User prompt
Animate skor en önde gölgeli ve daha büyük olsun.
User prompt
Bonus skoru beyaz renk kalın font ve gölgeli yaz biraz daha yukarı yaz.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 100 ile çarpıp ekranın ortasında büyük puntoyla 100 x ss şeklinde 1 saniye göster ve bu yazıyı yok edip ekrandaki 2.skora ekle.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 100 ile çarpıp ekrandaki 2.skora da ekle.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 100 ile çarpıp ekrandaki puan panosuna ekle.
User prompt
Oyun bitiminde kalan saniyeyi 100 ile çarpıp ekrandaki puan panosuna ekle.
User prompt
Oyun bitimjnde kalan saniyeyi 100 ile çarıp skora ekle.
User prompt
coin sesi stereo ve geniş olsun.
User prompt
delay sayısını puan değerine göre dinamik değiştir.
User prompt
coin sesine 2 kez çok kısa delay ekle
User prompt
coin sesine 3 kez çok kısa delay ekle ve kısa reverb ekle
User prompt
coin sesine 5 kez kisa delay ekle
User prompt
Puan alınca tiz bir coin sesi çalsın
User prompt
Puan alınca yuvarlaka bir köpük patlama animasyon ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
davula tıklayınca puan geçişi olmasın sadece 1 saniye de bir değişim geçiş etsin
User prompt
Orta davulun puan yuvarlağı ve yazısını 10 piksel yukarı kaydır.
User prompt
Ortadaki davulda yazan puan pozisyonunu biraz yukarı al
User prompt
Süre bitmeden çıkışa gidilirse final skor 2.skor olacak. Süre biterse oyun kaybedilecek ve final skor 0 olacak.
User prompt
Puan yuvarlağindaki sayı skora ikave olacak
User prompt
Zaman skorunun altına 5 basamaklı 00000 şeklinde başlayan 2.bir skor daha ekle. Puan yuvarlaklarının bulunduğu davula tıklayınca o puanı 2.skora ilave et.
User prompt
Davullardan rastgele bir tanesinin tam ortasına içinde 1, 3, 5, 10, 25, 50 ve 100 yazan yuvarlak her 1 saniyede bir yada davula tıklayınca başka davulun içinde belirsin.
User prompt
1, 3, 5, 10, 25, 50 ve 100 yazan herbirinin rengi farklı orta büyüklükte daire asseti ekle.
User prompt
Gereksiz kodları temizle.
User prompt
Kodları iyileştir.
User prompt
Puan yuvarlakları önde gözüksün
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Drum = Container.expand(function () { var self = Container.call(this); self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand' self.action = null; // function to call on tap // Set up drum asset self.setDrum = function (type) { self.drumType = type; var assetId = type === 'large' ? 'drum_large' : 'drum_medium'; var drum = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // (Drum label removed) }; // Drum tap effect self.flash = function () { tween(self, { scaleX: 1.18, scaleY: 0.92 }, { duration: 80, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); }; // Touch event self.down = function (x, y, obj) { self.flash(); // Play unique sound for each drum type if (self.drumType === 'large') { LK.getSound('drum_tap_center').play(); } else if (self.drumType === 'left') { LK.getSound('drum_tap_left').play(); } else if (self.drumType === 'right') { LK.getSound('drum_tap_right').play(); } else if (self.drumType === 'sit') { var sitSound = LK.getSound('drum_tap_sit'); sitSound.play(); LK.setTimeout(function () { sitSound.play(); }, 120); } else if (self.drumType === 'stand') { // Play the sound with 3 fast delay effects (echoes) var base = LK.getSound('drum_tap_stand'); base.play(); LK.setTimeout(function () { base.play(); }, 45); LK.setTimeout(function () { base.play(); }, 90); } else { // No fallback sound } if (self.action) self.action(); }; return self; }); var Puppet = Container.expand(function () { var self = Container.call(this); var headH = 120 * 1.5, headW = 120 * 1.5; var bodyH = 200 * 1.5, bodyW = 80 * 1.5; var upperArmH = 100 * 1.5, upperArmW = 40 * 1.5; var lowerArmH = 90 * 1.5, lowerArmW = 32 * 1.5; var upperLegH = 120 * 1.5, upperLegW = 48 * 1.5; var lowerLegH = 110 * 1.5, lowerLegW = 40 * 1.5; var head = self.attachAsset('puppet_head', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var neck = self.attachAsset('puppet_neck', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, // match hip scale scaleY: 1.5 }); var lShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var body = self.attachAsset('puppet_body', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var lHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var lUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var lElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var lLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var rUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var rElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var lLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var rLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var lUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var lKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); var rKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.state = { vx: 0, // horizontal velocity vy: 0, // vertical velocity grounded: false, pose: 'stand', // 'stand', 'sit', 'jump' headAngle: 0, // radians, for "pull head" actions x: 0, // world position y: 0, lUpperLegRotation: 0, // additional rotation for left upper leg rUpperLegRotation: 0, // additional rotation for right upper leg lLowerLegRotation: 0, // additional rotation for left lower leg rLowerLegRotation: 0 // additional rotation for right lower leg }; function updateBodyParts() { head.x = 0; head.y = -bodyH / 2 - headH / 2 - 30; head.rotation = self.state.headAngle; var hipH = 44 * 1.5; var neckH = hipH; neck.x = 0; neck.y = -bodyH / 2 - neckH / 2 + 38; neck.rotation = 0; body.x = 0; body.y = -bodyH / 2; var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; var armAbduction = 0.32; var baseUpperArmAngle = 0.0; var baseLowerArmAngle = 0.0; var lUpperArmAngle = -armAbduction + baseUpperArmAngle; var rUpperArmAngle = armAbduction + baseUpperArmAngle; var lLowerArmAngle = baseLowerArmAngle; var rLowerArmAngle = baseLowerArmAngle; if (self.state.pose === 'sit') { lUpperArmAngle = -1.25 - armAbduction; rUpperArmAngle = 1.25 + armAbduction; lLowerArmAngle = 1.5; rLowerArmAngle = -1.5; } else if (self.state.pose === 'jump') { lUpperArmAngle = -1.6 - armAbduction; rUpperArmAngle = 1.6 + armAbduction; lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; } else if (self.state.pose === 'stand') { lUpperArmAngle += self.state.vx * 0.01; rUpperArmAngle -= self.state.vx * 0.01; lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08; rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08; } lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; var lHipX = -legX; var lHipY = legY; var rHipX = legX; var rHipY = legY; lHip.x = lHipX; lHip.y = lHipY; rHip.x = rHipX; rHip.y = rHipY; var legAbduction = 0.28; var lowerLegOutAngle = 0.16; var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0); var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0); var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0); var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0); if (self.state.pose === 'sit') { lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; var sitThighAngle = 0.55; // radians, larger outward angle for open thighs var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle) * sitKneeForward; var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle) * sitKneeForward; var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle) * sitKneeForward; var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle) * sitKneeForward; var avgKneeY = (lKneeY + rKneeY) / 2; lKneeY = avgKneeY; rKneeY = avgKneeY; if (lKnee.parent) lKnee.parent.removeChild(lKnee); if (rKnee.parent) rKnee.parent.removeChild(rKnee); lKnee.x = lKneeX; lKnee.y = lKneeY; rKnee.x = rKneeX; rKnee.y = rKneeY; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; var groundY = 2732 - 80; var lowerLegH_px = 110 * 1.5; lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lDeltaY = groundY - lLowerLeg.y; var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2; lLowerLeg.rotation = lAngle; rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rDeltaY = groundY - rLowerLeg.y; var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2; rLowerLeg.rotation = rAngle - 0.55; self.addChild(lKnee); self.addChild(rKnee); body.rotation = 0; } else if (self.state.pose === 'jump') { var jumpThighAngle = 0.45; var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent) var