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use a small runFrame2 instead of a red coinFrame1 for lives counter
User prompt
Please fix the bug: 'ReferenceError: livesCounter is not defined' in or related to this line: 'livesCounter.updateLives(lives);' Line Number: 822
User prompt
add a global lives counter and create a LiveCounter class to show a lives counter at top left (let a 400 offset)
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update the counter immediately when the collision is detected, rather than waiting for the animation to complete. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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don't take coins while start isn't pressed
Code edit (3 edits merged)
Please save this source code
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If you set startButton.scale = 0;, it is not a valid object for the engine to read scale.x and scale.y or scaleX and scaleY, so the button never appears. The animation code expects to tween scale.x/scale.y or scaleX/scaleY, but if these are undefined, the tween has no effect.
Code edit (5 edits merged)
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le bouton start doit être au centre de l'écran dans le foregroundContainer et ne doit disparaitre que lorsqu'on clique dessus. tant que le bouton start n'est pas clické, il n'y a pas d'ennemis et le joueur ne saute pas
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Affiche le bouton Start au démarrage.
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Affiche le bouton Start au démarrage.
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add start button to the game. remove it on on click and start enemies spawn. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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carefully add pooling to Coin without breaking the game mecanics
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carefully add pooling to Enemy without breaking the game mecanics
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Instead of iterating over all middlegroundContainer.children, maintain a separate array for active coins, updating it when coins are added/removed.
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Analyze and find the most probable source of lag, then fix it.
Code edit (1 edits merged)
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Code edit (6 edits merged)
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start spawning ennemies only after 2 sec
Code edit (2 edits merged)
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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
/**** * 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; // Play coin sound when collected LK.getSound('coin').play(); // 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); // Play enemy stomp sound LK.getSound('enemyStomp').play(); // 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();
/****
* 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;
// Play coin sound when collected
LK.getSound('coin').play();
// 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);
// Play enemy stomp sound
LK.getSound('enemyStomp').play();
// 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();