User prompt
Make it so if I get 10 gadgets the Batmobile gets replaced with the purple Batmobile and I throw a baterang in each row instead of just the one I am in.
User prompt
Make it so if you kill a villain, a gadget spawns in its place
User prompt
Show the high score text at the top of the screen large
User prompt
Show the high score text
User prompt
Make a high score
User prompt
Update high score when colliding with villains ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make it spawn more enemies and obstacles
User prompt
Make it so the slow speed gain is faster
User prompt
Make it so the game slowly speeds up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the “roadpiece” show again
User prompt
Size down the baterang a lot
User prompt
Make the baterang Easier to shoot
User prompt
Make it easier to use the baterang
User prompt
Make the hit bad the activate the baterang much larger
User prompt
Make the “roadpiece” not move
User prompt
Make the road piece spawn more frequently
User prompt
Make the road move vertically
User prompt
Remove road pieces update from updateGameElements function
User prompt
Make the road piece vertical
User prompt
Delete the building peice
User prompt
Delete the score and gadget counter
User prompt
Delete your previous score and gadgets when you die
User prompt
Hide your previous score when you play again
User prompt
Make it so your previous score and gadgets do not show when you retry
User prompt
Fix the high score so that it shows on screen ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var BackgroundBuilding = Container.expand(function () { var self = Container.call(this); var buildingGraphics = self.attachAsset('buildingPiece', { anchorX: 0.5, anchorY: 0.5 }); // Randomize building color slightly var colorVariation = Math.random() * 0x222222; buildingGraphics.tint = 0x333333 + colorVariation; // Randomize building height var heightScale = 0.8 + Math.random() * 1.2; buildingGraphics.scaleY = heightScale; self.speed = 2 + Math.random() * 2; // Slightly randomized speed for parallax self.update = function () { self.y += self.speed; // Loop building if it goes off screen if (self.y > 2732 + 500) { self.y = -100; self.x = Math.random() * 2048; // Random horizontal position } }; return self; }); var Batarang = Container.expand(function () { var self = Container.call(this); var batarangGraphics = self.attachAsset('batarang', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; self.speed = -20; // Negative speed to move upward self.update = function () { self.y += self.speed; batarangGraphics.rotation += 0.2; // Remove if off screen if (self.y < -50) { //{o} // Check if it's off the top of the screen self.active = false; } }; return self; }); var Batmobile = Container.expand(function () { var self = Container.call(this); var batmobileGraphics = self.attachAsset('batmobile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.jumpHeight = 0; self.isJumping = false; self.lane = 1; // 0 = left, 1 = center, 2 = right self.lanePositions = [600, 1024, 1448]; // x positions for the three lanes self.groundY = 2300; // ground position self.jumping = false; self.invincible = false; self.jump = function () { if (!self.jumping) { self.jumping = true; // Jump up tween(self, { y: self.groundY - 300 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Fall back down tween(self, { y: self.groundY }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { self.jumping = false; } }); } }); } }; self.moveLeft = function () { if (self.lane > 0) { self.lane--; tween(self, { x: self.lanePositions[self.lane] }, { duration: 200, easing: tween.easeOut }); } }; self.moveRight = function () { if (self.lane < 2) { self.lane++; tween(self, { x: self.lanePositions[self.lane] }, { duration: 200, easing: tween.easeOut }); } }; self.makeInvincible = function (duration) { self.invincible = true; // Flash effect var flashCount = 0; var flashInterval = LK.setInterval(function () { batmobileGraphics.alpha = batmobileGraphics.alpha === 1 ? 0.3 : 1; flashCount++; if (flashCount >= 10) { LK.clearInterval(flashInterval); batmobileGraphics.alpha = 1; self.invincible = false; } }, duration / 10); }; self.shootBatarang = function () { var batarang = new Batarang(); batarang.x = self.x; batarang.y = self.y - 50; // Position in front of the Batmobile game.addChild(batarang); activeBatarangs.push(batarang); LK.getSound('batarangThrow').play(); }; return self; }); var Gadget = Container.expand(function () { var self = Container.call(this); var gadgetGraphics = self.attachAsset('gadget', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'gadget'; self.active = true; // Add some floating animation tween(gadgetGraphics, { y: 10 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(gadgetGraphics, { y: -10 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (self.active) { self.update(); // Restart