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**Gerçek çözüm:** Her phase için **tamamen ayrı jump metodları** olmalı: - `jumpNormal()` - 1 ground + 1 double jump - `jumpSky()` - Platform tabanlı sistem - `jumpUnderwater()` - Unlimited swimming bunu yapman gerekiyor zaten bunu yap bunu yaaaappp!!! zaten daha önce yapmanı söylemiştim
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ayırmalısın zaten underwater meknaikleri farklı, sky mekanikleri farklı, diğer phase mekanikleri ayrı olması gerekiyor zaten
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ya olum neden anlamıyorsun kafayı yiyeceğim. karakter uçuyor resmen zıplamanın bir limiti yok. hangi oyunda sonsuz zıplama olur. sadece iki kere jump yapması gerekiyor yere değene kadar. niye anlamıyorsun söyle bana söyle cevap ver!!!!
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yerdeyken zıplama tuşuna basıldığında sadece bir kerede double jump yapmalı. yere değdikten sonra sıfırlanmalı. ama şuanda zıplmanın ce double jump ın limiti yok. underwater istedğim gibi orayı elleme
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`hasJumped` Değişkeninin Doğru Kullanımı** `hasJumped` değişkeni var ama doğru şekilde kullanılmıyor Oyuncu gerçekten zıpladığında `hasJumped = true` oluyor ve sadece yere değdiğinde `false` oluyor olması gerekiyor. ama underwater phase istediğim gibi orayı elleme
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double jump yapmıyor bu sefer ve underwater aşamasında sınırsız olmalı
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zıplama kısmında sorun var bariz neden anlamıyorsun amk sonsuza kadar zıplaybiliyorum sanki uçuyor amk
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çalış ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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eğer zıplama tuşuna spam yapar isem karakter düşmeye başlamadan önce tekrar zıplamak için tıklarsam karakter tekrar zıplıyor ve bunun limiti yok bunun saçma olması ?
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underwater hariç jump ve double jump a bekleme süresi ekle dashtaki gibi
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hala aynı
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karakterin sırtında sanki jetpack varmış gibi sonsuza kadar zıplayabiliyor. underwater da bunu istiyoruz ama diğer phaselerde bu olmamalı
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jump() fonksiyonuna en başa şöyle bir koruma ekle: js Kopyala Düzenle if (!self.isGrounded && (!self.canDoubleJump || self.hasUsedDoubleJump)) { return; // jump iptal, çünkü zıplama hakkı kalmadı
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Sadece player grounded olduğunda ilk jump - Sadece bir kez double jump izni - Bundan sonra hiçbir ek zıplama olmamalı (underwater hariç)
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hayır düzelmedi double jump için de aynı şeyleri uygular mısın belki sorun ondadır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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lütfen dediklerini uygula çok iyi anlaöışsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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SKY PHASE: yazıdan bu kısmı sil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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daha sol ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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biraz daha yukarı ve biraz daha solda yazı rengi kırmızı ve neon olsub ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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yazı ekranın ortasında olsun ve rengi yeşil olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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**Phase Transition Message** - When entering sky phase, show a temporary text overlay: "SKY PHASE: Stock up on hearts before nature strikes!" that fades after a few seconds pls do this ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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biraz daha spawn edebilir misin hala gap kalıyor
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Ensure at least one cloud is positioned where the player can land on it. bunu deneyebilir miyiz
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sky blümüne geçer geçmez bulutlar spawn olmaya başlasın.
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200 pixel i 2000 pixel yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var AmbientParticle = Container.expand(function () {
var self = Container.call(this);
var particleGfx = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = (Math.random() - 0.5) * 2;
self.velocityY = (Math.random() - 0.5) * 2;
self.life = 180;
self.maxLife = 180;
self.floatPhase = Math.random() * Math.PI * 2;
self.update = function () {
self.floatPhase += 0.02;
self.x += self.velocityX + Math.sin(self.floatPhase) * 0.5;
self.y += self.velocityY + Math.cos(self.floatPhase) * 0.3;
self.life--;
var alpha = Math.min(1, self.life / 60) * Math.min(1, (self.maxLife - self.life) / 60) * 0.4;
particleGfx.alpha = alpha;
particleGfx.scaleX = 0.5;
particleGfx.scaleY = 0.5;
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var BackgroundShape = Container.expand(function () {
var self = Container.call(this);
var shapeGfx = self.attachAsset('bgShape', {
anchorX: 0.5,
anchorY: 0.5
});
self.pulsePhase = Math.random() * Math.PI * 2;
self.oscillatePhase = Math.random() * Math.PI * 2;
self.floatSpeed = 0.02 + Math.random() * 0.03;
self.pulseSpeed = 0.05 + Math.random() * 0.05;
self.baseScale = 0.5 + Math.random() * 1.0;
self.baseAlpha = 0.1 + Math.random() * 0.2;
self.update = function () {
self.pulsePhase += self.pulseSpeed;
self.oscillatePhase += self.floatSpeed;
// Pulsing with beat
var beatScale = 1 + beatPulse * 0.3;
var pulseScale = 1 + Math.sin(self.pulsePhase) * 0.2;
shapeGfx.scaleX = self.baseScale * beatScale * pulseScale;
shapeGfx.scaleY = self.baseScale * beatScale * pulseScale;
// Oscillating movement
self.x += Math.sin(self.oscillatePhase) * 0.5;
self.y += Math.cos(self.oscillatePhase * 0.7) * 0.3;
// Alpha varies with intensity
shapeGfx.alpha = self.baseAlpha + beatPulse * 0.1;
// Slow drift
self.x -= gameSpeed * 0.2;
};
return self;
});
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGfx = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityY = -1 - Math.random() * 2;
self.velocityX = (Math.random() - 0.5) * 0.5;
self.life = 300 + Math.random() * 200;
self.maxLife = self.life;
self.floatPhase = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.floatPhase += 0.05;
var floatX = Math.sin(self.floatPhase) * 0.8;
self.x += floatX;
self.life--;
var alpha = Math.min(1, self.life / 60) * Math.min(1, (self.maxLife - self.life) / 60) * 0.7;
bubbleGfx.alpha = alpha;
var scale = 0.8 + Math.sin(self.floatPhase * 0.8) * 0.3;
bubbleGfx.scaleX = scale;
bubbleGfx.scaleY = scale;
if (self.life <= 0 || self.y < -50) {
self.shouldDestroy = true;
}
};
return self;
});
var BurstParticle = Container.expand(function () {
var self = Container.call(this);
var particleGfx = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.life = 40;
self.maxLife = 40;
self.initialScale = 1.5;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= 0.95;
self.velocityY *= 0.95;
self.life--;
var alpha = self.life / self.maxLife;
particleGfx.alpha = alpha;
var scale = self.initialScale * alpha;
particleGfx.scaleX = scale;
particleGfx.scaleY = scale;
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var Bush = Container.expand(function () {
var self = Container.call(this);
var bushGfx = self.attachAsset('bush', {
anchorX: 0.5,
anchorY: 1
});
// Larger scale for nature phase
bushGfx.scaleX = 1.5;
bushGfx.scaleY = 1.5;
self.speed = -6;
self.rustlePhase = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.speed;
// Gentle rustling animation
self.rustlePhase += 0.08;
var rustle = Math.sin(self.rustlePhase) * 0.05;
bushGfx.scaleX = 1 + rustle;
bushGfx.scaleY = 1 + rustle * 0.5;
};
return self;
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGlow = self.attachAsset('cloudGlow', {
anchorX: 0.5,
anchorY: 0.5
});
var cloudCore = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
cloudGlow.alpha = 0.4;
cloudCore.alpha = 0.9;
self.speed = -4;
self.floatPhase = Math.random() * Math.PI * 2;
self.glowPhase = Math.random() * Math.PI * 2;
self.bouncePhase = 0;
self.isBouncing = false;
self.bounceIntensity = 0;
self.mistTimer = 0;
self.update = function () {
self.x += self.speed;
// Gentle floating animation
self.floatPhase += 0.03;
var floatY = Math.sin(self.floatPhase) * 8;
self.y += floatY * 0.1;
// Soft glow pulsing
self.glowPhase += 0.05;
var glowIntensity = 0.3 + Math.sin(self.glowPhase) * 0.1;
cloudGlow.alpha = glowIntensity;
// Bounce animation when stepped on
if (self.isBouncing) {
self.bouncePhase += 0.3;
self.bounceIntensity = Math.sin(self.bouncePhase) * 0.5;
cloudCore.scaleY = 1 - self.bounceIntensity * 0.2;
cloudGlow.scaleY = 1 - self.bounceIntensity * 0.15;
if (self.bouncePhase >= Math.PI) {
self.isBouncing = false;
self.bouncePhase = 0;
cloudCore.scaleY = 1;
cloudGlow.scaleY = 1;
}
}
// Create mist particles
self.mistTimer++;
if (self.mistTimer >= 40) {
self.mistTimer = 0;
self.createMist();
}
};
self.bounce = function () {
if (!self.isBouncing) {
self.isBouncing = true;
self.bouncePhase = 0;
// Play soft bounce sound
if (Math.random() < 0.3) {
LK.getSound('echoChime').play();
}
}
};
self.createMist = function () {
// Mist creation disabled
};
return self;
});
var Coral = Container.expand(function () {
var self = Container.call(this);
var coralGfx = self.attachAsset('coral', {
anchorX: 0.5,
anchorY: 1
});
self.speed = -4;
self.pulsePhase = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.speed;
self.pulsePhase += 0.03;
var pulse = 1 + Math.sin(self.pulsePhase) * 0.15;
coralGfx.scaleX = pulse;
coralGfx.scaleY = pulse;
var colorShift = Math.floor(Math.sin(self.pulsePhase * 0.5) * 80);
coralGfx.tint = 0xff69b4 + colorShift;
};
return self;
});
var DataStreamParticle = Container.expand(function () {
var self = Container.call(this);
var streamGfx = self.attachAsset('dataStream', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = -1 - Math.random() * 3;
self.velocityY = (Math.random() - 0.5) * 2;
self.life = 300 + Math.random() * 200;
self.maxLife = self.life;
self.twinklePhase = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.twinklePhase += 0.1;
self.life--;
// Twinkling effect
var twinkle = Math.sin(self.twinklePhase) * 0.3;
var fadeAlpha = Math.min(1, self.life / 60) * Math.min(1, (self.maxLife - self.life) / 60);
streamGfx.alpha = (0.3 + twinkle + beatPulse * 0.2) * fadeAlpha;
streamGfx.scaleX = 0.8 + beatPulse * 0.4;
streamGfx.scaleY = 0.8 + beatPulse * 0.4;
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var ExplosionPart = Container.expand(function () {
var self = Container.call(this);
var partGfx = self.attachAsset('explosionPart', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.rotationSpeed = 0;
self.life = 40;
self.maxLife = 40;
self.gravity = 0.3;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