avgHipY = (lHip.y + rHip.y) / 2; var avgHipX = (lHip.x + rHip.x) / 2; var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees var kneeY = avgHipY + kneeYOffset; var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH; var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH; lKnee.x = kneeXLeft; lKnee.y = kneeY; rKnee.x = kneeXRight; rKnee.y = kneeY; lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lJumpShinLen = lowerLegH; var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2; rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rJumpShinLen = lowerLegH; var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2; lLowerArm.x = lElbow.x; lLowerArm.y = lElbow.y; lLowerArm.rotation = 2.0; rLowerArm.x = rElbow.x; rLowerArm.y = rElbow.y; rLowerArm.rotation = -2.0; body.rotation = 0; } else if (self.state.pose === 'stand') { var standThighAbduction = 0.32; // increased from 0.18 for more outward angle lUpperLegAngle -= standThighAbduction; rUpperLegAngle += standThighAbduction; var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0; lUpperLegAngle += walk; rUpperLegAngle -= walk; lLowerLegAngle += walk * 0.5; rLowerLegAngle -= walk * 0.5; lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; var lStandShinLen = lowerLegH; var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen; var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen; lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; var rStandShinLen = lowerLegH; var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen; var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen; rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2; body.rotation = 0; } } self.pullHeadLeft = function () { if (self.state.grounded) { self.state.vx -= 12; self.state.headAngle = -0.5; tween(self.state, { headAngle: 0 }, { duration: 400, easing: tween.easeOut }); } }; self.pullHeadRight = function () { if (self.state.grounded) { self.state.vx += 12; self.state.headAngle = 0.5; tween(self.state, { headAngle: 0 }, { duration: 400, easing: tween.easeOut }); } }; self.jump = function () { if (self.state.grounded) { self.state.vy = -48; self.state.grounded = false; self.state.pose = 'jump'; tween(self.state, {}, { duration: 0, onFinish: function onFinish() { LK.setTimeout(function () { self.state.pose = 'stand'; }, 400); } }); } }; self.sit = function () { if (self.state.grounded && self.state.pose !== 'sit') { self.state.pose = 'sit'; LK.setTimeout(function () { self.stand(); }, 600); } }; self.stand = function () { if (self.state.grounded && self.state.pose !== 'stand') { self.state.pose = 'stand'; } }; self.update = function () { self.state.vy += 3.2; // gravity self.state.x += self.state.vx; self.state.y += self.state.vy; if (self.state.grounded) { self.state.vx *= 0.82; } else { self.state.vx *= 0.98; } if (self.state.x < 0) self.state.x = 0; if (self.state.x > 2048) self.state.x = 2048; var groundY = 2732 - 80; var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; var feetY = self.state.y + puppetFeetOffset; if (feetY >= groundY) { self.state.y = groundY - puppetFeetOffset; self.state.vy = 0; self.state.grounded = true; if (self.state.pose === 'jump') { self.state.pose = 'stand'; } } else { self.state.grounded = false; } self.x = self.state.x; self.y = self.state.y; updateBodyParts(); }; self.state.x = 600; // Moved puppet further right (was 180) var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; self.state.y = 2732 - 80 - puppetFeetOffset - 40; updateBodyParts(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Background music playlist (4 tracks, play in random order) --- var musicTracks = [{ id: 'musicId', volume: 0.1, start: 0, end: 1 }, { id: 'musicId2', volume: 0.1, start: 0, end: 1 }, { id: 'musicId3', volume: 0.1, start: 0, end: 1 }, { id: 'musicId4', volume: 0.1, start: 0, end: 1 }]; // Shuffle helper (Fisher-Yates) function shuffleArray(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } // Maintain a shuffled playlist order var shuffledMusicOrder = []; function reshuffleMusicOrder() { shuffledMusicOrder = []; for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i); shuffleArray(shuffledMusicOrder); } reshuffleMusicOrder(); var