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start spawning ennemies only after 2 sec
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fix coin counter position because it is no more visible
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fix coin counter : - coin counter is independant from the score; 1 coin => +1 - make digits bigger - fix icon isn't visible (beware ui coordinates doesn't work like assets coordinates)
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create a class for a coin counter; use coinFrame1 as an icon and write it on 3 digits
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play jump sound when play jumps
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play enemy stomp sound when stompting enemy
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play coin sound when coin taken
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create a coin class with an 8 frame animation (load all 8 assets, then use alpha to show/hide them sequencially) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fait qu'il saute un peu moins haut
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fait que mario saute plus vite et chute plus vite mais pas plus haut
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fait que mario saute plus vite
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fait que mario meurs quand il touche un enemy*
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bgClose.x -= 4; // Increase speed for close background' Line Number: 304
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Please fix the bug: 'ReferenceError: level1Height is not defined' in or related to this line: 'if (lastHeight === level1Height) {' Line Number: 452
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Increase the scrolling speed of the backgrounds to match the game's pace. Ensure the backgrounds repeat seamlessly by adjusting their width and reset positions. Verify the backgrounds' widths are set correctly to avoid gaps. Do this step by step in respect of current coding style/rules.
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Implement parallax scrolling for the backgrounds bgClose and bgFar. Ensure the backgrounds repeat infinitely. Adjust the scrolling speed of each background layer to create a parallax effect. Do this step by step in respect of current coding style/rules.
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Use a value of 5 for the ticks modulo for the run animation.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Define a class for coins with 8-frame animation
var Coin = Container.expand(function () {
var self = Container.call(this);
// Create and attach all 8 coin frames
self.frames = [self.attachAsset('coinFrame1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1 // First frame visible initially
}), self.attachAsset('coinFrame2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hidden initially
}), self.attachAsset('coinFrame3', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('coinFrame4', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('coinFrame5', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('coinFrame6', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('coinFrame7', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('coinFrame8', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
})];
self.currentFrame = 0;
self.speed = 10; // Horizontal movement speed
self.collected = false;
self.animationSpeed = 4; // Frames to wait before changing animation frame
// Initialize animation
self.startAnimation = function () {
// Use tween to handle frame animation in a smooth way
self.animate();
};
self.animate = function () {
// Hide current frame
self.frames[self.currentFrame].alpha = 0;
// Move to next frame
self.currentFrame = (self.currentFrame + 1) % self.frames.length;
// Show next frame
self.frames[self.currentFrame].alpha = 1;
// Setup next animation frame with tween
LK.setTimeout(function () {
if (!self.destroyed) {
self.animate();
}
}, 100); // 100ms between frames for a good rotation speed
};
self.getBounds = function () {
return {
left: self.x - 40,
right: self.x + 40,
top: self.y - 40,
bottom: self.y + 40
};
};
self.update = function () {
// Move coin from right to left
self.x -= self.speed;
// Remove coin when it goes off-screen
if (self.x < -100) {
self.destroy();
}
// Check if player collected the coin (intersection with player)
if (!self.collected && player && player.getBounds) {
var coinBounds = self.getBounds();
var playerBounds = player.getBounds();
if (playerBounds.left < coinBounds.right && playerBounds.right > coinBounds.left && playerBounds.top < coinBounds.bottom && playerBounds.bottom > coinBounds.top) {
self.collected = true;