animation } } }); } }); self.update = function () { self.y += gameSpeed; // Remove if off screen if (self.y > 2732 + 50) { self.active = false; } // Spin the gadget gadgetGraphics.rotation += 0.05; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'obstacle'; self.active = true; self.update = function () { self.y += gameSpeed; // Remove if off screen if (self.y > 2732 + 100) { self.active = false; } }; return self; }); var Road = Container.expand(function () { var self = Container.call(this); var roadGraphics = self.attachAsset('roadPiece', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += gameSpeed; // Loop road if it goes off screen if (self.y > 2732 + 150) { self.y = -150; } }; return self; }); var Villain = Container.expand(function () { var self = Container.call(this); var villainGraphics = self.attachAsset('villain', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'villain'; self.active = true; self.health = 1; self.update = function () { self.y += gameSpeed; // Remove if off screen if (self.y > 2732 + 150) { self.active = false; } }; self.hit = function () { self.health--; if (self.health <= 0) { self.active = false; LK.setScore(LK.getScore() + 100); LK.effects.flashObject(self, 0xff0000, 300); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game configuration // Assets are automatically created and loaded during gameplay or via static code analysis // Initialize assets used in this game. Scale them according to what is needed for the game. var gameSpeed = 10; var spawnRate = 60; // Lower = more frequent spawns var difficultyTimer = 0; var difficultyInterval = 1000; // Increase difficulty every 1000 ticks (about 16 seconds) var gameOver = false; var canShoot = true; var shootCooldown = 30; // Cooldown in frames var currentCooldown = 0; var gadgetCount = 0; // Game elements var batmobile; var obstacles = []; var villains = []; var gadgets = []; var activeBatarangs = []; var roadPieces = []; var buildings = []; var lanePositions = [600, 1024, 1448]; // x positions for the three lanes // UI Elements var scoreTxt; var gadgetTxt; var highScoreTxt; // Initialize the game function initGame() { // Reset variables gameSpeed = 10; gameOver = false; obstacles = []; villains = []; gadgets = []; activeBatarangs = []; difficultyTimer = 0; gadgetCount = 0; // Set background color to dark blue (night sky) game.setBackgroundColor(0x111133); // Play background music LK.playMusic('batmanTheme', { fade: { start: 0, end: 0.7, duration: 1000 } }); // Create the road createRoad(); // Create background buildings createBuildings(); // Create the Batmobile batmobile = new Batmobile(); batmobile.x = lanePositions[1]; // Start in center lane batmobile.y = 2300; // Position near bottom of screen game.addChild(batmobile); // Create UI createUI(); // Reset score LK.setScore(0); } function createRoad() { // Create several road pieces to form a continuous road for (var i = 0; i < 3; i++) { var road = new Road(); road.x = 1024; // Center of screen road.y = i * 300 + 2300; // Stacked vertically with the first one at the bottom game.addChild(road); roadPieces.push(road); } } function createBuildings() { // Create background buildings for parallax effect for (var i = 0; i < 15; i++) { var building = new BackgroundBuilding(); building.x = Math.random() * 2048; // Random x position building.y = Math.random() * 2732; // Random y position game.addChild(building); buildings.push(building); } } function createUI() { // Score text scoreTxt = new Text2('SCORE: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 150; scoreTxt.y = 50; LK.gui.addChild(scoreTxt); // Gadget counter gadgetTxt = new Text2('GADGETS: 0', { size: 70, fill: 0xFFFFFF }); gadgetTxt.anchor.set(0, 0); gadgetTxt.x = 150; gadgetTxt.y = 130; LK.gui.addChild(gadgetTxt); // High score highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, { size: 70, fill: 0xFFFFFF }); highScoreTxt.anchor.set(1, 0); highScoreTxt.x = 1900; highScoreTxt.y = 50; LK.gui.topRight.addChild(highScoreTxt); } function spawnObstacle() { var lane = Math.floor(Math.random() * 3); // Random lane var obstacle = new Obstacle(); obstacle.x = lanePositions[lane]; obstacle.y = -100; // Start just off-screen at the top game.addChild(obstacle); obstacles.push(obstacle); } function spawnVillain() { var lane = Math.floor(Math.random() * 3); // Random lane var villain = new Villain(); villain.x = lanePositions[lane]; villain.y = -100; // Start just off-screen at the top game.addChild(villain); villains.push(villain); } function spawnGadget() { var lane = Math.floor(Math.random() * 3); // Random lane var gadget = new Gadget(); gadget.x = lanePositions[lane]; gadget.y = -100; // Start just off-screen at the top game.addChild(gadget); gadgets.push(gadget); } function checkCollisions() { // Check Batmobile