currentMusicOrderIndex = 0; // Play the next music track in the shuffled order, and keep playing forever function playNextMusic() { // If we've played all, reshuffle for a new random order if (currentMusicOrderIndex >= shuffledMusicOrder.length) { reshuffleMusicOrder(); currentMusicOrderIndex = 0; } var trackIndex = shuffledMusicOrder[currentMusicOrderIndex]; var track = musicTracks[trackIndex]; // Play music and set up onFinish to play the next one LK.playMusic(track.id, { loop: false, volume: track.volume, start: track.start, end: track.end, onFinish: function onFinish() { currentMusicOrderIndex++; playNextMusic(); } }); } playNextMusic(); game.setBackgroundColor(0x000000); // --- Background --- // Ava: Add background image behind all elements var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 1, scaleY: 1 }); game.addChild(background); // Ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = 2732 - 80; game.addChild(ground); // Finish sign var finishSign = LK.getAsset('finish_sign', { anchorX: 0.5, anchorY: 1, scaleX: 3, scaleY: 6 // 2x as tall as before }); finishSign.x = 2048 - 120; finishSign.y = 2732 - 80; game.addChild(finishSign); // --- Puppet --- var puppet = new Puppet(); game.addChild(puppet); // --- Drums --- var drums = []; // Drum positions (relative to center) // Move drums higher: set drumCenterY above puppet's head var drumCenterX = 2048 / 2, drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200) var drumRadius = 220 * 3; var angleList = [{ type: 'left', angle: -Math.PI / 2 - 0.7 }, { type: 'right', angle: -Math.PI / 2 + 0.7 }, { type: 'sit', angle: Math.PI / 2 + 0.7 }, { type: 'stand', angle: Math.PI / 2 - 0.7 }]; // --- Drum action pool --- // Each drum will have all actions, only their order will be shuffled // Ava: Increase the number of right movement actions (pullHeadRight) in the action pool var puppetActions = [function () { puppet.pullHeadLeft(); }, function () { puppet.pullHeadRight(); }, function () { puppet.pullHeadRight(); }, function () { puppet.jump(); }, function () { puppet.sit(); }, function () { puppet.stand(); }]; // Large center drum (fixed action sequence) var drumJump = new Drum(); drumJump.setDrum('large'); drumJump.x = drumCenterX; drumJump.y = drumCenterY; // Assign a fixed sequence of all 5 actions, and cycle through them drumJump._actionSequence = puppetActions.slice(); drumJump._actionIndex = 0; drumJump.action = function () { drumJump._actionSequence[drumJump._actionIndex](); drumJump._actionIndex = (drumJump._actionIndex + 1) % drumJump._actionSequence.length; }; game.addChild(drumJump); drums.push(drumJump); // Four medium drums for (var i = 0; i < angleList.length; ++i) { var d = new Drum(); d.setDrum(angleList[i].type); d.x = drumCenterX + Math.cos(angleList[i].angle) * drumRadius; d.y = drumCenterY + Math.sin(angleList[i].angle) * drumRadius; // Each drum gets a fixed sequence of all 5 actions, and cycles through them d._actionSequence = puppetActions.slice(); d._actionIndex = 0; d.action = function (drum) { return function () { drum._actionSequence[drum._actionIndex](); drum._actionIndex = (drum._actionIndex + 1) % drum._actionSequence.length; }; }(d); game.addChild(d); drums.push(d); } // --- Timer --- var timeLeft = 60; function formatTimeDigital(secs) { var m = Math.floor(secs / 60); var s = secs % 60; var mm = m < 10 ? "0" + m : "" + m; var ss = s < 10 ? "0" + s : "" + s; return mm + ":" + ss; } var timerText = new Text2(formatTimeDigital(60), { size: 120, fill: '#ffffff' }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // --- Score/Win state --- var gameEnded = false; // --- Timer logic --- var timerInterval = LK.setInterval(function () { if (gameEnded) return; timeLeft -= 1; if (timeLeft < 0) timeLeft = 0; timerText.setText(formatTimeDigital(timeLeft)); if (timeLeft === 0 && !gameEnded) { gameEnded = true; LK.getSound('lose').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } }, 1000); // --- Game update --- game.update = function () { if (gameEnded) return; puppet.update(); // Win condition: puppet body collides with finish sign using intersects if (!gameEnded && puppet.intersects(finishSign)) { gameEnded = true; LK.setScore(timeLeft); // Set score to remaining seconds LK.getSound('win').play(); LK.effects.flashScreen(0x44c767, 800); LK.showYouWin(); } }; // --- Clean up on game over --- game.onDestroy = function () { LK.clearInterval(timerInterval); }; // --- UX: drums are always on top --- for (var i = 0; i < drums.length; ++i) { game.addChild(drums[i]); } // Ava: Ensure drums are always rendered in front of puppet and other elements