// Coin collection animation
tween(self, {
y: self.y - 100,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Increment score
LK.setScore(LK.getScore() + 10);
if (scoreText) {
scoreText.setText(LK.getScore());
}
self.destroy();
}
});
}
}
};
// Start the animation when created
self.startAnimation();
return self;
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15; // Plus rapide que le sol (10) pour qu'ils avancent vers la gauche
self.velocityY = 0;
self.gravity = 0.7; // Même gravité que le joueur
self.currentPlatform = null; // Plateforme actuelle sur laquelle l'ennemi se trouve
self.update = function () {
self.x -= self.speed;
// Vérifier si l'ennemi est toujours sur sa plateforme actuelle
if (self.currentPlatform) {
var enemyBounds = self.getBounds();
var platformBounds = {
left: self.currentPlatform.x - 500,
right: self.currentPlatform.x + 500
};
// Si l'ennemi sort de la plateforme, il commence à tomber
if (enemyBounds.left > platformBounds.right || enemyBounds.right < platformBounds.left) {
self.currentPlatform = null;
}
}
// Appliquer la gravité si l'ennemi n'est pas sur une plateforme
if (!self.currentPlatform) {
self.velocityY += self.gravity;
self.y += self.velocityY;
}
// Vérifier collision avec le sol
if (self.y >= groundLevel) {
self.y = groundLevel;
self.velocityY = 0;
self.currentPlatform = null; // L'ennemi est sur le sol, pas sur une plateforme
}
// Vérifier collision avec les plateformes seulement si l'ennemi tombe
if (self.velocityY > 0) {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var enemyBounds = self.getBounds();
var platformBounds = {
left: platform.x - 500,
right: platform.x + 500,
top: platform.y - 50,
bottom: platform.y + 50
};
// Si l'ennemi atterrit sur une plateforme
if (enemyBounds.bottom >= platformBounds.top && enemyBounds.bottom - self.velocityY < platformBounds.top && enemyBounds.right > platformBounds.left && enemyBounds.left < platformBounds.right) {
self.y = platform.y - 75;
self.velocityY = 0;
self.currentPlatform = platform; // Mémoriser la plateforme actuelle
break;
}
}
}
if (self.x < -50) {
self.destroy();
}
};
self.getBounds = function () {
return {
left: self.x - 50,
right: self.x + 50,
top: self.y - 50,
bottom: self.y + 50
};
};
return self;
});
// Define a class for platforms
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.passed = false;
self.update = function () {
self.x -= self.speed;
if (self.x < -500) {
self.destroy();
}
};
return self;
});
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
self.runFrames = [self.attachAsset('playerRunFrame1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
}), self.attachAsset('playerRunFrame2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('playerRunFrame', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
})];
self.currentRunFrame = 0;
self.speed = 5;
self.jumpHeight = 35; // Réduire légèrement la hauteur de saut
self.isJumping = false;
self.velocityY = 0;
self.isFalling = false;
self.currentPlatform = null;
self.playerHeight = 400; // Hauteur du sprite du joueur
self.jumpFrame = self.attachAsset('playerJumpFrame', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hide the jump frame by setting alpha to 0
});
self.getBounds = function () {
return {
left: self.x - 75,
right: self.x + 75,
top: self.y - 100,
bottom: self.y + 100
};
};
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 2.0; // Increase gravity for faster fall without changing jump height
self.isFalling = self.velocityY > 0;
self.jumpFrame.alpha = 1; // While jumping, switch to the jump frame
self.runFrames[self.currentRunFrame].alpha = 0; // Hide the player asset when jumping
// Check for platform collision
self.checkPlatformCollision();
// Check for ground collision
if (self.y >= groundLevel - 100 && !self.currentPlatform) {
// Ground level
self.y = groundLevel - 100;
self.isJumping = false;
self.velocityY = 0;
self.jumpFrame.alpha = 0; // When not jumping, switch back to the normal frame
self.runFrames[self.currentRunFrame].alpha = 1; // Show the player asset when not jumping
// Add a bounce effect
tween(self, {
scaleX: 1.2,
scaleY: 0.8
}, {
duration: 100,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.elasticOut
});
}
});
}
} else {
// Check if player is still on the platform
if (self.currentPlatform) {
var platformBounds = {
left: self.currentPlatform.x - 500,
right: self.currentPlatform.x + 500
};
var playerBounds = self.getBounds();
// If player is no longer on the platform, start falling
if (playerBounds.left > platformBounds.right || playerBounds.right < platformBounds.left) {
self.isJumping = true;
self.velocityY = 0.1; // Start with a small downward velocity
self.isFalling = true;
self.currentPlatform = null;
self.jumpFrame.alpha = 1;