self.velocityX *= 0.98;
partGfx.rotation += self.rotationSpeed;
self.life--;
var alpha = self.life / self.maxLife;
partGfx.alpha = alpha;
// Color transition from bright orange to dark red
var colorProgress = 1 - alpha;
var red = 255;
var green = Math.floor(170 * (1 - colorProgress));
var blue = 0;
partGfx.tint = red << 16 | green << 8 | blue;
var scale = alpha * (1 + (1 - alpha) * 0.5);
partGfx.scaleX = scale;
partGfx.scaleY = scale;
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishGfx = self.attachAsset('fish', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -4 - Math.random() * 3;
self.swimPhase = Math.random() * Math.PI * 2;
self.verticalAmplitude = 30 + Math.random() * 20;
self.baseY = 0;
self.update = function () {
self.x += self.speed;
self.swimPhase += 0.08;
var swimY = Math.sin(self.swimPhase) * self.verticalAmplitude;
self.y = self.baseY + swimY;
var scale = 1 + Math.sin(self.swimPhase * 1.2) * 0.1;
fishGfx.scaleX = scale;
fishGfx.scaleY = scale;
fishGfx.rotation = Math.sin(self.swimPhase) * 0.2;
var colorShift = Math.floor(Math.sin(self.swimPhase) * 50);
fishGfx.tint = 0xff6600 + colorShift;
};
return self;
});
var GroundSegment = Container.expand(function () {
var self = Container.call(this);
var groundGfx = self.attachAsset('ground', {
anchorX: 0,
anchorY: 0
});
var shimmerGfx = self.attachAsset('groundShimmer', {
anchorX: 0,
anchorY: 0
});
shimmerGfx.y = -8;
self.shimmerPhase = Math.random() * Math.PI * 2;
self.wavePhase = Math.random() * Math.PI * 2;
self.beatIntensity = 0;
self.update = function () {
// Reflective shimmer effect
self.shimmerPhase += 0.08;
shimmerGfx.alpha = 0.4 + Math.sin(self.shimmerPhase) * 0.3;
shimmerGfx.scaleX = 1 + Math.sin(self.shimmerPhase * 0.7) * 0.1;
// Waveform moving through ground
self.wavePhase += gameSpeed * 0.02;
var waveOffset = Math.sin(self.wavePhase) * 3;
groundGfx.y = waveOffset;
shimmerGfx.y = -8 + waveOffset;
// Beat-synced effects
self.beatIntensity = beatPulse;
var glowIntensity = 0.7 + self.beatIntensity * 0.3;
groundGfx.alpha = glowIntensity;
// Color changes based on beat
var beatColor = Math.floor(self.beatIntensity * 80);
groundGfx.tint = 0x4488ff + beatColor;
shimmerGfx.tint = 0x88ccff + (beatColor << 4);
// Motion matching scrolling tempo
self.x -= gameSpeed;
};
return self;
});
var Heart = Container.expand(function () {
var self = Container.call(this);
var heartGfx = self.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.pulsePhase = Math.random() * Math.PI * 2;
self.glowPhase = Math.random() * Math.PI * 2;
self.isPulsing = false;
self.pulseTimer = 0;
self.maxPulseTime = 60; // 1 second at 60fps
self.sparkleTimer = 0;
self.update = function () {
self.x += self.speed;
// Gentle floating
self.pulsePhase += 0.08;
var floatY = Math.sin(self.pulsePhase) * 8;
self.y += floatY * 0.05;
// Check if should pulse with beat
if (beatPulse > 0.7 && !self.isPulsing) {
self.isPulsing = true;
self.pulseTimer = self.maxPulseTime;
}
// Handle pulsing state
if (self.isPulsing) {
self.pulseTimer--;
// Bright glow and scale during pulse
var pulseIntensity = self.pulseTimer / self.maxPulseTime;
heartGfx.alpha = 0.8 + pulseIntensity * 0.2;
heartGfx.scaleX = 1.0 + pulseIntensity * 0.4;
heartGfx.scaleY = 1.0 + pulseIntensity * 0.4;
heartGfx.tint = 0xff1144; // Bright red when pulsing
// Sparkle creation disabled
if (self.pulseTimer <= 0) {
self.isPulsing = false;
}
} else {
// Normal state - gentle glow
self.glowPhase += 0.05;
heartGfx.alpha = 0.7 + Math.sin(self.glowPhase) * 0.2;
heartGfx.scaleX = 1.0 + Math.sin(self.glowPhase) * 0.1;
heartGfx.scaleY = 1.0 + Math.sin(self.glowPhase) * 0.1;
heartGfx.tint = 0xff3366; // Normal pink-red
}
};
return self;
});
var HolographicElement = Container.expand(function () {
var self = Container.call(this);
var elementType = Math.floor(Math.random() * 3);
var elementGfx;
if (elementType === 0) {
elementGfx = self.attachAsset('waveform', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (elementType === 1) {
elementGfx = self.attachAsset('speaker', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
elementGfx = self.attachAsset('freqBar', {
anchorX: 0.5,
anchorY: 1
});
}
self.fadePhase = 0;
self.maxFadePhase = 300 + Math.random() * 200;
self.pulsePhase = Math.random() * Math.PI * 2;
self.driftSpeed = -0.5 - Math.random() * 1.5;
self.baseScale = 2 + Math.random() * 3;
self.update = function () {
self.fadePhase++;
self.pulsePhase += 0.03;
self.x += self.driftSpeed;
// Fade in and out effect
var fadeProgress = self.fadePhase / self.maxFadePhase;
var fadeAlpha;
if (fadeProgress < 0.2) {
fadeAlpha = fadeProgress / 0.2;
} else if (fadeProgress > 0.8) {
fadeAlpha = (1 - fadeProgress) / 0.2;
} else {
fadeAlpha = 1;
}
// Very faint holographic appearance
elementGfx.alpha = fadeAlpha * (0.05 + beatPulse * 0.1);
// Pulse with beat
var scale = self.baseScale * (1 + Math.sin(self.pulsePhase) * 0.1 + beatPulse * 0.2);
elementGfx.scaleX = scale;
elementGfx.scaleY = scale;
// Color tinting for holographic effect
elementGfx.tint = 0x4466aa + Math.floor(beatPulse * 50);
if (self.fadePhase >= self.maxFadePhase) {
self.shouldDestroy = true;
}
};
return self;
});
var LaserBeam = Container.expand(function () {
var self = Container.call(this);
// Laser core that moves up and down
var laserCore = self.attachAsset('laserCore', {
anchorX: 0.5,
anchorY: 0.5
});
// Main laser beam
var laserBeam = self.attachAsset('laserBeam', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -6;
self.verticalSpeed = 3;
self.direction = 1; // 1 for down, -1 for up
self.warningTimer = 60; // Warning phase before activation
self.isActive = false;
self.pulsePhase = 0;
self.coreY = 0;
self.maxTravel = 150;
// Initially hide the beam, show only core
laserBeam.alpha = 0;
laserCore.y = -self.maxTravel;
self.update = function () {
self.x += self.speed;
// Warning phase
if (self.warningTimer > 0) {
self.warningTimer--;
// Blinking warning effect
laserCore.alpha = Math.sin(self.warningTimer * 0.3) * 0.5 + 0.5;
laserCore.tint = 0xff0000; // Red warning
if (self.warningTimer === 0) {
self.isActive = true;
laserBeam.alpha = 0.9;
}
}
// Active laser movement
if (self.isActive) {
self.coreY += self.verticalSpeed * self.direction;
laserCore.y = self.coreY;
// Reverse direction at limits
if (self.coreY >= self.maxTravel || self.coreY <= -self.maxTravel) {
self.direction *= -1;
}
// Pulse effects
self.pulsePhase += 0.15;
var intensity = 0.8 + Math.sin(self.pulsePhase) * 0.2 + beatPulse * 0.3;
laserBeam.alpha = intensity;
laserCore.alpha = 1.0;
// Bright laser colors
laserBeam.tint = 0xff0088 + Math.floor(beatPulse * 100);
laserCore.tint = 0xffffff;
// Scale effects
var scale = 1 + beatPulse * 0.4;
laserBeam.scaleX = scale;
laserCore.scaleX = 1 + beatPulse * 0.6;
laserCore.scaleY = 1 + beatPulse * 0.6;
}
};
return self;
});
var LightLine = Container.expand(function () {
var self = Container.call(this);
var lineGfx = self.attachAsset('lightLine', {
anchorX: 0,
anchorY: 0.5
});
self.speed = -2 - Math.random() * 4;
self.pulsePhase = Math.random() * Math.PI * 2;
self.glowPhase = Math.random() * Math.PI * 2;
self.baseAlpha = 0.2 + Math.random() * 0.3;
self.update = function () {
self.x += self.speed;
self.pulsePhase += 0.08;
self.glowPhase += 0.05;
// Flowing glow effect
lineGfx.alpha = self.baseAlpha + Math.sin(self.glowPhase) * 0.2 + beatPulse * 0.2;
lineGfx.scaleY = 0.8 + Math.sin(self.pulsePhase) * 0.4 + beatPulse * 0.3;
// Color shift with beat
var colorShift = Math.floor(beatPulse * 100);
lineGfx.tint = 0x6644ff + (colorShift << 8);
};
return self;
});
var NatureGroundSegment = Container.expand(function () {
var self = Container.call(this);
var groundGfx = self.attachAsset('natureGround', {
anchorX: 0,
anchorY: 0
});
// Larger scale for nature phase
groundGfx.scaleX = 1.4;
groundGfx.scaleY = 1.4;
self.update = function () {
self.x -= gameSpeed + 1;
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGfx = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1
});
self.speed = -6;
self.pulsePhase = 0;
self.update = function () {
self.x += self.speed;
// Pulse effect
self.pulsePhase += 0.15;
var scale = 1 + Math.sin(self.pulsePhase) * 0.1;
obstacleGfx.scaleX = scale;
obstacleGfx.scaleY = scale;
// Beat sync glow
if (beatPulse > 0.5) {
obstacleGfx.tint = 0xffffff;
} else {
obstacleGfx.tint = 0xff0044;
}
};
return self;
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGfx = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.life = 60;
self.maxLife = 60;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += 0.2;
self.life--;
particleGfx.alpha = self.life / self.maxLife;
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
// Create main glow aura behind character
var mainGlow = self.attachAsset('playerGlow', {
anchorX: 0.5,
anchorY: 0.5
});
mainGlow.alpha = 0.3;
mainGlow.y = -10;
// Create body parts with neon light appearance
var head = self.attachAsset('playerHead', {
anchorX: 0.5,
anchorY: 0.5
});
var body = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0
});
var oxygenTank = self.attachAsset('oxygenTank', {
anchorX: 0.5,
anchorY: 0.5
});
var leftArm = self.attachAsset('playerArm', {
anchorX: 0.5,
anchorY: 0
});
var rightArm = self.attachAsset('playerArm', {
anchorX: 0.5,
anchorY: 0
});
var leftLeg = self.attachAsset('playerLeg', {
anchorX: 0.5,
anchorY: 0
});
var rightLeg = self.attachAsset('playerLeg', {
anchorX: 0.5,
anchorY: 0
});
// Position body parts relative to center
head.y = -30;
body.y = -12;
leftArm.x = -10;
leftArm.y = -8;
rightArm.x = 10;
rightArm.y = -8;
leftLeg.x = -6;
leftLeg.y = 13;
rightLeg.x = 6;
rightLeg.y = 13;
// Position oxygen tank on player's back (behind body)
oxygenTank.x = -8; // Position behind player (to the left when facing right)
oxygenTank.y = -5; // Slightly higher than body center
oxygenTank.visible = false; // Initially hidden
// Set initial electric blue color with glow effect
head.tint = 0x00ccff;
body.tint = 0x0099ff;
leftArm.tint = 0x0088ff;
rightArm.tint = 0x0088ff;
leftLeg.tint = 0x0077ff;
rightLeg.tint = 0x0077ff;
self.velocityY = 0;
self.velocityX = 0;
self.isGrounded = false;
self.isInvincible = false;
self.invincibilityFlashOn = false;
self.isDashing = false;
self.dashCooldown = 0;
self.canDoubleJump = false;
self.hasUsedDoubleJump = false;
self.hasJumped = false; // Track if player has actually jumped
self.glowPhase = 0;
self.walkPhase = 0;
self.constantSpeed = 3; // Constant walking speed
self.hoverPhase = 0;
self.beatReactionTimer = 0;
self.currentHue = 0; // For color shifting
self.comboStreakColor = 0x00ccff; // Base electric blue
self.update = function () {
// Floating effect - character hovers above ground
self.hoverPhase += 0.08;
var hoverOffset = Math.sin(self.hoverPhase) * 3;
// Variable jump system - apply additional upward force while jump is held
if (isJumpPressed && jumpHoldTime < maxJumpHoldTime && self.velocityY < 0) {
var holdForce = (maxJumpHoldTime - jumpHoldTime) / maxJumpHoldTime * -1.5;
self.velocityY += holdForce;
jumpHoldTime++;
}
// Simplified gravity system
if (!self.isGrounded) {
if (gamePhase === 5) {
// Underwater phase - reduced gravity and buoyancy
self.velocityY += 0.3; // Much slower falling underwater