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Drum = Container.expand(function () {
var self = Container.call(this);
self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand'
self.action = null; // function to call on tap
// Set up drum asset
self.setDrum = function (type) {
self.drumType = type;
var assetId = type === 'large' ? 'drum_large' : 'drum_medium';
var drum = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// (Drum label removed)
};
// Drum tap effect
self.flash = function () {
tween(self, {
scaleX: 1.18,
scaleY: 0.92
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
};
// Touch event
self.down = function (x, y, obj) {
self.flash();
// Play unique sound for each drum type
if (self.drumType === 'large') {
LK.getSound('drum_tap_center').play();
} else if (self.drumType === 'left') {
LK.getSound('drum_tap_left').play();
} else if (self.drumType === 'right') {
LK.getSound('drum_tap_right').play();
} else if (self.drumType === 'sit') {
var sitSound = LK.getSound('drum_tap_sit');
sitSound.play();
LK.setTimeout(function () {
sitSound.play();
}, 120);
} else if (self.drumType === 'stand') {
// Play the sound with 3 fast delay effects (echoes)
var base = LK.getSound('drum_tap_stand');
base.play();
LK.setTimeout(function () {
base.play();
}, 45);
LK.setTimeout(function () {
base.play();
}, 90);
} else {
// No fallback sound
}
if (self.action) self.action();
};
return self;
});
var Puppet = Container.expand(function () {
var self = Container.call(this);
var headH = 120 * 1.5,
headW = 120 * 1.5;
var bodyH = 200 * 1.5,
bodyW = 80 * 1.5;
var upperArmH = 100 * 1.5,
upperArmW = 40 * 1.5;
var lowerArmH = 90 * 1.5,
lowerArmW = 32 * 1.5;
var upperLegH = 120 * 1.5,
upperLegW = 48 * 1.5;
var lowerLegH = 110 * 1.5,
lowerLegW = 40 * 1.5;
var head = self.attachAsset('puppet_head', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var neck = self.attachAsset('puppet_neck', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
// match hip scale
scaleY: 1.5
});
var lShoulder = self.attachAsset('puppet_shoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rShoulder = self.attachAsset('puppet_shoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var body = self.attachAsset('puppet_body', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var lHip = self.attachAsset('puppet_hip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rHip = self.attachAsset('puppet_hip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var lElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var lLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var rElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var lLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var rLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var lUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var lKnee = self.attachAsset('puppet_knee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
var rKnee = self.attachAsset('puppet_knee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.state = {
vx: 0,
// horizontal velocity
vy: 0,
// vertical velocity
grounded: false,
pose: 'stand',
// 'stand', 'sit', 'jump'
headAngle: 0,
// radians, for "pull head" actions
x: 0,
// world position
y: 0,
lUpperLegRotation: 0,
// additional rotation for left upper leg
rUpperLegRotation: 0,
// additional rotation for right upper leg
lLowerLegRotation: 0,
// additional rotation for left lower leg
rLowerLegRotation: 0 // additional rotation for right lower leg
};
function updateBodyParts() {
head.x = 0;
head.y = -bodyH / 2 - headH / 2 - 30;
head.rotation = self.state.headAngle;
var hipH = 44 * 1.5;
var neckH = hipH;
neck.x = 0;
neck.y = -bodyH / 2 - neckH / 2 + 38;
neck.rotation = 0;
body.x = 0;
body.y = -bodyH / 2;
var armY = -bodyH / 2 + 30;
var armX = bodyW / 2 + upperArmW / 2 - 10;