self.runFrames[self.currentRunFrame].alpha = 0;
}
}
// Handle running animation
if (LK.ticks % 5 === 0) {
// Fine-tuned interval for balanced and natural pace
// Adjusted interval for balanced pace
self.runFrames[self.currentRunFrame].alpha = 0; // Hide current frame
self.currentRunFrame = (self.currentRunFrame + 1) % self.runFrames.length; // Switch to next frame
self.runFrames[self.currentRunFrame].alpha = 1; // Show next frame
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight * 1.5; // Increase initial jump velocity for a faster jump
self.jumpFrame.alpha = 1; // Make jump frame visible
LK.getSound('jump').play(); // Play jump sound
self.currentPlatform = null;
}
};
self.checkPlatformCollision = function () {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var platformBounds = {
left: platform.x - 500,
right: platform.x + 500,
top: platform.y - 50,
bottom: platform.y + 50
};
var playerBounds = self.getBounds();
// Check if player is above the platform and falling
if (self.velocityY > 0 && playerBounds.bottom >= platformBounds.top && playerBounds.bottom - self.velocityY < platformBounds.top && playerBounds.right > platformBounds.left && playerBounds.left < platformBounds.right) {
// Land on the platform
// Utiliser la moitié de la hauteur du joueur pour le positionner correctement sur la plateforme
self.y = platform.y - self.playerHeight / 2;
self.velocityY = 0;
self.isJumping = false;
self.isFalling = false;
self.currentPlatform = platform;
self.jumpFrame.alpha = 0;
self.runFrames[self.currentRunFrame].alpha = 1;
// Add a bounce effect
tween(self, {
scaleX: 1.2,
scaleY: 0.8
}, {
duration: 100,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.elasticOut
});
}
});
return true;
}
}
return false;
};
});
/****
* Initialize Game
****/
// Initialize game
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
/****
* Global Variables
****/
var level1Height;
var level2Height;
var game;
var background;
var player;
var enemies;
var enemySpawnInterval;
var enemySpawnCounter;
var coins;
var scoreText;
var backgroundContainer;
var middlegroundContainer;
var foregroundContainer;
var bgClose;
var bgClose2;
var bgFar;
var bgFar2;
var platforms;
var ground;
var ground2;
var groundLevel;
// Handle game updates
game.update = function () {
// Parallax scrolling
bgClose.x -= 4; // Increase speed for close background
bgClose2.x -= 4; // Move the duplicate at the same speed
bgFar.x -= 2; // Increase speed for far background
bgFar2.x -= 2; // Move the duplicate at the same speed
// Repeat backgrounds infinitely
if (bgClose.x <= -bgClose.width) {
bgClose.x = bgClose2.x + bgClose2.width;
}
if (bgClose2.x <= -bgClose2.width) {
bgClose2.x = bgClose.x + bgClose.width;
}
if (bgFar.x <= -bgFar.width) {
bgFar.x = bgFar2.x + bgFar2.width;
}
if (bgFar2.x <= -bgFar2.width) {
bgFar2.x = bgFar.x + bgFar.width;
}
// Scroll ground
ground.x -= 10; // Même vitesse que les plateformes
ground2.x -= 10;
if (ground.x <= -ground.width) {
ground.x = ground2.x + ground2.width;
}
if (ground2.x <= -ground2.width) {
ground2.x = ground.x + ground.width;
}
// Update platforms
for (var i = platforms.length - 1; i >= 0; i--) {
// Ne pas appeler update() car il est déjà appelé automatiquement par le moteur
// platforms[i].update();
// Remove platforms that are destroyed
if (platforms[i].destroyed) {
platforms.splice(i, 1);
}
}
// Check if we need to spawn a new platform
if (platforms.length > 0) {
var lastPlatform = platforms[platforms.length - 1];
if (lastPlatform.x < 2048 + 500) {
// Spawn a new platform
spawnPlatform();
}
}
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
enemy.x = 2500; // Plus loin à droite que 2048
// Décider si l'ennemi apparaît sur le sol ou sur une plateforme
var spawnOnPlatform = Math.random() < 0.5 && platforms.length > 0;
if (spawnOnPlatform) {
// Trouver une plateforme visible à l'écran ou proche de l'écran
var visiblePlatforms = [];
for (var p = 0; p < platforms.length; p++) {
if (platforms[p].x > 2200 && platforms[p].x < 2700) {
visiblePlatforms.push(platforms[p]);
}
}
// S'il y a des plateformes visibles, placer l'ennemi sur l'une d'elles
if (visiblePlatforms.length > 0) {
var randomPlatform = visiblePlatforms[Math.floor(Math.random() * visiblePlatforms.length)];
// Placer l'ennemi sur la plateforme en utilisant la même logique que pour le joueur
enemy.y = randomPlatform.y - 150;
} else {
// Sinon, placer l'ennemi sur le sol (même position Y que le joueur au repos)
enemy.y = player.y;
}
} else {
// Placer l'ennemi sur le sol (même position Y que le joueur au repos)
enemy.y = player.y;
}
enemies.push(enemy);
middlegroundContainer.addChild(enemy);
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Check collisions with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemyBounds = enemies[j].getBounds();