// Add slight upward buoyancy force
self.velocityY -= 0.1;
} else if (gamePhase === 3) {
// Sky level - increased gravity
self.velocityY += 0.55;
} else {
// Normal/speed phase - standard gravity
self.velocityY += 0.6;
}
}
// Apply velocity with underwater resistance
if (gamePhase === 5) {
// Underwater movement - add resistance
self.velocityX *= 0.95; // Water resistance
self.velocityY *= 0.98; // Slower vertical movement
}
self.y += self.velocityY;
self.x += self.velocityX;
// Constant forward movement when grounded
if (self.isGrounded && !self.isDashing) {
self.x += self.constantSpeed;
}
// Ground collision with hover offset (only in normal/speed phases)
if (gamePhase !== 3) {
var groundThreshold = groundLevel - 35 + hoverOffset;
if (self.y >= groundThreshold) {
self.y = groundThreshold;
self.velocityY = 0;
self.isGrounded = true;
self.canDoubleJump = false;
self.hasUsedDoubleJump = false;
self.hasJumped = false; // Reset jump flag when grounded
}
} else {
// Sky level - check if player is actually on a cloud or seagull
var onPlatform = false;
// Check if standing on any cloud
for (var i = 0; i < clouds.length; i++) {
var cloud = clouds[i];
if (self.intersects(cloud) && self.velocityY >= 0 && self.y <= cloud.y) {
onPlatform = true;
break;
}
}
// Check if standing on any seagull
if (!onPlatform) {
for (var i = 0; i < seagulls.length; i++) {
var seagull = seagulls[i];
if (self.intersects(seagull) && self.velocityY >= 0 && self.y <= seagull.y) {
onPlatform = true;
break;
}
}
}
// If not on any platform, player should fall
if (!onPlatform) {
// Track if player was grounded before falling
var wasGrounded = self.isGrounded;
self.isGrounded = false;
// If player just started falling (was on platform, now falling)
if (wasGrounded) {
// When falling from platform, enable double jump capability
self.hasJumped = false;
self.canDoubleJump = true;
self.hasUsedDoubleJump = false;
}
} else {
// Player is on a platform
self.isGrounded = true;
self.canDoubleJump = false;
self.hasUsedDoubleJump = false;
self.hasJumped = false;
}
}
// Simple backward movement
if (self.isGrounded && self.velocityX === 0 && !self.isDashing) {
self.x -= gameSpeed * 0.8; // Smooth per-frame movement
}
// Dash cooldown
if (self.dashCooldown > 0) {
self.dashCooldown--;
}
// Rhythmic bouncing and running animation
if (self.isGrounded && !self.isDashing) {
self.walkPhase += 0.25;
// Energetic arm movements
leftArm.rotation = Math.sin(self.walkPhase) * 0.6;
rightArm.rotation = -Math.sin(self.walkPhase) * 0.6;
// Dynamic leg running motion
leftLeg.rotation = Math.sin(self.walkPhase + Math.PI) * 0.4;
rightLeg.rotation = Math.sin(self.walkPhase) * 0.4;
// Head bobbing with beat awareness
var beatBob = beatPulse > 0.5 ? beatPulse * 2 : 0;
head.y = -30 + Math.sin(self.walkPhase * 2) * 2 + beatBob;
} else {
// Reset positions when not walking
leftArm.rotation = 0;
rightArm.rotation = 0;
leftLeg.rotation = 0;
rightLeg.rotation = 0;
head.y = -30;
}
// Neon glow effects with beat reaction
self.glowPhase += 0.12;
var baseGlow = 0.9 + Math.sin(self.glowPhase) * 0.1;
var beatGlow = beatPulse * 0.3;
var totalGlow = Math.min(1.0, baseGlow + beatGlow);
// Beat reaction timer
if (self.beatReactionTimer > 0) {
self.beatReactionTimer--;
totalGlow = 1.0;
}
// Apply glow to all parts
head.alpha = totalGlow;
body.alpha = totalGlow;
leftArm.alpha = totalGlow;
rightArm.alpha = totalGlow;
leftLeg.alpha = totalGlow;
rightLeg.alpha = totalGlow;
// Main glow pulsing
mainGlow.alpha = 0.2 + beatPulse * 0.3;
mainGlow.scaleX = 1 + Math.sin(self.glowPhase * 0.7) * 0.1 + beatPulse * 0.2;
mainGlow.scaleY = 1 + Math.sin(self.glowPhase * 0.7) * 0.1 + beatPulse * 0.2;
// Color shifting based on combo streak and game phase
if (combo > 0) {
self.currentHue += 0.02;
var hueShift = Math.sin(self.currentHue) * 60;
if (gamePhase === 4) {
// Nature phase - Mario classic red and blue colors
self.comboStreakColor = 0xff3333 + Math.floor(hueShift);
} else if (gamePhase === 3) {
// Sky phase - soft golden colors
self.comboStreakColor = 0xffcc66 + Math.floor(hueShift);
} else if (gamePhase === 2) {
// Speed phase - orange/red colors
self.comboStreakColor = 0xff8800 + Math.floor(hueShift);
} else {
// Normal phase - blue colors
self.comboStreakColor = 0x0088ff + Math.floor(hueShift);
}
// Apply combo colors
head.tint = self.comboStreakColor + 0x2200;
body.tint = self.comboStreakColor;
leftArm.tint = self.comboStreakColor - 0x1100;
rightArm.tint = self.comboStreakColor - 0x1100;
leftLeg.tint = self.comboStreakColor - 0x2200;
rightLeg.tint = self.comboStreakColor - 0x2200;
mainGlow.tint = self.comboStreakColor;
} else {
if (gamePhase === 5) {
// Underwater phase - aquatic blue and teal colors
head.tint = 0x00cccc; // Cyan
body.tint = 0x0099cc; // Ocean blue
leftArm.tint = 0x0088bb; // Deeper blue
rightArm.tint = 0x0088bb; // Deeper blue
leftLeg.tint = 0x0077aa; // Deep blue
rightLeg.tint = 0x0077aa; // Deep blue
mainGlow.tint = 0x00ccff; // Bright aqua glow
// Show and color oxygen tank for underwater phase
oxygenTank.visible = true;
oxygenTank.tint = 0x666666; // Gray oxygen tank
} else if (gamePhase === 4) {
// Nature phase - Mario classic colors (red hat, blue overalls, brown boots)
head.tint = 0xff0000; // Red hat like Mario
body.tint = 0x0066ff; // Blue overalls like Mario
leftArm.tint = 0xffcc99; // Skin tone for arms
rightArm.tint = 0xffcc99; // Skin tone for arms
leftLeg.tint = 0x8b4513; // Brown boots like Mario
rightLeg.tint = 0x8b4513; // Brown boots like Mario
mainGlow.tint = 0xff6666; // Red glow to match
// Hide oxygen tank in nature phase
oxygenTank.visible = false;
} else if (gamePhase === 3) {
// Sky phase - soft golden/white colors
head.tint = 0xffffdd;
body.tint = 0xffeeaa;
leftArm.tint = 0xffdd88;
rightArm.tint = 0xffdd88;
leftLeg.tint = 0xffcc66;
rightLeg.tint = 0xffcc66;
mainGlow.tint = 0xffee99;
// Hide oxygen tank in sky phase
oxygenTank.visible = false;
} else if (gamePhase === 2) {
// Speed phase - orange colors
head.tint = 0xff9900;
body.tint = 0xff7700;
leftArm.tint = 0xff6600;
rightArm.tint = 0xff6600;
leftLeg.tint = 0xff5500;
rightLeg.tint = 0xff5500;
mainGlow.tint = 0xff8800;
// Hide oxygen tank in speed phase
oxygenTank.visible = false;
} else {
// Normal phase - electric blue
head.tint = 0x00ccff;
body.tint = 0x0099ff;
leftArm.tint = 0x0088ff;
rightArm.tint = 0x0088ff;
leftLeg.tint = 0x0077ff;
rightLeg.tint = 0x0077ff;
mainGlow.tint = 0x0088ff;
// Hide oxygen tank in normal phase
oxygenTank.visible = false;
}
self.currentHue = 0;
}
if (self.isInvincible) {
if (self.invincibilityFlashOn) {
var flashAlpha = 0.3;
head.alpha = flashAlpha;
body.alpha = flashAlpha;
leftArm.alpha = flashAlpha;
rightArm.alpha = flashAlpha;
leftLeg.alpha = flashAlpha;
rightLeg.alpha = flashAlpha;
}
// main glow invincibility effect
mainGlow.alpha = 0.8 + Math.sin(LK.ticks * 0.3) * 0.2; // Pulsing bright glow
mainGlow.scaleX = 2.5 + Math.sin(LK.ticks * 0.2) * 0.5; // Much larger scale
mainGlow.scaleY = 2.5 + Math.sin(LK.ticks * 0.2) * 0.5; // Much larger scale
mainGlow.tint = 0xffffff; // Pure white glow for maximum visibility
}
// Underwater platform collision detection (phase 5 only)
if (gamePhase === 5) {
// Calculate player bounds considering full player size including all body parts
// Head extends 30px up from center, legs extend 35px down from center
var playerTopOffset = 35; // Distance from center to top of head
var playerBottomOffset = 35; // Distance from center to bottom of legs
var playerTop = self.y - playerTopOffset;
var playerBottom = self.y + playerBottomOffset;
// Top platform collision - solid barrier, player cannot pass through
// Platform bottom is at y=900, reduce buffer to make collision tighter
if (playerTop < 910) {
self.y = 910 + playerTopOffset; // Position player so top of head touches platform edge
if (self.velocityY < 0) {
self.velocityY = 0; // Stop vertical movement completely
}
self.isGrounded = false; // Player is not grounded when hitting top platform
}
// Bottom platform collision - solid floor, player stands on it
// Platform top is at y=1800, reduce buffer to make collision tighter
if (playerBottom > 1790) {
self.y = 1790 - playerBottomOffset; // Position player so bottom of legs touches platform edge
if (self.velocityY > 0) {
self.velocityY = 0; // Stop falling completely
}
self.isGrounded = true; // Player is grounded when hitting bottom platform
}
}
// Keep player on screen
if (self.x < 0) self.x = 0;
if (self.x > 2048) self.x = 2048;
};
// Variable jump method
self.jump = function () {
if (self.isGrounded) {
// Calculate jump force based on hold time
var holdRatio = Math.min(jumpHoldTime / maxJumpHoldTime, 1);
var currentJumpForce, currentMinForce, currentMaxForce;
if (gamePhase === 5) {
// Underwater phase - use reduced jump power
currentMinForce = underwaterMinJumpForce;
currentMaxForce = underwaterMaxJumpForce;
} else {
// Other phases - use normal jump power
currentMinForce = minJumpForce;
currentMaxForce = maxJumpForce;
}
currentJumpForce = currentMinForce + (currentMaxForce - currentMinForce) * holdRatio;
self.velocityY = currentJumpForce;
self.isGrounded = false;
self.canDoubleJump = true;
self.hasUsedDoubleJump = false;
self.hasJumped = true;
self.createJumpEffect();
LK.getSound('jump').play();
} else if (gamePhase === 5) {
// Underwater phase - unlimited swimming with reduced power
self.velocityY = underwaterDoubleJumpForce;
// Swimming visual effects
LK.effects.flashObject(self, 0x00ccff, 300);
for (var i = 0; i < 6; i++) {
var particle = new Particle();
particle.x = self.x + (Math.random() - 0.5) * 60;
particle.y = self.y + 10;
particle.velocityY = Math.random() * 6 + 2;
particle.velocityX = (Math.random() - 0.5) * 10;
var particleGfx = particle.children[0];
particleGfx.tint = 0x00ccff;
game.addChild(particle);
particles.push(particle);
}
LK.getSound('jump').play();
} else if (self.canDoubleJump && !self.hasUsedDoubleJump) {
// Double jump with fixed force (other phases)
var currentDoubleJumpForce = gamePhase === 5 ? underwaterDoubleJumpForce : doubleJumpForce;
self.velocityY = currentDoubleJumpForce;
self.hasUsedDoubleJump = true;
// Double jump visual effects
LK.effects.flashObject(self, 0x00ffff, 300);
for (var i = 0; i < 8; i++) {
var particle = new Particle();
particle.x = self.x + (Math.random() - 0.5) * 60;
particle.y = self.y + 10;
particle.velocityY = Math.random() * 8 + 3;
particle.velocityX = (Math.random() - 0.5) * 12;
var particleGfx = particle.children[0];
particleGfx.tint = 0x00ffff;
game.addChild(particle);
particles.push(particle);
}
LK.getSound('jump').play();
}
};
self.dash = function () {
if (self.dashCooldown <= 0) {
self.velocityX = 15;
self.isDashing = true;
self.dashCooldown = 120; // 2 seconds at 60fps
LK.getSound('dash').play();
self.createDashEffect();
tween(self, {
velocityX: 0
}, {
duration: 400
});
LK.setTimeout(function () {
self.isDashing = false;
}, 400);
}
};
self.createJumpEffect = function () {
for (var i = 0; i < 5; i++) {
var particle = new Particle();
particle.x = self.x + (Math.random() - 0.5) * 40;
particle.y = self.y + 20;
particle.velocityY = Math.random() * 5 + 2;
particle.velocityX = (Math.random() - 0.5) * 8;