var lShoulderX = -armX;
var lShoulderY = armY;
var rShoulderX = armX;
var rShoulderY = armY;
lShoulder.x = lShoulderX;
lShoulder.y = lShoulderY;
rShoulder.x = rShoulderX;
rShoulder.y = rShoulderY;
var armAbduction = 0.32;
var baseUpperArmAngle = 0.0;
var baseLowerArmAngle = 0.0;
var lUpperArmAngle = -armAbduction + baseUpperArmAngle;
var rUpperArmAngle = armAbduction + baseUpperArmAngle;
var lLowerArmAngle = baseLowerArmAngle;
var rLowerArmAngle = baseLowerArmAngle;
if (self.state.pose === 'sit') {
lUpperArmAngle = -1.25 - armAbduction;
rUpperArmAngle = 1.25 + armAbduction;
lLowerArmAngle = 1.5;
rLowerArmAngle = -1.5;
} else if (self.state.pose === 'jump') {
lUpperArmAngle = -1.6 - armAbduction;
rUpperArmAngle = 1.6 + armAbduction;
lLowerArmAngle = 2.0;
rLowerArmAngle = -2.0;
} else if (self.state.pose === 'stand') {
lUpperArmAngle += self.state.vx * 0.01;
rUpperArmAngle -= self.state.vx * 0.01;
lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08;
rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08;
}
lUpperArm.x = lShoulderX;
lUpperArm.y = lShoulderY;
var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2;
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
rUpperArm.x = rShoulderX;
rUpperArm.y = rShoulderY;
var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2;
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
var lHipX = -legX;
var lHipY = legY;
var rHipX = legX;
var rHipY = legY;
lHip.x = lHipX;
lHip.y = lHipY;
rHip.x = rHipX;
rHip.y = rHipY;
var legAbduction = 0.28;
var lowerLegOutAngle = 0.16;
var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0);
var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0);
var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0);
var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0);
if (self.state.pose === 'sit') {
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
var sitThighAngle = 0.55; // radians, larger outward angle for open thighs
var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips
var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle) * sitKneeForward;
var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle) * sitKneeForward;
var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle) * sitKneeForward;
var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle) * sitKneeForward;
var avgKneeY = (lKneeY + rKneeY) / 2;
lKneeY = avgKneeY;
rKneeY = avgKneeY;
if (lKnee.parent) lKnee.parent.removeChild(lKnee);
if (rKnee.parent) rKnee.parent.removeChild(rKnee);
lKnee.x = lKneeX;
lKnee.y = lKneeY;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
var groundY = 2732 - 80;
var lowerLegH_px = 110 * 1.5;
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lDeltaY = groundY - lLowerLeg.y;
var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2;
lLowerLeg.rotation = lAngle;
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rDeltaY = groundY - rLowerLeg.y;
var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2;
rLowerLeg.rotation = rAngle - 0.55;
self.addChild(lKnee);
self.addChild(rKnee);
body.rotation = 0;
} else if (self.state.pose === 'jump') {
var jumpThighAngle = 0.45;
var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent)
var avgHipY = (lHip.y + rHip.y) / 2;
var avgHipX = (lHip.x + rHip.x) / 2;
var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees
var kneeY = avgHipY + kneeYOffset;
var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH;
var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH;
lKnee.x = kneeXLeft;
lKnee.y = kneeY;
rKnee.x = kneeXRight;
rKnee.y = kneeY;
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lJumpShinLen = lowerLegH;
var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen;
var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen;
lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2;
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rJumpShinLen = lowerLegH;
var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen;
var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen;
rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2;
lLowerArm.x = lElbow.x;
lLowerArm.y = lElbow.y;
lLowerArm.rotation = 2.0;
rLowerArm.x = rElbow.x;
rLowerArm.y = rElbow.y;