var playerBounds = player.getBounds();
// Check if player intersects with enemy
if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) {
// Check if player is falling on top of the enemy
if (player.isFalling && player.velocityY > 0 && playerBounds.bottom > enemyBounds.top && playerBounds.bottom - player.velocityY < enemyBounds.top) {
// Player jumped on enemy - destroy enemy
enemies[j].destroy();
enemies.splice(j, 1);
// Give player a small bounce after killing enemy
player.velocityY = -15;
// Increment score when killing enemy
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
} else {
// Player touched enemy from side or bottom - game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
// Player passed enemy without touching it
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
// Spawn coins with random timing
if (LK.ticks % Math.floor(Math.random() * 100 + 50) === 0) {
var coin = new Coin();
coin.x = 2500; // Start off-screen to the right
// Randomly position the coin at one of three heights
var randomHeight = Math.random();
if (randomHeight < 0.33) {
// On ground level
coin.y = groundLevel - 100;
} else if (randomHeight < 0.66) {
// On level 1
coin.y = level1Height - 100;
} else {
// On level 2
coin.y = level2Height - 100;
}
// Add coin to the middle ground
middlegroundContainer.addChild(coin);
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
};
function initializeGame() {
// Initialize containers
backgroundContainer = new Container();
middlegroundContainer = new Container();
foregroundContainer = new Container();
// Add containers to game in proper order
game.addChild(backgroundContainer);
game.addChild(middlegroundContainer);
game.addChild(foregroundContainer);
// Define fixed platform heights for two levels
groundLevel = 2732 / 2 + 450; // Descendre le niveau du sol de 450 pixels
// Add background
bgFar = LK.getAsset('bgFar', {
anchorX: 0,
anchorY: 0
});
bgFar.x = 0;
bgFar.y = 0;
bgFar.width = 2732;
backgroundContainer.addChild(bgFar);
// Add second background for infinite scrolling
bgFar2 = LK.getAsset('bgFar', {
anchorX: 0,
anchorY: 0
});
bgFar2.x = bgFar.width;
bgFar2.y = 0;
bgFar2.width = 2732;
backgroundContainer.addChild(bgFar2);
// Initialize parallax backgrounds
bgClose = LK.getAsset('bgClose', {
anchorX: 0,
anchorY: 0
});
bgClose.x = 0;
bgClose.y = 0;
bgClose.width = 2732; // Set correct width to match the actual image width
backgroundContainer.addChild(bgClose);
// Create a duplicate of bgClose for seamless scrolling
bgClose2 = LK.getAsset('bgClose', {
anchorX: 0,
anchorY: 0
});
bgClose2.x = bgClose.width;
bgClose2.y = 0;
bgClose2.width = 2732;
backgroundContainer.addChild(bgClose2);
// Add ground that scrolls
ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground.x = 0;
ground.y = groundLevel; // Placer le haut du sol exactement au niveau du sol
ground.width = 2048;
middlegroundContainer.addChild(ground);
// Add second ground piece for infinite scrolling
ground2 = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground2.x = ground.width;
ground2.y = groundLevel; // Placer le haut du sol exactement au niveau du sol
ground2.width = 2048;
middlegroundContainer.addChild(ground2);
// Initialize player
player = new Player();
player.x = 2048 / 4; // Adjust the player's initial position to be more to the left
player.y = groundLevel - 100; // Mario légèrement au-dessus du sol
foregroundContainer.addChild(player);
// Initialize enemies
enemies = [];
enemySpawnInterval = 100;
enemySpawnCounter = 0;
// Initialize coins array
var coins = [];
// Initialize platforms
platforms = [];
level1Height = groundLevel - 450; // Niveau 1 à 450 pixels au-dessus du sol
level2Height = level1Height - 450; // Niveau 2 à 450 pixels au-dessus du niveau 1
// Create initial platforms
for (var i = 0; i < 2; i++) {
var platform = new Platform();
if (i === 0) {
platform.x = player.x + 800; // Start the first platform further away
platform.y = level1Height; // Première plateforme toujours au niveau 1
} else {
// Deuxième plateforme au niveau 2, mais plus proche horizontalement
platform.x = platforms[i - 1].x + 1200; // Plus espacé
platform.y = level2Height;
}
platforms.push(platform);
middlegroundContainer.addChild(platform);
}
// Create a new Text2 object to display the score
scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Play background music
LK.playMusic('bgMusic');
}
// Function to spawn a new platform
function spawnPlatform() {
var platform = new Platform();
var lastPlatform = platforms[platforms.length - 1];
var lastHeight = lastPlatform.y;
// Déterminer la hauteur de la nouvelle plateforme
if (lastHeight === level1Height) {
// Si la dernière plateforme était au niveau 1, la nouvelle sera au niveau 2