collision with obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (obstacle.active && batmobile.intersects(obstacle) && !batmobile.invincible) { // Collision with obstacle LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 500); // Update high score if needed if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); highScoreTxt.setText('HIGH SCORE: ' + storage.highScore); } LK.showGameOver(); gameOver = true; return; } } // Check Batmobile collision with villains for (var i = villains.length - 1; i >= 0; i--) { var villain = villains[i]; if (villain.active && batmobile.intersects(villain) && !batmobile.invincible) { // Collision with villain LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 500); // Update high score if needed if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); highScoreTxt.setText('HIGH SCORE: ' + storage.highScore); } LK.showGameOver(); gameOver = true; return; } } // Check Batmobile collection of gadgets for (var i = gadgets.length - 1; i >= 0; i--) { var gadget = gadgets[i]; if (gadget.active && batmobile.intersects(gadget)) { // Collect gadget gadget.active = false; LK.getSound('collect').play(); LK.setScore(LK.getScore() + 50); gadgetCount++; gadgetTxt.setText('GADGETS: ' + gadgetCount); // Flash gadget LK.effects.flashObject(gadget, 0xffff00, 300); gadgets.splice(i, 1); gadget.destroy(); } } // Check Batarang collision with villains for (var i = activeBatarangs.length - 1; i >= 0; i--) { var batarang = activeBatarangs[i]; if (batarang.active) { for (var j = villains.length - 1; j >= 0; j--) { var villain = villains[j]; if (villain.active && batarang.intersects(villain)) { // Hit villain with batarang villain.hit(); batarang.active = false; activeBatarangs.splice(i, 1); batarang.destroy(); if (!villain.active) { villains.splice(j, 1); villain.destroy(); } break; } } } } } function updateGameElements() { // Update road pieces for (var i = 0; i < roadPieces.length; i++) { roadPieces[i].update(); } // Update buildings for parallax effect for (var i = 0; i < buildings.length; i++) { buildings[i].update(); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.update(); if (!obstacle.active) { obstacles.splice(i, 1); obstacle.destroy(); } } // Update villains for (var i = villains.length - 1; i >= 0; i--) { var villain = villains[i]; villain.update(); if (!villain.active) { villains.splice(i, 1); villain.destroy(); } } // Update gadgets for (var i = gadgets.length - 1; i >= 0; i--) { var gadget = gadgets[i]; gadget.update(); if (!gadget.active) { gadgets.splice(i, 1); gadget.destroy(); } } // Update batarangs for (var i = activeBatarangs.length - 1; i >= 0; i--) { var batarang = activeBatarangs[i]; batarang.update(); if (!batarang.active) { activeBatarangs.splice(i, 1); batarang.destroy(); } } } function increaseDifficulty() { difficultyTimer++; if (difficultyTimer >= difficultyInterval) { difficultyTimer = 0; // Increase game speed gameSpeed += 0.5; // Make spawns more frequent if (spawnRate > 30) { spawnRate -= 2; } // Flash screen to indicate difficulty increase LK.effects.flashScreen(0x0000ff, 300); } } function updateUI() { scoreTxt.setText('SCORE: ' + LK.getScore()); } function handleShoot() { if (currentCooldown > 0) { currentCooldown--; } else { canShoot = true; } } // Initialize the game when it starts initGame(); // Game update loop game.update = function () { if (gameOver) return; // Increase score by 1 every frame LK.setScore(LK.getScore() + 1); // Update UI updateUI(); // Handle shooting cooldown handleShoot(); // Update all game elements updateGameElements(); // Check for collisions checkCollisions(); // Increase difficulty over time increaseDifficulty(); // Randomly spawn obstacles, villains, and gadgets if (LK.ticks % spawnRate === 0) { // 70% chance for obstacle, 20% chance for villain, 10% chance for gadget var rand = Math.random(); if (rand < 0.7) { spawnObstacle(); } else if (rand < 0.9) { spawnVillain(); } else { spawnGadget(); } } }; // Handle touch inputs game.down = function (x, y, obj) { if (gameOver) return; // Determine which action to take based on touch position if (y < 1366) { // Upper half of screen - shoot if we have gadgets if (gadgetCount > 0 && canShoot) { batmobile.shootBatarang(); gadgetCount--; gadgetTxt.setText('GADGETS: ' + gadgetCount); canShoot = false; currentCooldown = shootCooldown; } } else { // Lower half of screen - movement if (x < 1024) { batmobile.moveLeft(); } else { batmobile.moveRight(); } } }; // Handle swipe up for jump var startY = 0; game.move = function (x, y, obj) { if (gameOver) return; if (obj && obj.event) { if (obj.event.type === "touchstart") { startY = y; } else if (obj.event.type === "touchmove") { var deltaY = startY - y; if (deltaY > 100) { // If swiped up more than 100px batmobile.jump(); startY = y; // Reset to prevent multiple jumps } } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var BackgroundBuilding = Container.expand(function () {