rLowerArm.rotation = -2.0;
body.rotation = 0;
} else if (self.state.pose === 'stand') {
var standThighAbduction = 0.32; // increased from 0.18 for more outward angle
lUpperLegAngle -= standThighAbduction;
rUpperLegAngle += standThighAbduction;
var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0;
lUpperLegAngle += walk;
rUpperLegAngle -= walk;
lLowerLegAngle += walk * 0.5;
rLowerLegAngle -= walk * 0.5;
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH;
var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH;
lKnee.x = lKneeX;
lKnee.y = lKneeY;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
lLowerLeg.x = lKneeX;
lLowerLeg.y = lKneeY;
var lStandShinLen = lowerLegH;
var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen;
var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen;
lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH;
var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
rLowerLeg.x = rKneeX;
rLowerLeg.y = rKneeY;
var rStandShinLen = lowerLegH;
var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen;
var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen;
rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2;
body.rotation = 0;
}
}
self.pullHeadLeft = function () {
if (self.state.grounded) {
self.state.vx -= 12;
self.state.headAngle = -0.5;
tween(self.state, {
headAngle: 0
}, {
duration: 400,
easing: tween.easeOut
});
}
};
self.pullHeadRight = function () {
if (self.state.grounded) {
self.state.vx += 12;
self.state.headAngle = 0.5;
tween(self.state, {
headAngle: 0
}, {
duration: 400,
easing: tween.easeOut
});
}
};
self.jump = function () {
if (self.state.grounded) {
self.state.vy = -48;
self.state.grounded = false;
self.state.pose = 'jump';
tween(self.state, {}, {
duration: 0,
onFinish: function onFinish() {
LK.setTimeout(function () {
self.state.pose = 'stand';
}, 400);
}
});
}
};
self.sit = function () {
if (self.state.grounded && self.state.pose !== 'sit') {
self.state.pose = 'sit';
LK.setTimeout(function () {
self.stand();
}, 600);
}
};
self.stand = function () {
if (self.state.grounded && self.state.pose !== 'stand') {
self.state.pose = 'stand';
}
};
self.update = function () {
self.state.vy += 3.2; // gravity
self.state.x += self.state.vx;
self.state.y += self.state.vy;
if (self.state.grounded) {
self.state.vx *= 0.82;
} else {
self.state.vx *= 0.98;
}
if (self.state.x < 0) self.state.x = 0;
if (self.state.x > 2048) self.state.x = 2048;
var groundY = 2732 - 80;
var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20;
var feetY = self.state.y + puppetFeetOffset;
if (feetY >= groundY) {
self.state.y = groundY - puppetFeetOffset;
self.state.vy = 0;
self.state.grounded = true;
if (self.state.pose === 'jump') {
self.state.pose = 'stand';
}
} else {
self.state.grounded = false;
}
self.x = self.state.x;
self.y = self.state.y;
updateBodyParts();
};
self.state.x = 600; // Moved puppet further right (was 180)
var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20;
self.state.y = 2732 - 80 - puppetFeetOffset - 40;
updateBodyParts();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- Background music playlist (4 tracks, play in random order) ---
var musicTracks = [{
id: 'musicId',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId2',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId3',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId4',
volume: 0.1,
start: 0,
end: 1
}];
// Shuffle helper (Fisher-Yates)
function shuffleArray(arr) {
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
}
// Maintain a shuffled playlist order
var shuffledMusicOrder = [];
function reshuffleMusicOrder() {
shuffledMusicOrder = [];
for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i);
shuffleArray(shuffledMusicOrder);
}
reshuffleMusicOrder();
var currentMusicOrderIndex = 0;
// Play the next music track in the shuffled order, and keep playing forever
function playNextMusic() {
// If we've played all, reshuffle for a new random order
if (currentMusicOrderIndex >= shuffledMusicOrder.length) {
reshuffleMusicOrder();
currentMusicOrderIndex = 0;
}
var trackIndex = shuffledMusicOrder[currentMusicOrderIndex];
var track = musicTracks[trackIndex];
// Play music and set up onFinish to play the next one