platform.y = level2Height;
platform.x = lastPlatform.x + 1200; // Plus espacé
} else {
// Si la dernière plateforme était au niveau 2, la nouvelle sera au niveau 1
platform.y = level1Height;
platform.x = lastPlatform.x + 1500; // Encore plus espacé après une plateforme de niveau 2
}
// Ajouter une chance de ne pas générer de plateforme (20%)
if (Math.random() < 0.2) {
// Si on décide de ne pas générer cette plateforme, on augmente la distance pour la prochaine
lastPlatform.x += 500;
return;
}
platforms.push(platform);
middlegroundContainer.addChild(platform);
}
// Call initializeGame at the end of the file
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,112 @@
/****
* Classes
****/
+// Define a class for coins with 8-frame animation
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ // Create and attach all 8 coin frames
+ self.frames = [self.attachAsset('coinFrame1', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 1 // First frame visible initially
+ }), self.attachAsset('coinFrame2', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0 // Hidden initially
+ }), self.attachAsset('coinFrame3', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }), self.attachAsset('coinFrame4', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }), self.attachAsset('coinFrame5', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }), self.attachAsset('coinFrame6', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }), self.attachAsset('coinFrame7', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }), self.attachAsset('coinFrame8', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ })];
+ self.currentFrame = 0;
+ self.speed = 10; // Horizontal movement speed
+ self.collected = false;
+ self.animationSpeed = 4; // Frames to wait before changing animation frame
+ // Initialize animation
+ self.startAnimation = function () {
+ // Use tween to handle frame animation in a smooth way
+ self.animate();
+ };
+ self.animate = function () {
+ // Hide current frame
+ self.frames[self.currentFrame].alpha = 0;
+ // Move to next frame
+ self.currentFrame = (self.currentFrame + 1) % self.frames.length;
+ // Show next frame
+ self.frames[self.currentFrame].alpha = 1;
+ // Setup next animation frame with tween
+ LK.setTimeout(function () {
+ if (!self.destroyed) {
+ self.animate();
+ }
+ }, 100); // 100ms between frames for a good rotation speed
+ };
+ self.getBounds = function () {
+ return {
+ left: self.x - 40,
+ right: self.x + 40,
+ top: self.y - 40,
+ bottom: self.y + 40
+ };
+ };
+ self.update = function () {
+ // Move coin from right to left
+ self.x -= self.speed;
+ // Remove coin when it goes off-screen
+ if (self.x < -100) {
+ self.destroy();
+ }
+ // Check if player collected the coin (intersection with player)
+ if (!self.collected && player && player.getBounds) {
+ var coinBounds = self.getBounds();
+ var playerBounds = player.getBounds();
+ if (playerBounds.left < coinBounds.right && playerBounds.right > coinBounds.left && playerBounds.top < coinBounds.bottom && playerBounds.bottom > coinBounds.top) {
+ self.collected = true;
+ // Coin collection animation
+ tween(self, {
+ y: self.y - 100,
+ alpha: 0
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Increment score
+ LK.setScore(LK.getScore() + 10);
+ if (scoreText) {
+ scoreText.setText(LK.getScore());
+ }
+ self.destroy();
+ }
+ });
+ }
+ }
+ };
+ // Start the animation when created
+ self.startAnimation();
+ return self;
+});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
@@ -268,8 +372,9 @@
var player;
var enemies;
var enemySpawnInterval;
var enemySpawnCounter;
+var coins;
var scoreText;
var backgroundContainer;
var middlegroundContainer;
var foregroundContainer;
@@ -388,8 +493,27 @@
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
+ // Spawn coins with random timing
+ if (LK.ticks % Math.floor(Math.random() * 100 + 50) === 0) {
+ var coin = new Coin();
+ coin.x = 2500; // Start off-screen to the right
+ // Randomly position the coin at one of three heights
+ var randomHeight = Math.random();
+ if (randomHeight < 0.33) {
+ // On ground level
+ coin.y = groundLevel - 100;
+ } else if (randomHeight < 0.66) {
+ // On level 1
+ coin.y = level1Height - 100;
+ } else {
+ // On level 2
+ coin.y = level2Height - 100;
+ }
+ // Add coin to the middle ground
+ middlegroundContainer.addChild(coin);
+ }
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
@@ -467,8 +591,10 @@
// Initialize enemies
enemies = [];
enemySpawnInterval = 100;
enemySpawnCounter = 0;
+ // Initialize coins array
+ var coins = [];
// Initialize platforms
platforms = [];
level1Height = groundLevel - 450; // Niveau 1 à 450 pixels au-dessus du sol
level2Height = level1Height - 450; // Niveau 2 à 450 pixels au-dessus du niveau 1