var self = Container.call(this);
var buildingGraphics = self.attachAsset('buildingPiece', {
anchorX: 0.5,
anchorY: 0.5
});
// Randomize building color slightly
var colorVariation = Math.random() * 0x222222;
buildingGraphics.tint = 0x333333 + colorVariation;
// Randomize building height
var heightScale = 0.8 + Math.random() * 1.2;
buildingGraphics.scaleY = heightScale;
self.speed = 2 + Math.random() * 2; // Slightly randomized speed for parallax
self.update = function () {
self.y += self.speed;
// Loop building if it goes off screen
if (self.y > 2732 + 500) {
self.y = -100;
self.x = Math.random() * 2048; // Random horizontal position
}
};
return self;
});
var Batarang = Container.expand(function () {
var self = Container.call(this);
var batarangGraphics = self.attachAsset('batarang', {
anchorX: 0.5,
anchorY: 0.5
});
self.active = true;
self.speed = -20; // Negative speed to move upward
self.update = function () {
self.y += self.speed;
batarangGraphics.rotation += 0.2;
// Remove if off screen
if (self.y < -50) {
//{o} // Check if it's off the top of the screen
self.active = false;
}
};
return self;
});
var Batmobile = Container.expand(function () {
var self = Container.call(this);
var batmobileGraphics = self.attachAsset('batmobile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.jumpHeight = 0;
self.isJumping = false;
self.lane = 1; // 0 = left, 1 = center, 2 = right
self.lanePositions = [600, 1024, 1448]; // x positions for the three lanes
self.groundY = 2300; // ground position
self.jumping = false;
self.invincible = false;
self.jump = function () {
if (!self.jumping) {
self.jumping = true;
// Jump up
tween(self, {
y: self.groundY - 300
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Fall back down
tween(self, {
y: self.groundY
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
self.jumping = false;
}
});
}
});
}
};
self.moveLeft = function () {
if (self.lane > 0) {
self.lane--;
tween(self, {
x: self.lanePositions[self.lane]
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.moveRight = function () {
if (self.lane < 2) {
self.lane++;
tween(self, {
x: self.lanePositions[self.lane]
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.makeInvincible = function (duration) {
self.invincible = true;
// Flash effect
var flashCount = 0;
var flashInterval = LK.setInterval(function () {
batmobileGraphics.alpha = batmobileGraphics.alpha === 1 ? 0.3 : 1;
flashCount++;
if (flashCount >= 10) {
LK.clearInterval(flashInterval);
batmobileGraphics.alpha = 1;
self.invincible = false;
}
}, duration / 10);
};
self.shootBatarang = function () {
var batarang = new Batarang();
batarang.x = self.x;
batarang.y = self.y - 50; // Position in front of the Batmobile
game.addChild(batarang);
activeBatarangs.push(batarang);
LK.getSound('batarangThrow').play();
};
return self;
});
var Gadget = Container.expand(function () {
var self = Container.call(this);
var gadgetGraphics = self.attachAsset('gadget', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'gadget';
self.active = true;
// Add some floating animation
tween(gadgetGraphics, {
y: 10
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gadgetGraphics, {
y: -10
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.active) {
self.update(); // Restart animation
}
}
});
}
});
self.update = function () {
self.y += gameSpeed;
// Remove if off screen
if (self.y > 2732 + 50) {
self.active = false;
}
// Spin the gadget
gadgetGraphics.rotation += 0.05;
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'obstacle';
self.active = true;
self.update = function () {
self.y += gameSpeed;
// Remove if off screen
if (self.y > 2732 + 100) {
self.active = false;
}
};
return self;
});
var Road = Container.expand(function () {
var self = Container.call(this);
var roadGraphics = self.attachAsset('roadPiece', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += gameSpeed;
// Loop road if it goes off screen
if (self.y > 2732 + 150) {
self.y = -150;
}
};
return self;
});
var Villain = Container.expand(function () {
var self = Container.call(this);
var villainGraphics = self.attachAsset('villain', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'villain';
self.active = true;
self.health = 1;
self.update = function () {
self.y += gameSpeed;
// Remove if off screen
if (self.y > 2732 + 150) {
self.active = false;
}
};
self.hit = function () {
self.health--;
if (self.health <= 0) {
self.active = false;
LK.setScore(LK.getScore() + 100);
LK.effects.flashObject(self, 0xff0000, 300);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game configuration
// Assets are automatically created and loaded during gameplay or via static code analysis
// Initialize assets used in this game. Scale them according to what is needed for the game.
