, onFinish: function onFinish() { tween(warningStripe, { alpha: 0.7 }, { duration: 300, easing: tween.linear, onFinish: function onFinish() { // Spawn shooting enemy after warning var shootEnemy = new ShootingEnemy(); shootEnemy.x = 2048; // Right edge of screen shootEnemy.y = warningStripe.y; // Use same Y position as warning stripe enemies.push(shootEnemy); game.addChild(shootEnemy); // Remove warning stripe warningStripe.destroy(); } }); } }); } else if (spawnChance < 0.85) { // 10% chance for slow, big enemy var slowEnemy = new SlowEnemy(); slowEnemy.x = 2048; // Right edge of screen // Set slow enemy Y position to match player when player is on ground slowEnemy.y = !player.isJumping ? player.y : 2732 / 2; // Match player Y if on ground, otherwise middle of screen enemies.push(slowEnemy); game.addChild(slowEnemy); // Apply slow stomping animation tween(slowEnemy, { rotation: -Math.PI * 2 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Continuously roll the enemy in the opposite direction but slower tween(slowEnemy, { rotation: slowEnemy.rotation - Math.PI * 2 }, { duration: 4000, easing: tween.linear }); } }); } else { // 15% chance for falling enemy var fallingEnemy = new FallingEnemy(); // Position falling enemy at the player's x position at the top of the screen fallingEnemy.x = player.x; fallingEnemy.y = -100; // Start above the screen enemies.push(fallingEnemy); game.addChild(fallingEnemy); // Apply spinning animation tween(fallingEnemy, { rotation: Math.PI * 4 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Continuously spin the enemy tween(fallingEnemy, { rotation: fallingEnemy.rotation + Math.PI * 4 }, { duration: 2000, easing: tween.linear }); } }); } // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j]) { // Check if enemy exists before accessing enemies[j].update(); if (enemies[j] && player.intersects(enemies[j]) && !player.invulnerable) { // Handle collision lives--; updateHeartDisplay(); // Play aua sound when player is hit LK.getSound('aua').play(); // Make player invulnerable temporarily player.invulnerable = true; player.alpha = 0.5; // Flash the screen red LK.effects.flashScreen(0xff0000, 500); // Remove the enemy enemies[j].destroy(); enemies.splice(j, 1); // Check if player has run out of lives if (lives <= 0) { // Stop and restart music from the beginning before showing game over LK.stopMusic(); LK.playMusic('epicMusic', { loop: true, fade: { start: 0, end: 0.8, duration: 2000 } }); LK.showGameOver(); } else { // Make player vulnerable again after a short time LK.setTimeout(function () { player.invulnerable = false; player.alpha = 1; }, 1500); } } else if (enemies[j] && player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } // Close the enemy existence check } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; // Import tween plugin for animations
===================================================================
--- original.js
+++ change.js
@@ -422,8 +422,51 @@
self.lastY = self.y;
};
return self;
});
+// Define a class for small, fast enemies
+var SmallEnemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Scale down the enemy to make it smaller
+ enemyGraphics.scale.set(0.7, 0.7);
+ // Apply a yellow tint to make it visually distinct
+ enemyGraphics.tint = 0xFFFF00;
+ // Create a hitbox that matches the smaller size
+ self.hitArea = new Rectangle(-20, -20, 40, 40);
+ // Faster speed compared to normal enemy
+ self.speed = 12;
+ self.update = function () {
+ // Store last position for collision detection
+ if (self.lastX === undefined) {
+ self.lastX = self.x;
+ self.lastY = self.y;
+ self.lastWasIntersecting = false;
+ }
+ // Move enemy fast
+ self.x -= self.speed;
+ // Make the enemy roll by rotating it in the opposite direction
+ self.rotation -= 0.15;
+ // Remove if off screen
+ if (self.x < -50) {
+ // Remove from enemies array when reaching the left side
+ for (var i = 0; i < enemies.length; i++) {
+ if (enemies[i] === self) {
+ enemies.splice(i, 1);
+ break;
+ }
+ }
+ self.destroy();
+ }
+ // Update last positions
+ self.lastX = self.x;
+ self.lastY = self.y;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -644,10 +687,10 @@
if (hasSlowEnemy && spawnChance < 0.4) {
// Redirect to either bird or falling enemy
spawnChance = 0.4 + spawnChance * 0.6; // Scale between 0.4 and 0.7
}
- if (spawnChance < 0.35) {
- // 35% chance for regular enemy (only if no slow enemy is present)
+ if (spawnChance < 0.25) {
+ // 25% chance for regular enemy (only if no slow enemy is present)
var enemy = new Enemy();
enemy.x = 2048; // Right edge of screen
// Set enemy Y position to match player when player is on ground
enemy.y = !player.isJumping ? player.y : 2732 / 2; // Match player Y if on ground, otherwise middle of screen
@@ -668,8 +711,32 @@
easing: tween.linear
});
}
});
+ } else if (spawnChance < 0.35) {
+ // 10% chance for small, fast enemy
+ var smallEnemy = new SmallEnemy();
+ smallEnemy.x = 2048; // Right edge of screen
+ // Set enemy Y position to match player when player is on ground
+ smallEnemy.y = !player.isJumping ? player.y : 2732 / 2; // Match player Y if on ground, otherwise middle of screen
+ enemies.push(smallEnemy);
+ game.addChild(smallEnemy);
+ // Apply faster rolling animation with tween
+ tween(smallEnemy, {
+ rotation: -Math.PI * 6
+ }, {
+ duration: 1500,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ // Continuously roll the enemy in the opposite direction
+ tween(smallEnemy, {
+ rotation: smallEnemy.rotation - Math.PI * 6
+ }, {
+ duration: 1500,
+ easing: tween.linear
+ });
+ }
+ });
} else if (spawnChance < 0.55) {
// 20% chance for bird
var bird = new Bird();
bird.x = 2048; // Right edge of screen