game.addChild(particle);
particles.push(particle);
}
};
self.createDashEffect = function () {
for (var i = 0; i < 8; i++) {
var particle = new Particle();
particle.x = self.x - 30;
particle.y = self.y + (Math.random() - 0.5) * 40;
particle.velocityY = (Math.random() - 0.5) * 6;
particle.velocityX = -Math.random() * 10 - 5;
game.addChild(particle);
particles.push(particle);
}
};
// React to beats with flash and pulse
self.reactToBeat = function () {
self.beatReactionTimer = 8; // Flash for 8 frames
// Bright flash effect
tween(self, {
alpha: 1.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1.0
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
// Scale pulse
tween(self, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 250,
easing: tween.easeInOut
});
}
});
};
return self;
});
var Rock = Container.expand(function () {
var self = Container.call(this);
var rockGfx = self.attachAsset('rock', {
anchorX: 0.5,
anchorY: 1
});
// Larger scale for nature phase
rockGfx.scaleX = 1.5;
rockGfx.scaleY = 1.5;
self.speed = -6;
self.update = function () {
self.x += self.speed;
};
return self;
});
var RotatingCube = Container.expand(function () {
var self = Container.call(this);
var cubeGfx = self.attachAsset('rotatingCube', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -6;
self.rotationSpeed = 0.1 + Math.random() * 0.1;
self.pulsePhase = 0;
self.glowPhase = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.speed;
// Continuous rotation
cubeGfx.rotation += self.rotationSpeed;
// Pulse effect with beat
self.pulsePhase += 0.1;
var scale = 1 + Math.sin(self.pulsePhase) * 0.2 + beatPulse * 0.3;
cubeGfx.scaleX = scale;
cubeGfx.scaleY = scale;
// Glow effect
self.glowPhase += 0.08;
cubeGfx.alpha = 0.8 + Math.sin(self.glowPhase) * 0.2 + beatPulse * 0.2;
// Color shifting
var colorShift = Math.floor(beatPulse * 100);
cubeGfx.tint = 0xff4400 + (colorShift << 4);
};
return self;
});
var Seagull = Container.expand(function () {
var self = Container.call(this);
// Create seagull body
var body = self.attachAsset('seagullBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Create wings
var leftWing = self.attachAsset('seagullWing', {
anchorX: 0.8,
anchorY: 0.5
});
var rightWing = self.attachAsset('seagullWing', {
anchorX: 0.2,
anchorY: 0.5
});
// Position wings
leftWing.x = -15;
leftWing.y = -3;
rightWing.x = 15;
rightWing.y = -3;
// Flight properties
self.speed = -5 - Math.random() * 2; // Slightly faster than clouds
self.wingPhase = Math.random() * Math.PI * 2;
self.wingSpeed = 0.3 + Math.random() * 0.2;
self.floatPhase = Math.random() * Math.PI * 2;
self.floatAmplitude = 15 + Math.random() * 10;
self.baseY = 0;
self.update = function () {
self.x += self.speed;
// Wing flapping animation
self.wingPhase += self.wingSpeed;
var wingFlap = Math.sin(self.wingPhase);
leftWing.rotation = wingFlap * 0.4;
rightWing.rotation = -wingFlap * 0.4;
leftWing.scaleY = 0.8 + wingFlap * 0.3;
rightWing.scaleY = 0.8 + wingFlap * 0.3;
// Graceful floating movement
self.floatPhase += 0.02;
var floatOffset = Math.sin(self.floatPhase) * self.floatAmplitude;
self.y = self.baseY + floatOffset;
// Subtle size pulsing for life-like movement
var sizePulse = 1 + Math.sin(self.wingPhase * 0.7) * 0.1;
body.scaleX = sizePulse;
body.scaleY = sizePulse;
// Slight transparency for ethereal sky feel
body.alpha = 0.9;
leftWing.alpha = 0.85;
rightWing.alpha = 0.85;
};
return self;
});
var Seaweed = Container.expand(function () {
var self = Container.call(this);
var seaweedGfx = self.attachAsset('seaweed', {
anchorX: 0.5,
anchorY: 1
});
self.speed = -3;
self.swayPhase = Math.random() * Math.PI * 2;
self.height = 80 + Math.random() * 40;
seaweedGfx.scaleY = self.height / 80;
self.update = function () {
self.x += self.speed;
self.swayPhase += 0.06;
var sway = Math.sin(self.swayPhase) * 0.3;
seaweedGfx.rotation = sway;
seaweedGfx.scaleX = 1 + Math.sin(self.swayPhase * 0.7) * 0.1;
var greenShift = Math.floor(Math.sin(self.swayPhase) * 30);
seaweedGfx.tint = 0x228b22 + (greenShift << 8);
};
return self;
});
var Shark = Container.expand(function () {
var self = Container.call(this);
var sharkGfx = self.attachAsset('shark', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -4; // Same speed as ground movement
self.swimPhase = Math.random() * Math.PI * 2;
self.verticalAmplitude = 0; // No vertical movement
self.baseY = 0;
self.update = function () {
self.x += self.speed;
// Keep shark at fixed Y position - no swimming oscillation
self.y = self.baseY;
// Simple scale animation for life-like movement
self.swimPhase += 0.05;
var scale = 1 + Math.sin(self.swimPhase * 0.8) * 0.08;
sharkGfx.scaleX = scale;
sharkGfx.scaleY = scale;
// No rotation for straight movement
sharkGfx.rotation = 0;
var colorShift = Math.floor(Math.sin(self.swimPhase) * 30);
sharkGfx.tint = 0x333333 + colorShift;
};
return self;
});
var ShatterPart = Container.expand(function () {
var self = Container.call(this);
var shatterGfx = self.attachAsset('shatter', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.rotationSpeed = 0;
self.life = 60;
self.maxLife = 60;
self.gravity = 0.2;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
self.velocityX *= 0.96;
shatterGfx.rotation += self.rotationSpeed;
self.life--;
var alpha = self.life / self.maxLife;
shatterGfx.alpha = alpha;
var scale = alpha * 0.8;
shatterGfx.scaleX = scale;
shatterGfx.scaleY = scale;
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var SunRay = Container.expand(function () {
var self = Container.call(this);
var rayGfx = self.attachAsset('sunRay', {
anchorX: 0,
anchorY: 0.5
});
self.speed = -1.5;
self.fadePhase = 0;
self.maxFadePhase = 600;
self.glowPhase = Math.random() * Math.PI * 2;
self.angle = (Math.random() - 0.5) * 0.3;
rayGfx.rotation = self.angle;
rayGfx.alpha = 0.3;
self.update = function () {
self.x += self.speed;
self.fadePhase++;
self.glowPhase += 0.02;
// Fade in and out effect
var fadeProgress = self.fadePhase / self.maxFadePhase;
var fadeAlpha;
if (fadeProgress < 0.3) {
fadeAlpha = fadeProgress / 0.3;
} else if (fadeProgress > 0.7) {
fadeAlpha = (1 - fadeProgress) / 0.3;
} else {
fadeAlpha = 1;
}
// Gentle glow pulsing
var glow = 0.8 + Math.sin(self.glowPhase) * 0.2;
rayGfx.alpha = fadeAlpha * glow * 0.25;
if (self.fadePhase >= self.maxFadePhase) {
self.shouldDestroy = true;
}
};
return self;
});
var TrailParticle = Container.expand(function () {
var self = Container.call(this);
var particleGfx = self.attachAsset('trailGlow', {
anchorX: 0.5,
anchorY: 0.5
});
self.life = 40;
self.maxLife = 40;
self.targetX = 0;
self.targetY = 0;
self.followSpeed = 0.12;
self.pulsePhase = Math.random() * Math.PI * 2;
self.update = function () {
// Follow target with smooth movement
self.x += (self.targetX - self.x) * self.followSpeed;
self.y += (self.targetY - self.y) * self.followSpeed;
self.life--;
self.pulsePhase += 0.15;
// Bright motion trail that pulses with beat
var fadeAlpha = self.life / self.maxLife;
var pulseEffect = 1 + Math.sin(self.pulsePhase) * 0.3 + beatPulse * 0.4;
particleGfx.alpha = fadeAlpha * 0.8 * pulseEffect;
var scale = fadeAlpha * 1.2 * pulseEffect;
particleGfx.scaleX = scale;
particleGfx.scaleY = scale;
// Color matches player's current color and game phase
if (gamePhase === 5) {
particleGfx.tint = player ? player.comboStreakColor : 0x00ccff; // Aqua blue
} else if (gamePhase === 4) {
particleGfx.tint = player ? player.comboStreakColor : 0xff3333; // Mario red
} else if (gamePhase === 3) {
particleGfx.tint = player ? player.comboStreakColor : 0xffee99;
} else if (gamePhase === 2) {
particleGfx.tint = player ? player.comboStreakColor : 0xff8800;
} else {
particleGfx.tint = player ? player.comboStreakColor : 0x00aaff;
}
if (self.life <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
// Tree trunk
var trunk = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1
});
// Tree leaves
var leaves = self.attachAsset('treeLeaves', {
anchorX: 0.5,
anchorY: 1
});
leaves.y = -120;
leaves.scaleX = 1.8;
leaves.scaleY = 1.8;
// Larger trunk for nature phase
trunk.scaleX = 1.5;
trunk.scaleY = 1.5;
self.speed = -6;
self.swayPhase = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.speed;
// Gentle swaying animation
self.swayPhase += 0.03;
var sway = Math.sin(self.swayPhase) * 0.1;
trunk.rotation = sway;
leaves.rotation = sway * 1.5;
// Slight scale variation for life
var breathe = 1 + Math.sin(self.swayPhase * 0.7) * 0.05;
leaves.scaleX = 1.8 * breathe;
leaves.scaleY = 1.8 * breathe;
};
return self;
});
var WaterCurrent = Container.expand(function () {
var self = Container.call(this);
var currentGfx = self.attachAsset('waterCurrent', {
anchorX: 0,
anchorY: 0.5
});
self.speed = -2 - Math.random() * 3;
self.flowPhase = Math.random() * Math.PI * 2;
self.baseAlpha = 0.3 + Math.random() * 0.2;
self.update = function () {
self.x += self.speed;
self.flowPhase += 0.1;
currentGfx.alpha = self.baseAlpha + Math.sin(self.flowPhase) * 0.2;
currentGfx.scaleY = 0.8 + Math.sin(self.flowPhase * 1.5) * 0.4;
var colorShift = Math.floor(Math.sin(self.flowPhase) * 40);
currentGfx.tint = 0x4488aa + (colorShift << 4);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0520
});
/****
* Game Code
****/
// Game variables
var player;
var playerLives = 3;
var maxLives = 5;
var hearts = [];
var heartSpawnTimer = 0;
var heartSpawnInterval = 900; // 15 seconds at 60fps
var lifePopupTimer = 0;
var lifePopupText = null;
var collisionCooldown = 0; // Prevent rapid successive damage
var invincibilityFrames = 0; // Global invincibility system
var maxInvincibilityFrames = 120; // 2 seconds at 60fps
var isPlayerFlashing = false;
var obstacles = [];
var rotatingCubes = [];
var laserBeams = [];
var explosionParts = [];
var shatterParts = [];
var particles = [];
var trailParticles = [];
var ambientParticles = [];
var burstParticles = [];
var backgroundShapes = [];
var lightLines = [];
var dataStreamParticles = [];
var holographicElements = [];
var groundLevel = 2200;
var gameSpeed = 6;
var spawnTimer = 0;
var beatTimer = 0;
var beatInterval = 60; // 60 frames = 1 second at 60fps
var beatPulse = 0;
var combo = 0;
var perfectHits = 0;
var trailTimer = 0;
var ambientTimer = 0;
var bgShapeTimer = 0;
var lightLineTimer = 0;
var dataStreamTimer = 0;
var holographicTimer = 0;
// Game phase variables - fixed progression
var gamePhase = 1; // 1 = normal, 2 = speed phase at 1000 points, 3 = sky level at 2000 points, 4 = nature phase at 3000 points
var speedTransitioned = false;
var skyTransitioned = false;
var natureTransitioned = false;
var underwaterTransitioned = false;
// Underwater phase elements
var bubbles = [];
var fish = [];
var sharks = [];
var seaweed = [];
var corals = [];
var waterCurrents = [];
var underwaterPlatformTop = null;
var underwaterPlatformBottom = null;
var bubbleTimer = 0;
var fishSpawnTimer = 0;
var sharkSpawnTimer = 0;
var seaweedSpawnTimer = 0;
var coralSpawnTimer = 0;
var currentSpawnTimer = 0;
var clouds = [];
var sunRays = [];
var seagulls = [];
var sunRayTimer = 0;
var cloudSpawnTimer = 0;
var seagullSpawnTimer = 0;
// Nature phase elements
var trees = [];
var rocks = [];
var bushes = [];
var waterPuddles = [];
var natureGround = [];
