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;
}
// 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
// Add wing decorations to make it look like it's flying
var leftWing = self.attachAsset('wings', {
anchorX: 0.5,
anchorY: 0.5,
x: -45,
scaleX: 0.8,
scaleY: 0.8,
rotation: 0 // Make wings look up
});
var rightWing = self.attachAsset('wings', {
anchorX: 0.5,
anchorY: 0.5,
x: 45,
scaleX: -0.8,
// Flip horizontally
scaleY: 0.8,
rotation: 0 // Make wings look up
});
// Animate wings
self.animateWings = function () {
tween(leftWing, {
rotation: 0.2,
y: -5
}, {
duration: 400,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
tween(leftWing, {
rotation: 0,
y: 0
}, {
duration: 400,
easing: tween.easeInOutQuad,
onFinish: self.animateWings
});
}
});
tween(rightWing, {
rotation: -0.2,
y: -5
}, {
duration: 400,
easing: tween.easeInOutQuad,
onFinish: function onFinish() {
tween(rightWing, {
rotation: 0,
y: 0
}, {
duration: 400,
easing: tween.easeInOutQuad
});
}
});
};
// Start wing animation
self.animateWings();
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) {
// 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
});
}
});
}
});
}
};
});
// 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;
});
/****
* 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;
// 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();
// 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;
}
}
// Randomly decide between enemy types
var 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 < 0.4) {
// 40% chance for regular enemy (only if no slow enemy is present)
var enemy = new Enemy();
enemy.x = 2048; // Right edge of screen
enemy.y = 2732 / 2; // 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 < 0.65) {
// 25% 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 < 0.85) {
// 20% chance for slow, big enemy
var slowEnemy = new SlowEnemy();
slowEnemy.x = 2048; // Right edge of screen
slowEnemy.y = 2732 / 2; // 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();
// 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
@@ -384,84 +384,9 @@
});
}
};
});
-// 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;
-});
+// 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', {
@@ -529,30 +454,13 @@
anchorY: 0
}));
background2.x = background.width;
background2.y = 0;
-// Add dirt blocks to form the ground
-var dirtBlocks = [];
-var groundY = 2732 / 2; // Same level as player standing position
-var blockSize = 100; // Size of each dirt block
-var blocksNeeded = Math.ceil(2048 / blockSize) + 1; // Number of blocks needed to cover width plus one
-for (var i = 0; i < blocksNeeded; i++) {
- var dirtBlock = game.addChild(LK.getAsset('dirt', {
- anchorX: 0.5,
- anchorY: 0.5
- }));
- dirtBlock.y = groundY + blockSize / 2;
- dirtBlock.x = i * blockSize;
- dirtBlocks.push(dirtBlock);
-}
// 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
+// Enemies will spawn from the right edge without a portal
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
@@ -652,10 +560,9 @@
var heartSpawnCounter = 0;
// Handle game updates
game.update = function () {
player.update();
- // Update portal animations
- portal.update();
+ // No portal to update
// Spawn hearts occasionally
heartSpawnCounter++;
if (heartSpawnCounter >= heartSpawnInterval) {
// Only spawn heart if player has less than maximum lives
@@ -719,21 +626,9 @@
}
// 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;
- }
- });
+ // 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) {
@@ -750,10 +645,10 @@
}
if (spawnChance < 0.4) {
// 40% chance for regular enemy (only if no slow enemy is present)
var enemy = new Enemy();
- enemy.x = portal.x;
- enemy.y = portal.y;
+ enemy.x = 2048; // Right edge of screen
+ enemy.y = 2732 / 2; // Middle of screen
enemies.push(enemy);
game.addChild(enemy);
// Apply rolling animation with tween in the opposite direction
tween(enemy, {
@@ -773,9 +668,9 @@
});
} else if (spawnChance < 0.65) {
// 25% chance for bird
var bird = new Bird();
- bird.x = portal.x;
+ 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);
@@ -809,10 +704,10 @@
});
} else if (spawnChance < 0.85) {
// 20% chance for slow, big enemy
var slowEnemy = new SlowEnemy();
- slowEnemy.x = portal.x;
- slowEnemy.y = portal.y;
+ slowEnemy.x = 2048; // Right edge of screen
+ slowEnemy.y = 2732 / 2; // Middle of screen
enemies.push(slowEnemy);
game.addChild(slowEnemy);
// Apply slow stomping animation
tween(slowEnemy, {