User prompt
remove portal
User prompt
show dirt
User prompt
make an second backround for the empty space
User prompt
Aber es tut halt irgendwie nicht funktionieren, ich weiß nicht warum.
User prompt
starte music neu wenn der score 0 ist
User prompt
mache das die music von neu startet nach dem der spieler gestorben ist
User prompt
it did nothing
User prompt
make that epic music restarts after game over
User prompt
okaay make that enemys can go trough other enemys
User prompt
make that no normal enemy spawns after the slowenemy
User prompt
make that the wings from the heart look up
User prompt
you didnt do it
User prompt
spin the wings from the heart 180 degrees ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make minimal y position spawn from the hearts same as the player
User prompt
somtimes hearts fly in the sky and when you touch them yue regenerate one heart
User prompt
to avoid losing a heart from the fallingenemy jump at the fallingenemy kills the fallingenemy
User prompt
the falling enemy allways falls from the sam x position from the player
User prompt
make an new enemy who is falling from the sky
User prompt
give the bird wings
User prompt
give the bird wings
User prompt
make the portal particles round
User prompt
make the portal smaller
User prompt
make the portal giant ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the portal biger
User prompt
make the portal to a circle
/**** 
* 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;
		}
		// Check for collisions with other enemies
		var isColliding = false;
		for (var i = 0; i < enemies.length; i++) {
			var otherEnemy = enemies[i];
			// Skip if it's the same enemy
			if (otherEnemy === self) {
				continue;
			}
			// Check for intersection
			if (self.intersects(otherEnemy)) {
				isColliding = true;
				break;
			}
		}
		// Only move if not colliding with other enemies
		if (!isColliding) {
			// 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;
		}
		// Check for collisions with other enemies
		var isColliding = false;
		for (var i = 0; i < enemies.length; i++) {
			var otherEnemy = enemies[i];
			// Skip if it's the same enemy
			if (otherEnemy === self) {
				continue;
			}
			// Check for intersection
			if (self.intersects(otherEnemy)) {
				isColliding = true;
				break;
			}
		}
		// Only move if not colliding with other enemies
		if (!isColliding) {
			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 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;
});
//<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
						});
					}
				});
			}
		}
	};
	self.jump = function () {
		// Allow jumping if either on ground or have jumps remaining
		if (!self.isJumping || self.jumpsRemaining > 0) {
			// 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 the portal where enemies come from
var Portal = Container.expand(function () {
	var self = Container.call(this);
	// Initialize a circular shape for the portal
	// Create portal visuals (a circular shape with animation)
	var portalShape = self.attachAsset('portalCircle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Make it smaller and adjust color to look like a portal
	portalShape.scale.set(4.0, 4.0);
	// Add portal animation with pulsing effect
	self.animate = function () {
		tween(portalShape, {
			scaleX: 4.5,
			scaleY: 4.5,
			alpha: 0.7
		}, {
			duration: 1000,
			easing: tween.easeInOutQuad,
			onFinish: function onFinish() {
				tween(portalShape, {
					scaleX: 4.0,
					scaleY: 4.0,
					alpha: 1
				}, {
					duration: 1000,
					easing: tween.easeInOutQuad,
					onFinish: self.animate
				});
			}
		});
	};
	// Start animation
	self.animate();
	// Add particle effect for the portal (using portal circle for round particles)
	self.spawnParticle = function () {
		var particle = LK.getAsset('portalCircle', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		// Make particle smaller and purple
		particle.scale.set(0.3, 0.3);
		particle.tint = 0xBB00FF;
		particle.alpha = 0.7;
		// Random position around the smaller portal center
		var angle = Math.random() * Math.PI * 2;
		var distance = Math.random() * 75;
		particle.x = self.x + Math.cos(angle) * distance;
		particle.y = self.y + Math.sin(angle) * distance;
		// Add to game
		game.addChild(particle);
		// Animate particle
		tween(particle, {
			alpha: 0,
			scaleX: 0.15,
			scaleY: 0.15,
			x: particle.x + (Math.random() - 0.5) * 200,
			y: particle.y + (Math.random() - 0.5) * 200
		}, {
			duration: 1000,
			easing: tween.easeOutQuad,
			onFinish: function onFinish() {
				particle.destroy();
			}
		});
	};
	// Emit particles regularly
	self.update = function () {
		// Spawn particles on a timer (every 10 frames)
		if (LK.ticks % 10 === 0) {
			self.spawnParticle();
		}
	};
	return self;
});
// 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;
		}
		// Check for collisions with other enemies
		var isColliding = false;
		for (var i = 0; i < enemies.length; i++) {
			var otherEnemy = enemies[i];
			// Skip if it's the same enemy
			if (otherEnemy === self) {
				continue;
			}
			// Check for intersection
			if (self.intersects(otherEnemy)) {
				isColliding = true;
				break;
			}
		}
		// Only move if not colliding with other enemies
		if (!isColliding) {
			// 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;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Sky blue 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;
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Create a portal where enemies will spawn
var portal = game.addChild(new Portal());
portal.x = 2048; // Right side of the screen
portal.y = 2732 / 2; // Middle of the screen vertically
// 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
		}
	});
});
// Handle game updates
game.update = function () {
	player.update();
	// Update portal animations
	portal.update();
	// Spawn enemies
	enemySpawnCounter++;
	if (enemySpawnCounter >= enemySpawnInterval) {
		// Visual effect when spawning an enemy - portal grows briefly
		tween(portal.children[0], {
			scaleX: 5.5,
			scaleY: 5.5
		}, {
			duration: 300,
			easing: tween.easeOutQuad,
			onFinish: function onFinish() {
				// Return to normal animation cycle
				portal.children[0].scaleX = 4.0;
				portal.children[0].scaleY = 4.0;
			}
		});
		// Randomly decide between regular enemy, slow big enemy, or bird
		var spawnChance = Math.random();
		if (spawnChance < 0.5) {
			// 50% chance for regular enemy
			var enemy = new Enemy();
			enemy.x = portal.x;
			enemy.y = portal.y;
			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 < 0.8) {
			// 30% chance for bird
			var bird = new Bird();
			bird.x = portal.x;
			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 {
			// 20% chance for slow, big enemy
			var slowEnemy = new SlowEnemy();
			slowEnemy.x = portal.x;
			slowEnemy.y = portal.y;
			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
					});
				}
			});
		}
		// 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();
				// 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) {
					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
@@ -280,17 +280,16 @@
 		});
 	};
 	// Start animation
 	self.animate();
-	// Add particle effect for the portal (using the same hitbox asset with different properties)
+	// Add particle effect for the portal (using portal circle for round particles)
 	self.spawnParticle = function () {
-		var particle = LK.getAsset('hitbox', {
+		var particle = LK.getAsset('portalCircle', {
 			anchorX: 0.5,
 			anchorY: 0.5
 		});
 		// Make particle smaller and purple
-		particle.width = 20;
-		particle.height = 20;
+		particle.scale.set(0.3, 0.3);
 		particle.tint = 0xBB00FF;
 		particle.alpha = 0.7;
 		// Random position around the smaller portal center
 		var angle = Math.random() * Math.PI * 2;
@@ -301,10 +300,10 @@
 		game.addChild(particle);
 		// Animate particle
 		tween(particle, {
 			alpha: 0,
-			width: 10,
-			height: 10,
+			scaleX: 0.15,
+			scaleY: 0.15,
 			x: particle.x + (Math.random() - 0.5) * 200,
 			y: particle.y + (Math.random() - 0.5) * 200
 		}, {
 			duration: 1000,