var treeSpawnTimer = 0;
var rockSpawnTimer = 0;
var bushSpawnTimer = 0;
var puddleSpawnTimer = 0;
// Camera variables
var cameraTargetX = 0;
var cameraTargetY = 0;
var cameraShakeIntensity = 0;
var cameraShakeDecay = 0.9;
var cameraZoom = 1;
var cameraTargetZoom = 1;
var cameraFollowSpeed = 0.1;
// UI
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0x00FFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 100;
scoreText.y = 100;
LK.gui.topLeft.addChild(scoreText);
var comboText = new Text2('Combo: 0', {
size: 60,
fill: 0xFFFF00
});
comboText.anchor.set(0, 0);
comboText.x = 100;
comboText.y = 200;
LK.gui.topLeft.addChild(comboText);
// Lives display in top right - using heart symbols
var livesContainer = new Container();
livesContainer.x = -100;
livesContainer.y = 100;
LK.gui.topRight.addChild(livesContainer);
var heartSymbols = [];
function updateLivesDisplay() {
// Clear existing hearts
for (var i = 0; i < heartSymbols.length; i++) {
livesContainer.removeChild(heartSymbols[i]);
heartSymbols[i].destroy();
}
heartSymbols = [];
// Create heart symbols for current lives
for (var i = 0; i < playerLives; i++) {
var heartSymbol = LK.getAsset('heart', {
anchorX: 1,
anchorY: 0,
scaleX: 0.8,
scaleY: 0.8
});
heartSymbol.x = -i * 35;
heartSymbol.y = 0;
heartSymbol.tint = 0xff3366;
livesContainer.addChild(heartSymbol);
heartSymbols.push(heartSymbol);
}
}
// Initialize lives display
updateLivesDisplay();
// Create ground with shimmer effects
var ground = [];
for (var i = 0; i < 12; i++) {
var groundSegment = new GroundSegment();
groundSegment.x = i * 300;
groundSegment.y = groundLevel;
ground.push(groundSegment);
game.addChild(groundSegment);
}
// Create nature ground segments for phase 4
for (var i = 0; i < 15; i++) {
var natureGroundSegment = new NatureGroundSegment();
natureGroundSegment.x = i * 200 - 300; // Use 200px spacing for 500px wide segments to create 300px overlap
natureGroundSegment.y = groundLevel;
natureGround.push(natureGroundSegment);
game.addChild(natureGroundSegment);
// Initially hide nature ground
natureGroundSegment.visible = false;
}
// Create background container
var backgroundContainer = new Container();
game.addChild(backgroundContainer);
// Add custom nature background image
var natureBackgroundImage = LK.getAsset('natureBackground', {
anchorX: 0,
anchorY: 0,
scaleX: 1,
scaleY: 1,
x: -400
});
backgroundContainer.addChild(natureBackgroundImage);
// Initially hide the background
backgroundContainer.visible = false;
// Create player
player = new Player();
player.x = 300;
player.y = groundLevel - 30;
game.addChild(player);
// Background pulse effect
function updateBackgroundPulse() {
var intensity = beatPulse * 0.2;
var fastSection = gameSpeed > 8 ? 1 : 0; // Detect fast sections
if (gamePhase === 5) {
// Underwater phase - deep ocean blue with green tints
var baseRed = 10 + Math.floor(intensity * 20) + fastSection * 10;
var baseGreen = 60 + Math.floor(intensity * 40) + fastSection * 20;
var baseBlue = 120 + Math.floor(intensity * 60) + fastSection * 40;
} else if (gamePhase === 4) {
// Nature phase - Mario classic bright green and blue palette
var baseRed = 70 + Math.floor(intensity * 20) + fastSection * 10;
var baseGreen = 180 + Math.floor(intensity * 50) + fastSection * 30;
var baseBlue = 255;
} else if (gamePhase === 3) {
// Sky phase - gradient from soft blue to pinkish-purple
var baseRed = 180 + Math.floor(intensity * 40) + fastSection * 20;
var baseGreen = 220 + Math.floor(intensity * 20) + fastSection * 10;
var baseBlue = 255;
} else if (gamePhase === 2) {
// Speed phase - orange/red colors
var baseRed = 60 + Math.floor(intensity * 50) + fastSection * 40;
var baseGreen = 20 + Math.floor(intensity * 30) + fastSection * 20;
var baseBlue = 5 + Math.floor(intensity * 15) + fastSection * 10;
} else {
// Normal phase - deep black to dark purple with intensity variations
var baseRed = 10 + Math.floor(intensity * 30) + fastSection * 20;
var baseGreen = 5 + Math.floor(intensity * 20) + fastSection * 10;
var baseBlue = 32 + Math.floor(intensity * 40) + fastSection * 30;
}
var backgroundColor = baseRed << 16 | baseGreen << 8 | baseBlue;
game.setBackgroundColor(backgroundColor);
}
// Camera system with smooth scrolling and beat sync
function updateCamera() {
// Smooth camera follow player
cameraTargetX = -player.x + 400; // Offset to keep player visible
// Adjust vertical camera position based on game phase
if (gamePhase === 4) {
// Nature phase - much higher camera position for elevated view
cameraTargetY = -player.y + 1200; // Much higher view for nature phase
} else {
// Other phases - standard centering
cameraTargetY = -player.y + 1600; // Vertical centering
}
// Apply smooth camera movement
game.x += (cameraTargetX - game.x) * cameraFollowSpeed;
game.y += (cameraTargetY - game.y) * cameraFollowSpeed;
// Apply camera shake (disabled in nature phase)
if (cameraShakeIntensity > 0 && gamePhase !== 4) {
game.x += (Math.random() - 0.5) * cameraShakeIntensity;
game.y += (Math.random() - 0.5) * cameraShakeIntensity;
cameraShakeIntensity *= cameraShakeDecay;
}
// Beat-synced zoom effect with smooth interpolation (disabled in nature phase)
var beatZoomEffect = gamePhase === 4 ? 1 : 1 + beatPulse * 0.08; // Disable beat zoom in nature phase
// Base zoom levels for different phases
var baseZoom = 1.0;
if (gamePhase === 4) {
// Nature phase - zoomed in for closer detail
baseZoom = 1.3;
} else if (gamePhase === 3) {
// Sky level - slightly closer view
baseZoom = 1.15;
}
// Combine base zoom with beat effect
cameraTargetZoom = baseZoom * beatZoomEffect;
// Smooth zoom interpolation
cameraZoom += (cameraTargetZoom - cameraZoom) * 0.05;
game.scaleX = cameraZoom;
game.scaleY = cameraZoom;
}
// Spawn obstacles on beat
function spawnObstacle() {
if (gamePhase === 5) {
// Underwater phase - spawn aquatic obstacles
var obstacleType = Math.random();
if (obstacleType < 0.25) {
spawnFish();
} else if (obstacleType < 0.4) {
spawnSeaweed();
} else if (obstacleType < 0.55) {
spawnTopSeaweed();
} else if (obstacleType < 0.75) {
spawnShark();
} else {
spawnCoral();
}
return;
} else if (gamePhase === 4) {
// Nature phase - spawn natural obstacles
var obstacleType = Math.random();
if (obstacleType < 0.5) {
spawnRock();
} else {
spawnBush();
}
return;
} else if (gamePhase === 3) {
// Sky level - mostly spawn clouds instead of obstacles
if (Math.random() < 0.3) {
spawnCloud();
}
return;
}
var obstacleType = Math.random();
if (obstacleType < 0.4) {
// Regular obstacle
var obstacle = new Obstacle();
obstacle.x = 2200;
obstacle.y = groundLevel;
obstacles.push(obstacle);
game.addChild(obstacle);
} else if (obstacleType < 0.7) {
// Rotating cube
var cube = new RotatingCube();
cube.x = 2200;
cube.y = groundLevel - 60 - Math.random() * 80;
rotatingCubes.push(cube);
game.addChild(cube);
} else {
// Laser beam
var laser = new LaserBeam();
laser.x = 2200;
laser.y = groundLevel - 200;
laserBeams.push(laser);
game.addChild(laser);
}
}
// Create player trail particles with limit
function createTrailParticles() {
trailTimer++;
if (trailTimer >= 4 && trailParticles.length < 15) {
// Limit to 15 trail particles
trailTimer = 0;
var trail = new TrailParticle();
trail.x = player.x + (Math.random() - 0.5) * 20;
trail.y = player.y + (Math.random() - 0.5) * 20;
trail.targetX = player.x - 50;
trail.targetY = player.y + 10;
trailParticles.push(trail);
game.addChild(trail);
}
}
// Create radial burst particles for perfect hits
function createPerfectBurst(x, y, color) {
for (var i = 0; i < 12; i++) {
var angle = i / 12 * Math.PI * 2;
var speed = 8 + Math.random() * 4;
var burst = new BurstParticle();
burst.x = x;
burst.y = y;
burst.velocityX = Math.cos(angle) * speed;
burst.velocityY = Math.sin(angle) * speed;
var burstGfx = burst.children[0];
burstGfx.tint = color;
burstParticles.push(burst);
game.addChild(burst);
}
}
// Create ambient floating particles with limit
function createAmbientParticles() {
ambientTimer++;
if (ambientTimer >= 30 && ambientParticles.length < 20) {
// Limit to 20 ambient particles
ambientTimer = 0;
var ambient = new AmbientParticle();
ambient.x = player.x + 1200 + Math.random() * 400;
ambient.y = Math.random() * 2732;
var ambientGfx = ambient.children[0];
ambientGfx.tint = 0x888888 + Math.floor(Math.random() * 0x444444);
ambientParticles.push(ambient);
game.addChild(ambient);
}
}
// Create beat-synced particle wave
function createBeatWave() {
for (var i = 0; i < 8; i++) {
var wave = new BurstParticle();
wave.x = -200 + i * 300;
wave.y = groundLevel - 100;
wave.velocityX = 6;
wave.velocityY = -2 + (Math.random() - 0.5) * 4;
wave.life = 60;
wave.maxLife = 60;
var waveGfx = wave.children[0];
waveGfx.tint = 0x00ffff;
burstParticles.push(wave);
game.addChild(wave);
}
}
// Create background abstract shapes
function createBackgroundShapes() {
bgShapeTimer++;
if (bgShapeTimer >= 120) {
bgShapeTimer = 0;
var bgShape = new BackgroundShape();
bgShape.x = 2200 + Math.random() * 400;
bgShape.y = Math.random() * 2000;
backgroundShapes.push(bgShape);
game.addChild(bgShape);
}
}
// Create flowing light lines
function createLightLines() {
lightLineTimer++;
if (lightLineTimer >= 180) {
lightLineTimer = 0;
var lightLine = new LightLine();
lightLine.x = 2200;
lightLine.y = Math.random() * 2732;
lightLine.rotation = (Math.random() - 0.5) * 0.5;
lightLines.push(lightLine);
game.addChild(lightLine);
}
}
// Create data stream particles
function createDataStreamParticles() {
dataStreamTimer++;
if (dataStreamTimer >= 15) {
dataStreamTimer = 0;
var dataStream = new DataStreamParticle();
dataStream.x = 2200 + Math.random() * 200;
dataStream.y = Math.random() * 2732;
dataStreamParticles.push(dataStream);
game.addChild(dataStream);
}
}
// Create holographic musical elements
function createHolographicElements() {
holographicTimer++;
if (holographicTimer >= 600) {
// Less frequent appearance
holographicTimer = 0;
var holographic = new HolographicElement();
holographic.x = 1500 + Math.random() * 800;
holographic.y = 200 + Math.random() * 1800;
holographicElements.push(holographic);
game.addChild(holographic);
}
}
// Create explosion effect when obstacle is destroyed
function createExplosion(x, y, color) {
for (var i = 0; i < 8; i++) {
var explosion = new ExplosionPart();
explosion.x = x + (Math.random() - 0.5) * 40;
explosion.y = y + (Math.random() - 0.5) * 40;
explosion.velocityX = (Math.random() - 0.5) * 12;
explosion.velocityY = -Math.random() * 8 - 2;
explosion.rotationSpeed = (Math.random() - 0.5) * 0.3;
var explosionGfx = explosion.children[0];
explosionGfx.tint = color;
explosionParts.push(explosion);
game.addChild(explosion);
}
}
// Create shatter effect when obstacle breaks
function createShatter(x, y, originalColor) {
for (var i = 0; i < 6; i++) {
var shatter = new ShatterPart();
shatter.x = x + (Math.random() - 0.5) * 30;
shatter.y = y + (Math.random() - 0.5) * 30;
shatter.velocityX = (Math.random() - 0.5) * 8;
shatter.velocityY = -Math.random() * 6 - 1;
shatter.rotationSpeed = (Math.random() - 0.5) * 0.2;
var shatterGfx = shatter.children[0];
shatterGfx.tint = originalColor;
shatterParts.push(shatter);
game.addChild(shatter);
}
}