LK.playMusic(track.id, {
loop: false,
volume: track.volume,
start: track.start,
end: track.end,
onFinish: function onFinish() {
currentMusicOrderIndex++;
playNextMusic();
}
});
}
playNextMusic();
game.setBackgroundColor(0x000000);
// --- Background ---
// Ava: Add background image behind all elements
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
scaleX: 1,
scaleY: 1
});
game.addChild(background);
// Ground
var ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground.x = 0;
ground.y = 2732 - 80;
game.addChild(ground);
// Finish sign
var finishSign = LK.getAsset('finish_sign', {
anchorX: 0.5,
anchorY: 1,
scaleX: 3,
scaleY: 6 // 2x as tall as before
});
finishSign.x = 2048 - 120;
finishSign.y = 2732 - 80;
game.addChild(finishSign);
// --- Puppet ---
var puppet = new Puppet();
game.addChild(puppet);
// --- Drums ---
var drums = [];
// Drum positions (relative to center)
// Move drums higher: set drumCenterY above puppet's head
var drumCenterX = 2048 / 2,
drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200)
var drumRadius = 220 * 3;
var angleList = [{
type: 'left',
angle: -Math.PI / 2 - 0.7
}, {
type: 'right',
angle: -Math.PI / 2 + 0.7
}, {
type: 'sit',
angle: Math.PI / 2 + 0.7
}, {
type: 'stand',
angle: Math.PI / 2 - 0.7
}];
// --- Drum action pool ---
// Each drum will have all actions, only their order will be shuffled
// Ava: Increase the number of right movement actions (pullHeadRight) in the action pool
var puppetActions = [function () {
puppet.pullHeadLeft();
}, function () {
puppet.pullHeadRight();
}, function () {
puppet.pullHeadRight();
}, function () {
puppet.jump();
}, function () {
puppet.sit();
}, function () {
puppet.stand();
}];
// Large center drum (fixed action sequence)
var drumJump = new Drum();
drumJump.setDrum('large');
drumJump.x = drumCenterX;
drumJump.y = drumCenterY;
// Assign a fixed sequence of all 5 actions, and cycle through them
drumJump._actionSequence = puppetActions.slice();
drumJump._actionIndex = 0;
drumJump.action = function () {
drumJump._actionSequence[drumJump._actionIndex]();
drumJump._actionIndex = (drumJump._actionIndex + 1) % drumJump._actionSequence.length;
};
game.addChild(drumJump);
drums.push(drumJump);
// Four medium drums
for (var i = 0; i < angleList.length; ++i) {
var d = new Drum();
d.setDrum(angleList[i].type);
d.x = drumCenterX + Math.cos(angleList[i].angle) * drumRadius;
d.y = drumCenterY + Math.sin(angleList[i].angle) * drumRadius;
// Each drum gets a fixed sequence of all 5 actions, and cycles through them
d._actionSequence = puppetActions.slice();
d._actionIndex = 0;
d.action = function (drum) {
return function () {
drum._actionSequence[drum._actionIndex]();
drum._actionIndex = (drum._actionIndex + 1) % drum._actionSequence.length;
};
}(d);
game.addChild(d);
drums.push(d);
}
// --- Timer ---
var timeLeft = 60;
function formatTimeDigital(secs) {
var m = Math.floor(secs / 60);
var s = secs % 60;
var mm = m < 10 ? "0" + m : "" + m;
var ss = s < 10 ? "0" + s : "" + s;
return mm + ":" + ss;
}
var timerText = new Text2(formatTimeDigital(60), {
size: 120,
fill: '#ffffff'
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
// --- Score/Win state ---
var gameEnded = false;
// --- Timer logic ---
var timerInterval = LK.setInterval(function () {
if (gameEnded) return;
timeLeft -= 1;
if (timeLeft < 0) timeLeft = 0;
timerText.setText(formatTimeDigital(timeLeft));
if (timeLeft === 0 && !gameEnded) {
gameEnded = true;
LK.getSound('lose').play();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
}
}, 1000);
// --- Game update ---
game.update = function () {
if (gameEnded) return;
puppet.update();
// Win condition: puppet body collides with finish sign using intersects
if (!gameEnded && puppet.intersects(finishSign)) {
gameEnded = true;
LK.setScore(timeLeft); // Set score to remaining seconds
LK.getSound('win').play();
LK.effects.flashScreen(0x44c767, 800);
LK.showYouWin();
}
};
// --- Clean up on game over ---
game.onDestroy = function () {
LK.clearInterval(timerInterval);
};
// --- UX: drums are always on top ---
for (var i = 0; i < drums.length; ++i) {
game.addChild(drums[i]);
}
// Ava: Ensure drums are always rendered in front of puppet and other elements