// Spawn floating clouds for sky level
function spawnCloud() {
var cloud = new Cloud();
cloud.x = 2200;
cloud.y = groundLevel - 100 - Math.random() * 300;
clouds.push(cloud);
game.addChild(cloud);
}
// Create warm sunlight rays
function createSunRays() {
sunRayTimer++;
if (sunRayTimer >= 400) {
sunRayTimer = 0;
var sunRay = new SunRay();
sunRay.x = 1800 + Math.random() * 600;
sunRay.y = 200 + Math.random() * 800;
sunRays.push(sunRay);
game.addChild(sunRay);
}
}
// Create flying seagulls above clouds
function spawnSeagull() {
var seagull = new Seagull();
seagull.x = 2200 + Math.random() * 200;
seagull.y = groundLevel - 450 - Math.random() * 200; // Spawn 450-650 pixels above ground, well above clouds
seagull.baseY = seagull.y;
seagulls.push(seagull);
game.addChild(seagull);
}
// Nature phase spawning functions
function spawnTree() {
var tree = new Tree();
tree.x = 2200;
tree.y = groundLevel;
trees.push(tree);
game.addChild(tree);
}
function spawnRock() {
var rock = new Rock();
rock.x = 2200;
rock.y = groundLevel;
rocks.push(rock);
game.addChild(rock);
}
function spawnBush() {
var bush = new Bush();
bush.x = 2200;
bush.y = groundLevel;
bushes.push(bush);
game.addChild(bush);
}
// Spawn heart pickup
// Underwater phase spawning functions
function spawnBubbles() {
for (var i = 0; i < 3; i++) {
var bubble = new Bubble();
bubble.x = player.x + 1000 + Math.random() * 500;
bubble.y = groundLevel + Math.random() * 400;
bubbles.push(bubble);
game.addChild(bubble);
}
}
function spawnFish() {
var fishObj = new Fish();
fishObj.x = 2200;
// Spawn fish between underwater platforms (y=910 to y=1790) - respecting platform boundaries
fishObj.y = 910 + Math.random() * (1790 - 910);
fishObj.baseY = fishObj.y;
fish.push(fishObj);
game.addChild(fishObj);
}
function spawnSeaweed() {
var seaweedObj = new Seaweed();
seaweedObj.x = 2200;
// Spawn seaweed at bottom platform level (deniz tabanında)
seaweedObj.y = 1800;
seaweed.push(seaweedObj);
game.addChild(seaweedObj);
}
function spawnTopSeaweed() {
var seaweedObj = new Seaweed();
seaweedObj.x = 2200;
// Flip seaweed upside down to hang from top platform
seaweedObj.scaleY = -1;
// Position to completely eliminate gap with platform
seaweedObj.y = 900;
seaweed.push(seaweedObj);
game.addChild(seaweedObj);
}
function spawnCoral() {
var coral = new Coral();
coral.x = 2200;
// Spawn coral at bottom platform level (deniz tabanında)
coral.y = 1800;
corals.push(coral);
game.addChild(coral);
}
function spawnWaterCurrent() {
var current = new WaterCurrent();
current.x = 2200;
// Spawn water currents between underwater platforms (y=910 to y=1790) - respecting platform boundaries
current.y = 910 + Math.random() * (1790 - 910);
waterCurrents.push(current);
game.addChild(current);
}
function spawnShark() {
var shark = new Shark();
shark.x = 2200;
// Spawn sharks between underwater platforms (y=910 to y=1790) - respecting platform boundaries
shark.y = 910 + Math.random() * (1790 - 910);
shark.baseY = shark.y;
sharks.push(shark);
game.addChild(shark);
}
function spawnHeart() {
var heart = new Heart();
heart.x = 2200;
// Spawn hearts above clouds in sky level (where seagulls are)
if (gamePhase === 3) {
// Sky level - spawn above clouds, at seagull level
heart.y = groundLevel - 450 - Math.random() * 200; // Same height as seagulls
} else if (gamePhase === 5) {
// Underwater phase - spawn between platforms (y=910 to y=1790)
heart.y = 910 + Math.random() * (1790 - 910);
} else {
// Normal/speed phase - original position
heart.y = groundLevel - 200 - Math.random() * 300;
}
hearts.push(heart);
game.addChild(heart);
}
// Create life gain popup
function showLifeGainPopup(amount) {
if (lifePopupText) {
lifePopupText.destroy();
}
var popupText = '+' + amount + ' LIFE';
lifePopupText = new Text2(popupText, {
size: 80,
fill: 0xff3366
});
lifePopupText.anchor.set(0.5, 0.5);
lifePopupText.x = 1024;
lifePopupText.y = 1000;
lifePopupText.alpha = 0;
game.addChild(lifePopupText);
// Animate popup
tween(lifePopupText, {
alpha: 1,
y: 800
}, {
duration: 300,
easing: tween.easeOut
});
// Fade out after showing
LK.setTimeout(function () {
if (lifePopupText) {
tween(lifePopupText, {
alpha: 0,
y: 600
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
if (lifePopupText) {
lifePopupText.destroy();
lifePopupText = null;
}
}
});
}
}, 1500);
lifePopupTimer = 120; // 2 seconds
}
// Create score popup
var scorePopupText = null;
function showScorePopup(points) {
if (scorePopupText) {
scorePopupText.destroy();
}
var popupText = '+' + points;
scorePopupText = new Text2(popupText, {
size: 70,
fill: 0x00ff00
});
scorePopupText.anchor.set(0.5, 0.5);
scorePopupText.x = player.x;
scorePopupText.y = player.y - 200;
scorePopupText.alpha = 0;
game.addChild(scorePopupText);
// Animate popup
tween(scorePopupText, {
alpha: 1,
y: player.y - 250
}, {
duration: 250,
easing: tween.easeOut
});
// Fade out after showing
LK.setTimeout(function () {
if (scorePopupText) {
tween(scorePopupText, {
alpha: 0,
y: player.y - 250
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
if (scorePopupText) {
scorePopupText.destroy();
scorePopupText = null;
}
}
});
}
}, 1000);
}
// Check collisions
function checkCollisions() {
// Regular obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (player.intersects(obstacle)) {
if (player.isDashing) {
// Destroy obstacle with explosion effect
createExplosion(obstacle.x, obstacle.y, 0xff4400);
createShatter(obstacle.x, obstacle.y, 0xff0044);
LK.getSound('successHit').play();
var scoreGain = 25;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
// Only take damage if not invincible
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
// Start invincibility period
invincibilityFrames = maxInvincibilityFrames;
// Intense camera shake on collision
cameraShakeIntensity = 20;
tween(game, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 400,
easing: tween.easeInOut
});
}
});
}
// Remove obstacle
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Rotating cube collisions
for (var i = rotatingCubes.length - 1; i >= 0; i--) {
var cube = rotatingCubes[i];
if (player.intersects(cube)) {
if (player.isDashing) {
// Destroy cube with spectacular explosion
createExplosion(cube.x, cube.y, 0xff8800);
createShatter(cube.x, cube.y, 0xff4400);
LK.getSound('successHit').play();
var scoreGain = 35;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
cameraShakeIntensity = 8;
} else if (invincibilityFrames === 0) {
// Only take damage if not invincible
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
// Start invincibility period
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 25;
}
cube.destroy();
rotatingCubes.splice(i, 1);
}
}
// Laser beam collisions
for (var i = laserBeams.length - 1; i >= 0; i--) {
var laser = laserBeams[i];
if (laser.isActive && player.intersects(laser) && invincibilityFrames === 0) {
// Only take damage if not invincible
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0088, 600);
combo = 0;
playerLives--;
updateLivesDisplay();
// Start invincibility period
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 30;
// Create explosion at collision point
createExplosion(player.x, player.y, 0xff0088);
// Remove laser
laser.destroy();
laserBeams.splice(i, 1);
}
}
// Cloud collisions for sky level
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
if (player.intersects(cloud)) {
// Landing on cloud
if (player.velocityY > 0 && player.y < cloud.y) {
player.y = cloud.y - 30;
player.velocityY = 0; // Stop bouncing
player.isGrounded = true; // Enable jumping
player.canDoubleJump = false; // Reset to allow first jump from cloud
player.hasUsedDoubleJump = false;
player.hasJumped = false; // Reset jump flag when landing on cloud
cloud.bounce();
// Soft landing sound effect
if (Math.random() < 0.5) {
LK.getSound('windWhoosh').play();
}
LK.setScore(LK.getScore() + 15);
}
}
}
// Seagull collisions - can land on seagulls
for (var i = seagulls.length - 1; i >= 0; i--) {
var seagull = seagulls[i];
if (player.intersects(seagull)) {
// Landing on seagull
if (player.velocityY > 0 && player.y < seagull.y) {
player.y = seagull.y - 35;
player.velocityY = 0;
player.isGrounded = true;
player.canDoubleJump = false; // Reset to allow first jump from seagull
player.hasUsedDoubleJump = false;
player.hasJumped = false; // Reset jump flag when landing on seagull
// Gentle landing sound
if (Math.random() < 0.3) {
LK.getSound('echoChime').play();
}
LK.setScore(LK.getScore() + 20);
}
}
}
// Rock collisions (nature phase) - rocks always damage player
for (var i = rocks.length - 1; i >= 0; i--) {
var rock = rocks[i];
if (player.intersects(rock)) {
if (player.isDashing) {
// Destroy rock with explosion effect
createExplosion(rock.x, rock.y, 0x696969);
createShatter(rock.x, rock.y, 0x696969);
LK.getSound('successHit').play();
var scoreGain = 30;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
// Only take damage if not invincible
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
// Start invincibility period
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 20;
}
rock.destroy();
rocks.splice(i, 1);
}
}
// Bush collisions (nature phase) - bushes damage player
for (var i = bushes.length - 1; i >= 0; i--) {
var bush = bushes[i];
if (player.intersects(bush)) {
if (player.isDashing) {
// Destroy bush with green explosion
createExplosion(bush.x, bush.y, 0x228B22);
LK.getSound('successHit').play();
var scoreGain = 20;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
// Only take damage if not invincible
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
// Start invincibility period
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 15;
}
bush.destroy();
bushes.splice(i, 1);
}
}
// Tree collisions (nature phase) - tree trunks damage player
for (var i = trees.length - 1; i >= 0; i--) {
var tree = trees[i];
// Adjust the collision detection to be slightly smaller than the leaves graphic
// The treeLeaves graphic is 175px wide and 131.25px tall
// Player graphic is roughly 40px wide and 55px tall (based on body part sizes)
// We need to create a smaller collision box around the leaves.
// The leaves graphic has an anchor of 0.5, 1.
// Its y position is tree.y - 120.
// The top of the leaves graphic is at tree.y - 120 - 131.25 * leaves.scaleY * 0.5 (since anchor is 0.5, 1).
// With leaves.scaleY = 1.8, the top is approximately tree.y - 120 - 131.25 * 1.8 * 0.5 = tree.y - 120 - 118.125 = tree.y - 238.125
// The bottom of the leaves graphic is at tree.y - 120 + 131.25 * leaves.scaleY * 0.5 = tree.y - 120 + 118.125 = tree.y - 1.875
// The left edge is at tree.x - 175 * leaves.scaleX * 0.5 = tree.x - 175 * 1.8 * 0.5 = tree.x - 157.5
// The right edge is at tree.x + 175 * leaves.scaleX * 0.5 = tree.x + 175 * 1.8 * 0.5 = tree.x + 157.5
// The player's collision box is roughly centered around player.x and player.y
// Player top is player.y - 35, player bottom is player.y + 35.
// Player left is player.x - 20, player right is player.x + 20.
// To reduce the collision area of the leaves, we can check if the player's bounding box intersects with a smaller rectangle within the leaves.
// Let's make the collision area of the leaves a bit smaller on all sides.
// We can define a reduced bounding box for the leaves.
var leavesCollisionTop = tree.y - 120 - 131.25 * tree.children[1].scaleY * 0.5 + 25; // Move collision area 25px down from the top of the leaves
var leavesCollisionBottom = tree.y - 120 + 131.25 * tree.children[1].scaleY * 0.5 - 15; // Move collision area 15px up from the bottom of the leaves
var leavesCollisionLeft = tree.x - 175 * tree.children[1].scaleX * 0.5 + 15; // Move collision area 15px right from the left of the leaves
var leavesCollisionRight = tree.x + 175 * tree.children[1].scaleX * 0.5 - 15; // Move collision area 15px left from the right of the leaves
// Check if the player's bounding box intersects with the reduced leaves collision box
var playerTop = player.y - 35;
var playerBottom = player.y + 35;
var playerLeft = player.x - 20;
var playerRight = player.x + 20;
var intersectsLeaves = !(playerBottom < leavesCollisionTop || playerTop > leavesCollisionBottom || playerRight < leavesCollisionLeft || playerLeft > leavesCollisionRight);
if (intersectsLeaves) {
if (player.isDashing) {
// Destroy tree with explosion effect
createExplosion(tree.x, tree.y, 0x8B4513);
createShatter(tree.x, tree.y, 0x228B22);
LK.getSound('successHit').play();
var scoreGain = 40;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
tree.destroy();
trees.splice(i, 1);
} else if (invincibilityFrames === 0) {
// Tree trunk damages player (only if not invincible)
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
// Start invincibility period
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 20;
}
}
}
// Fish collisions (underwater phase)
for (var i = fish.length - 1; i >= 0; i--) {
var fishObj = fish[i];
if (player.intersects(fishObj)) {
if (player.isDashing) {
// Destroy fish with splash effect
createExplosion(fishObj.x, fishObj.y, 0xff6600);
LK.getSound('successHit').play();
var scoreGain = 25;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 20;
}
fishObj.destroy();
fish.splice(i, 1);
}
}
// Seaweed collisions (underwater phase)
for (var i = seaweed.length - 1; i >= 0; i--) {
var seaweedObj = seaweed[i];
if (player.intersects(seaweedObj)) {
if (player.isDashing) {
createExplosion(seaweedObj.x, seaweedObj.y, 0x228b22);
LK.getSound('successHit').play();
var scoreGain = 15;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 15;
}
seaweedObj.destroy();
seaweed.splice(i, 1);
}
}
// Coral collisions (underwater phase)
for (var i = corals.length - 1; i >= 0; i--) {
var coral = corals[i];
if (player.intersects(coral)) {
if (player.isDashing) {
createExplosion(coral.x, coral.y, 0xff69b4);
LK.getSound('successHit').play();
var scoreGain = 35;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 20;
}
coral.destroy();
corals.splice(i, 1);
}
}
// Shark collisions (underwater phase)
for (var i = sharks.length - 1; i >= 0; i--) {
var shark = sharks[i];
if (player.intersects(shark)) {
if (player.isDashing) {
createExplosion(shark.x, shark.y, 0x333333);
LK.getSound('successHit').play();
var scoreGain = 50; // Higher score for defeating larger enemy
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
combo++;
} else if (invincibilityFrames === 0) {
LK.getSound('loseLife').play();
LK.effects.flashScreen(0xff0000, 500);
combo = 0;
playerLives--;
updateLivesDisplay();
invincibilityFrames = maxInvincibilityFrames;
cameraShakeIntensity = 25; // Higher shake for shark collision
}
shark.destroy();
sharks.splice(i, 1);
}
}
// Heart pickup collisions
for (var i = hearts.length - 1; i >= 0; i--) {
var heart = hearts[i];
if (player.intersects(heart)) {
var livesGained = heart.isPulsing ? 2 : 1;
// Phase 3 (sky level) allows unlimited health collection for phase 4 preparation
if (gamePhase === 3) {
playerLives += livesGained; // No limit in sky phase
} else {
playerLives = Math.min(maxLives, playerLives + livesGained); // Normal limit for other phases
}
updateLivesDisplay();
// Play life gain sound
LK.getSound('gainLife').play();
// Show popup
showLifeGainPopup(livesGained);
// Create sparkle burst effect
createPerfectBurst(heart.x, heart.y, 0xff6699);
// Camera shake for life gain
cameraShakeIntensity = 8;
// Remove heart
heart.destroy();
hearts.splice(i, 1);
}
}
}
// Beat detection and rhythm mechanics
function updateBeat() {
beatTimer++;
// Simple beat simulation (in real game this would sync with music)
if (beatTimer >= beatInterval) {
beatTimer = 0;
beatPulse = 1;
// Make player react to every beat
if (player) {
player.reactToBeat();
}
// Beat-synced camera shake and zoom (disabled in nature phase)
if (gamePhase !== 4) {
cameraShakeIntensity = 8;
tween(game, {
scaleX: 1.08,
scaleY: 1.08
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeInOut
});
}
});
}
// Spawn obstacles on beat
if (Math.random() < 0.7) {
spawnObstacle();
}
// Create beat-synced particle wave
createBeatWave();
}
// Beat pulse decay
beatPulse *= 0.9;
}
// Variable jump system
var jumpForce = -12; // Base jump force (reduced significantly)
var doubleJumpForce = -10; // Fixed double jump force (reduced significantly)
var isJumpPressed = false;
var jumpHoldTime = 0;
var maxJumpHoldTime = 20; // Maximum frames to hold jump
var minJumpForce = -8; // Minimum jump force (reduced significantly)
var maxJumpForce = -16; // Maximum jump force (reduced significantly)
// Underwater phase reduced jump forces
var underwaterJumpForce = -4; // Much weaker for underwater swimming
var underwaterDoubleJumpForce = -3; // Much weaker double jump underwater
var underwaterMinJumpForce = -2; // Much weaker minimum force underwater
var underwaterMaxJumpForce = -5; // Much weaker maximum force underwater
// Touch controls with variable jump
game.down = function (x, y, obj) {
// Adjust touch area based on game phase
var jumpThreshold = 1024; // Default jump area is left half
if (gamePhase === 4) {
// In phase 4, increase dash area, decrease jump area
jumpThreshold = 500; // Make jump area smaller on the left
}
if (x < jumpThreshold) {
// Left side - start variable jump
isJumpPressed = true;
jumpHoldTime = 0;
// Start jump immediately
player.jump();
// Check if jump was on beat
if (player.velocityY !== 0 && beatPulse > 0.7) {
perfectHits++;
combo++;
var scoreBonus = player.hasUsedDoubleJump ? 15 : 10;
var totalScore = scoreBonus + combo * 2;
LK.setScore(LK.getScore() + totalScore);
showScorePopup(totalScore);
LK.getSound('successHit').play();
LK.effects.flashObject(player, 0x00ff00, 200);
cameraShakeIntensity = 5;
createPerfectBurst(player.x, player.y, 0x00ff00);
}
} else {
// Right side - dash
player.dash();
// Check if dash was on beat
if (beatPulse > 0.7) {
perfectHits++;
combo++;
var totalScore = 15 + combo * 3;
LK.setScore(LK.getScore() + totalScore);
showScorePopup(totalScore);
LK.getSound('successHit').play();
LK.effects.flashObject(player, 0xffff00, 200);
cameraShakeIntensity = 6;
createPerfectBurst(player.x, player.y, 0xffff00);
}
}
};
// Touch up handler - stop variable jump
game.up = function (x, y, obj) {
// Use the same threshold as game.down for consistency
var jumpThreshold = 1024; // Default jump area is left half
if (gamePhase === 4) {
jumpThreshold = 500; // Match the jump area in game.down
}
if (x < jumpThreshold) {
// Left side - stop jump hold
isJumpPressed = false;
jumpHoldTime = 0;
}
};
// Main game loop
game.update = function () {
updateBeat();
updateBackgroundPulse();
updateCamera();
// Update collision cooldown
if (collisionCooldown > 0) {
collisionCooldown--;
}
// Update invincibility frames and player flashing
if (invincibilityFrames > 0) {
invincibilityFrames--;
player.isInvincible = true;
// Flash player during invincibility
var flashRate = 8; // Flash every 8 frames
player.invincibilityFlashOn = Math.floor(invincibilityFrames / flashRate) % 2 === 0;
isPlayerFlashing = true;
} else {
// Restore normal appearance when invincibility ends
if (isPlayerFlashing) {
player.isInvincible = false;
player.invincibilityFlashOn = false;
isPlayerFlashing = false;
}
}
checkCollisions();
// Update ground segments
for (var i = 0; i < ground.length; i++) {
if (ground[i].x <= -300) {
ground[i].x += 3600; // 12 * 300
}
}
// Update nature ground segments
for (var i = 0; i < natureGround.length; i++) {
if (natureGround[i].x <= -500) {
natureGround[i].x += 3000; // 15 * 200
}
}
// Update and remove obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
if (obstacles[i].x < -100) {
obstacles[i].destroy();
obstacles.splice(i, 1);
// Bonus points for passing obstacles
var scoreGain = 5;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
}
}
// Update and remove rotating cubes
for (var i = rotatingCubes.length - 1; i >= 0; i--) {
if (rotatingCubes[i].x < -100) {
rotatingCubes[i].destroy();
rotatingCubes.splice(i, 1);
var scoreGain = 8;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
}
}
// Update and remove laser beams
for (var i = laserBeams.length - 1; i >= 0; i--) {
if (laserBeams[i].x < -100) {
laserBeams[i].destroy();
laserBeams.splice(i, 1);
var scoreGain = 10;
LK.setScore(LK.getScore() + scoreGain);
showScorePopup(scoreGain);
}
}
// Update and remove explosion parts
for (var i = explosionParts.length - 1; i >= 0; i--) {
if (explosionParts[i].shouldDestroy) {
explosionParts[i].destroy();
explosionParts.splice(i, 1);
}
}
// Update and remove shatter parts
for (var i = shatterParts.length - 1; i >= 0; i--) {
if (shatterParts[i].shouldDestroy) {
shatterParts[i].destroy();
shatterParts.splice(i, 1);
}
}
// Update and remove particles
for (var i = particles.length - 1; i >= 0; i--) {
if (particles[i].shouldDestroy) {
particles[i].destroy();
particles.splice(i, 1);
}
}
// Update and remove trail particles
for (var i = trailParticles.length - 1; i >= 0; i--) {
if (trailParticles[i].shouldDestroy) {
trailParticles[i].destroy();
trailParticles.splice(i, 1);
}
}
// Update and remove burst particles
for (var i = burstParticles.length - 1; i >= 0; i--) {
if (burstParticles[i].shouldDestroy) {
burstParticles[i].destroy();
burstParticles.splice(i, 1);
}
}
// Update and remove ambient particles
for (var i = ambientParticles.length - 1; i >= 0; i--) {
if (ambientParticles[i].shouldDestroy) {
ambientParticles[i].destroy();
ambientParticles.splice(i, 1);
}
}
// Update and remove background shapes
for (var i = backgroundShapes.length - 1; i >= 0; i--) {
if (backgroundShapes[i].x < -200) {
backgroundShapes[i].destroy();
backgroundShapes.splice(i, 1);
}
}
// Update and remove light lines
for (var i = lightLines.length - 1; i >= 0; i--) {
if (lightLines[i].x < -500) {
lightLines[i].destroy();
lightLines.splice(i, 1);
}
}
// Update and remove data stream particles
for (var i = dataStreamParticles.length - 1; i >= 0; i--) {
if (dataStreamParticles[i].shouldDestroy || dataStreamParticles[i].x < -100) {
dataStreamParticles[i].destroy();
dataStreamParticles.splice(i, 1);
}
}
// Update and remove holographic elements
for (var i = holographicElements.length - 1; i >= 0; i--) {
if (holographicElements[i].shouldDestroy || holographicElements[i].x < -400) {
holographicElements[i].destroy();
holographicElements.splice(i, 1);
}
}
// Update and remove clouds
for (var i = clouds.length - 1; i >= 0; i--) {
if (clouds[i].x < -200) {
clouds[i].destroy();
clouds.splice(i, 1);
}
}
// Update and remove sun rays
for (var i = sunRays.length - 1; i >= 0; i--) {
if (sunRays[i].shouldDestroy || sunRays[i].x < -500) {
sunRays[i].destroy();
sunRays.splice(i, 1);
}
}
// Update and remove seagulls
for (var i = seagulls.length - 1; i >= 0; i--) {
if (seagulls[i].x < -100) {
seagulls[i].destroy();
seagulls.splice(i, 1);
}
}
// Update and remove hearts
for (var i = hearts.length - 1; i >= 0; i--) {
if (hearts[i].x < -100) {
hearts[i].destroy();
hearts.splice(i, 1);
}
}
// Update and remove underwater elements
for (var i = bubbles.length - 1; i >= 0; i--) {
if (bubbles[i].shouldDestroy || bubbles[i].x < -100) {
bubbles[i].destroy();
bubbles.splice(i, 1);
}
}
for (var i = fish.length - 1; i >= 0; i--) {
if (fish[i].x < -100) {
fish[i].destroy();
fish.splice(i, 1);
}
}
for (var i = sharks.length - 1; i >= 0; i--) {
if (sharks[i].x < -100) {
sharks[i].destroy();
sharks.splice(i, 1);
}
}
for (var i = seaweed.length - 1; i >= 0; i--) {
if (seaweed[i].x < -100) {
seaweed[i].destroy();
seaweed.splice(i, 1);
}
}
for (var i = corals.length - 1; i >= 0; i--) {
if (corals[i].x < -100) {
corals[i].destroy();
corals.splice(i, 1);
}
}
for (var i = waterCurrents.length - 1; i >= 0; i--) {
if (waterCurrents[i].x < -100) {
waterCurrents[i].destroy();
waterCurrents.splice(i, 1);
}
}
// Lives display is updated only when lives change
// Spawn hearts occasionally
heartSpawnTimer++;
if (heartSpawnTimer >= heartSpawnInterval) {
heartSpawnTimer = 0;
// Phase 3 allows unlimited heart spawning, other phases check maxLives limit
if (gamePhase === 3 || playerLives < maxLives) {
spawnHeart();
}
}
// Update life popup timer
if (lifePopupTimer > 0) {
lifePopupTimer--;
}
// Update and remove nature elements
for (var i = trees.length - 1; i >= 0; i--) {
if (trees[i].x < -100) {
trees[i].destroy();
trees.splice(i, 1);
}
}
for (var i = rocks.length - 1; i >= 0; i--) {
if (rocks[i].x < -100) {
rocks[i].destroy();
rocks.splice(i, 1);
}
}
for (var i = bushes.length - 1; i >= 0; i--) {
if (bushes[i].x < -100) {
bushes[i].destroy();
bushes.splice(i, 1);
}
}
// Create continuous particle effects
createTrailParticles();
createAmbientParticles();
// Create background environment effects
if (gamePhase === 5) {
// Underwater phase effects
bubbleTimer++;
if (bubbleTimer >= 40) {
bubbleTimer = 0;
spawnBubbles();
}
currentSpawnTimer++;
if (currentSpawnTimer >= 180) {
currentSpawnTimer = 0;
spawnWaterCurrent();
}
sharkSpawnTimer++;
if (sharkSpawnTimer >= 400) {
// Less frequent than fish spawning
sharkSpawnTimer = 0;
spawnShark();
}
} else if (gamePhase === 4) {
// Nature phase effects
// Spawn trees for background
treeSpawnTimer++;
if (treeSpawnTimer >= 200) {
treeSpawnTimer = 0;
spawnTree();
}
} else if (gamePhase === 3) {
// Sky level effects
createSunRays();
// Spawn clouds regularly
cloudSpawnTimer++;
if (cloudSpawnTimer >= 150) {
cloudSpawnTimer = 0;
spawnCloud();
}
// Spawn seagulls occasionally above clouds
seagullSpawnTimer++;
if (seagullSpawnTimer >= 300 + Math.random() * 400) {
seagullSpawnTimer = 0;
spawnSeagull();
// Add elegant entrance animation
var newSeagull = seagulls[seagulls.length - 1];
newSeagull.alpha = 0;
tween(newSeagull, {
alpha: 0.9
}, {
duration: 1000,
easing: tween.easeOut
});
}
} else {
// Normal/speed phase effects
createBackgroundShapes();
createLightLines();
createDataStreamParticles();
createHolographicElements();
}
// Show/hide custom background based on game phase
if (gamePhase === 4) {
backgroundContainer.visible = true;
} else {
backgroundContainer.visible = false;
}
// Show/hide nature ground based on game phase
for (var i = 0; i < natureGround.length; i++) {
if (gamePhase === 4) {
natureGround[i].visible = true;
} else if (gamePhase === 5) {
natureGround[i].visible = false;
} else {
natureGround[i].visible = false;
}
}
// Show/hide underwater platforms based on game phase
if (underwaterPlatformTop) {
underwaterPlatformTop.visible = gamePhase === 5;
}
if (underwaterPlatformBottom) {
underwaterPlatformBottom.visible = gamePhase === 5;
}
// Update UI
scoreText.setText('Score: ' + LK.getScore());
comboText.setText('Combo: ' + combo);
// Update dash cooldown display
if (player.dashCooldown > 0) {
var cooldownProgress = player.dashCooldown / 120; // 120 is max cooldown
var secondsLeft = Math.ceil(player.dashCooldown / 60);
dashCooldownText.setText('DASH: ' + secondsLeft + 's');
dashCooldownText.fill = 0xff4400;
dashCooldownFill.scaleX = 0.8 * cooldownProgress;
dashCooldownFill.alpha = 0.8;
// Pulse effect when almost ready
if (player.dashCooldown <= 30) {
var pulseAlpha = 0.5 + Math.sin(LK.ticks * 0.3) * 0.3;
dashCooldownText.alpha = pulseAlpha;
dashCooldownFill.alpha = pulseAlpha;
} else {
dashCooldownText.alpha = 1;
}
} else {
dashCooldownText.setText('DASH READY');
dashCooldownText.fill = 0x00FF00;
dashCooldownText.alpha = 1;
dashCooldownFill.scaleX = 0;
dashCooldownFill.alpha = 0;
}
// Game over if no lives left
if (playerLives <= 0) {
LK.showGameOver();
}
// Gradually increase difficulty
if (LK.ticks % 1800 == 0) {
// Every 30 seconds
gameSpeed += 0.5;
beatInterval = Math.max(30, beatInterval - 2);
}
// Game over condition (if player falls off screen)
if (gamePhase === 3) {
// Sky level - portal respawn system
if (player.y > 2732 + 100) {
// Respawn from top with portal effect
player.y = -100;
player.velocityY = 0;
player.isGrounded = false;
// Portal effect
LK.effects.flashScreen(0xaaccff, 800);
cameraShakeIntensity = 15;
// Play whoosh sound for portal
LK.getSound('windWhoosh').play();
}
} else {
// Normal/speed phase - game over
if (player.y > 2732 + 100) {
LK.showGameOver();
}
}
// Speed phase transition at 1000 points
if (LK.getScore() >= 1000 && !speedTransitioned) {
speedTransitioned = true;
gamePhase = 2;
gameSpeed += 3; // Increase speed
beatInterval = Math.max(40, beatInterval - 10); // Faster beats
// Visual effects for speed phase
LK.effects.flashScreen(0xff8800, 1500);
cameraShakeIntensity = 15;
}
// Sky level transition at 2000 points - dreamy sky environment
if (LK.getScore() >= 2000 && !skyTransitioned) {
skyTransitioned = true;
gamePhase = 3;
// Hide ground segments for sky level
for (var i = 0; i < ground.length; i++) {
ground[i].visible = false;
}
// Also hide nature ground during sky phase
for (var i = 0; i < natureGround.length; i++) {
natureGround[i].visible = false;
}
// Adjust player position for sky level
groundLevel = 1800;
player.y = groundLevel - 30;
// Ensure at least one cloud is positioned where the player can land on it
// Create an immediate landing cloud near the player
var landingCloud = new Cloud();
landingCloud.x = player.x + 100; // Position slightly ahead of player
landingCloud.y = player.y + 50; // Position below player for easy landing
clouds.push(landingCloud);
game.addChild(landingCloud);
// Create many more clouds for a smooth transition with better coverage
for (var i = 0; i < 8; i++) {
var transitionCloud = new Cloud();
transitionCloud.x = player.x + 200 + i * 180; // Closer spacing between clouds
transitionCloud.y = groundLevel - 80 - Math.random() * 150; // Slightly higher and less random variation
clouds.push(transitionCloud);
game.addChild(transitionCloud);
}
// Show phase transition message
var phaseTransitionText = new Text2('SKY PHASE: Stock up on hearts before nature strikes!', {
size: 70,
fill: 0xffeeaa
});
phaseTransitionText.anchor.set(0.5, 0.5);
phaseTransitionText.x = 1024;
phaseTransitionText.y = 1366;
phaseTransitionText.alpha = 0;
game.addChild(phaseTransitionText);
// Animate transition message
tween(phaseTransitionText, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Keep message visible for 3 seconds, then fade out
LK.setTimeout(function () {
tween(phaseTransitionText, {
alpha: 0
}, {
duration: 1500,
easing: tween.easeIn,
onFinish: function onFinish() {
phaseTransitionText.destroy();
}
});
}, 3000);
}
});
// Set camera zoom target for sky level
cameraTargetZoom = 1.15; // Slightly less zoom
// Transition to sky level ambient music with fade
LK.playMusic('skyLevelMusic', {
fade: {
start: 0,
end: 0.8,
duration: 2000
}
});
// Play ambient wind sound
LK.getSound('windWhoosh').play();
// Visual effect for sky transition
LK.effects.flashScreen(0xffffcc, 3000);
// Camera shake for transition
cameraShakeIntensity = 20;
}
// Nature phase transition at 3000 points - character returns to earth
if (LK.getScore() >= 3000 && !natureTransitioned) {
natureTransitioned = true;
gamePhase = 4;
// Hide regular ground segments and show nature ground
for (var i = 0; i < ground.length; i++) {
ground[i].visible = false;
}
for (var i = 0; i < natureGround.length; i++) {
natureGround[i].visible = true;
}
// Adjust ground level back to original
groundLevel = 2200;
player.y = groundLevel - 30;
// Set camera zoom for nature phase (closer view)
cameraTargetZoom = 1.3;
// Visual effect for nature transition
LK.effects.flashScreen(0x90EE90, 2500);
cameraShakeIntensity = 25;
// Play nature ambient sounds
LK.getSound('windWhoosh').play();
}
// Underwater phase transition at 4000 points - deep sea exploration
if (LK.getScore() >= 4000 && !underwaterTransitioned) {
underwaterTransitioned = true;
gamePhase = 5;
// Show nature ground for underwater floor
for (var i = 0; i < natureGround.length; i++) {
natureGround[i].visible = true;
// Tint darker for ocean floor
natureGround[i].tint = 0x004466;
}
// Create underwater platforms (top and bottom barriers) with reduced spacing
if (!underwaterPlatformTop) {
underwaterPlatformTop = LK.getAsset('underwaterPlatformTop', {
anchorX: 0,
anchorY: 0,
x: -1024,
y: 750
});
game.addChild(underwaterPlatformTop);
}
if (!underwaterPlatformBottom) {
underwaterPlatformBottom = LK.getAsset('underwaterPlatformBottom', {
anchorX: 0,
anchorY: 1,
x: -1024,
y: 1950
});
game.addChild(underwaterPlatformBottom);
}
// Maintain ground level
groundLevel = 2200;
player.y = groundLevel - 30;
// Set camera zoom for underwater phase - zoomed in for better visibility
cameraTargetZoom = 1.5;
// Transition to underwater ambient music
LK.playMusic('underwaterMusic', {
fade: {
start: 0,
end: 0.8,
duration: 2000
}
});
// Play bubble sound for transition
LK.getSound('bubbleSound').play();
// Visual effect for underwater transition
LK.effects.flashScreen(0x004466, 3000);
cameraShakeIntensity = 20;
}
// New win condition at higher score (moved to 5000)
if (LK.getScore() >= 5000) {
LK.showYouWin();
}
};
// Test button to get 1000 points instantly
var testButton = new Text2('1000 PTS', {
size: 50,
fill: 0xFFFF00
});
testButton.anchor.set(1, 0);
testButton.x = -20;
testButton.y = 20;
LK.gui.topRight.addChild(testButton);
// Add click handler for test button
testButton.down = function (x, y, obj) {
LK.setScore(LK.getScore() + 1000);
};
// Dash cooldown display
var dashCooldownContainer = new Container();
dashCooldownContainer.x = 100;
dashCooldownContainer.y = -150;
LK.gui.bottomLeft.addChild(dashCooldownContainer);
var dashCooldownText = new Text2('DASH READY', {
size: 50,
fill: 0x00FF00
});
dashCooldownText.anchor.set(0, 1);
dashCooldownContainer.addChild(dashCooldownText);
var dashCooldownBar = LK.getAsset('ground', {
anchorX: 0,
anchorY: 1,
scaleX: 0.8,
scaleY: 0.3
});
dashCooldownBar.y = -60;
dashCooldownBar.tint = 0x0088ff;
dashCooldownContainer.addChild(dashCooldownBar);
var dashCooldownFill = LK.getAsset('ground', {
anchorX: 0,
anchorY: 1,
scaleX: 0.8,
scaleY: 0.3
});
dashCooldownFill.y = -60;
dashCooldownFill.tint = 0xff8800;
dashCooldownContainer.addChild(dashCooldownFill);
// Start the music
LK.playMusic('mainBgMusic');
; ===================================================================
--- original.js
+++ change.js
@@ -2949,8 +2949,39 @@
transitionCloud.y = groundLevel - 80 - Math.random() * 150; // Slightly higher and less random variation
clouds.push(transitionCloud);
game.addChild(transitionCloud);
}
+ // Show phase transition message
+ var phaseTransitionText = new Text2('SKY PHASE: Stock up on hearts before nature strikes!', {
+ size: 70,
+ fill: 0xffeeaa
+ });
+ phaseTransitionText.anchor.set(0.5, 0.5);
+ phaseTransitionText.x = 1024;
+ phaseTransitionText.y = 1366;
+ phaseTransitionText.alpha = 0;
+ game.addChild(phaseTransitionText);
+ // Animate transition message
+ tween(phaseTransitionText, {
+ alpha: 1
+ }, {
+ duration: 1000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Keep message visible for 3 seconds, then fade out
+ LK.setTimeout(function () {
+ tween(phaseTransitionText, {
+ alpha: 0
+ }, {
+ duration: 1500,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ phaseTransitionText.destroy();
+ }
+ });
+ }, 3000);
+ }
+ });
// Set camera zoom target for sky level
cameraTargetZoom = 1.15; // Slightly less zoom
// Transition to sky level ambient music with fade
LK.playMusic('skyLevelMusic', {
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jump
Sound effect
dash
Sound effect
failureMiss
Sound effect
mainBgMusic
Music
skyLevelMusic
Music
speedMusic
Music
natureMusic
Music
jumpNature
Sound effect
jumpUnderwater
Sound effect
dashNature
Sound effect
dashUnderwater
Sound effect
underwaterMusic
Music
jumpSpeed
Sound effect
dashSpeed
Sound effect