var gameSpeed = 10;
var spawnRate = 60; // Lower = more frequent spawns
var difficultyTimer = 0;
var difficultyInterval = 1000; // Increase difficulty every 1000 ticks (about 16 seconds)
var gameOver = false;
var canShoot = true;
var shootCooldown = 30; // Cooldown in frames
var currentCooldown = 0;
var gadgetCount = 0;
// Game elements
var batmobile;
var obstacles = [];
var villains = [];
var gadgets = [];
var activeBatarangs = [];
var roadPieces = [];
var buildings = [];
var lanePositions = [600, 1024, 1448]; // x positions for the three lanes
// UI Elements
var scoreTxt;
var gadgetTxt;
var highScoreTxt;
// Initialize the game
function initGame() {
// Reset variables
gameSpeed = 10;
gameOver = false;
obstacles = [];
villains = [];
gadgets = [];
activeBatarangs = [];
difficultyTimer = 0;
gadgetCount = 0;
// Set background color to dark blue (night sky)
game.setBackgroundColor(0x111133);
// Play background music
LK.playMusic('batmanTheme', {
fade: {
start: 0,
end: 0.7,
duration: 1000
}
});
// Create the road
createRoad();
// Create background buildings
createBuildings();
// Create the Batmobile
batmobile = new Batmobile();
batmobile.x = lanePositions[1]; // Start in center lane
batmobile.y = 2300; // Position near bottom of screen
game.addChild(batmobile);
// Create UI
createUI();
// Reset score
LK.setScore(0);
}
function createRoad() {
// Create several road pieces to form a continuous road
for (var i = 0; i < 3; i++) {
var road = new Road();
road.x = 1024; // Center of screen
road.y = i * 300 + 2300; // Stacked vertically with the first one at the bottom
game.addChild(road);
roadPieces.push(road);
}
}
function createBuildings() {
// Create background buildings for parallax effect
for (var i = 0; i < 15; i++) {
var building = new BackgroundBuilding();
building.x = Math.random() * 2048; // Random x position
building.y = Math.random() * 2732; // Random y position
game.addChild(building);
buildings.push(building);
}
}
function createUI() {
// Score text
scoreTxt = new Text2('SCORE: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 150;
scoreTxt.y = 50;
LK.gui.addChild(scoreTxt);
// Gadget counter
gadgetTxt = new Text2('GADGETS: 0', {
size: 70,
fill: 0xFFFFFF
});
gadgetTxt.anchor.set(0, 0);
gadgetTxt.x = 150;
gadgetTxt.y = 130;
LK.gui.addChild(gadgetTxt);
// High score
highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, {
size: 70,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.x = 1900;
highScoreTxt.y = 50;
LK.gui.topRight.addChild(highScoreTxt);
}
function spawnObstacle() {
var lane = Math.floor(Math.random() * 3); // Random lane
var obstacle = new Obstacle();
obstacle.x = lanePositions[lane];
obstacle.y = -100; // Start just off-screen at the top
game.addChild(obstacle);
obstacles.push(obstacle);
}
function spawnVillain() {
var lane = Math.floor(Math.random() * 3); // Random lane
var villain = new Villain();
villain.x = lanePositions[lane];
villain.y = -100; // Start just off-screen at the top
game.addChild(villain);
villains.push(villain);
}
function spawnGadget() {
var lane = Math.floor(Math.random() * 3); // Random lane
var gadget = new Gadget();
gadget.x = lanePositions[lane];
gadget.y = -100; // Start just off-screen at the top
game.addChild(gadget);
gadgets.push(gadget);
}
function checkCollisions() {
// Check Batmobile collision with obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (obstacle.active && batmobile.intersects(obstacle) && !batmobile.invincible) {
// Collision with obstacle
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
// Update high score if needed
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
}
LK.showGameOver();
gameOver = true;
return;
}
}
// Check Batmobile collision with villains
for (var i = villains.length - 1; i >= 0; i--) {
var villain = villains[i];
if (villain.active && batmobile.intersects(villain) && !batmobile.invincible) {
// Collision with villain
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
// Update high score if needed
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
}
LK.showGameOver();
gameOver = true;
return;
}
}
// Check Batmobile collection of gadgets
for (var i = gadgets.length - 1; i >= 0; i--) {
var gadget = gadgets[i];
if (gadget.active && batmobile.intersects(gadget)) {
// Collect gadget
gadget.active = false;
LK.getSound('collect').play();
LK.setScore(LK.getScore() + 50);
gadgetCount++;
gadgetTxt.setText('GADGETS: ' + gadgetCount);
// Flash gadget
LK.effects.flashObject(gadget, 0xffff00, 300);
gadgets.splice(i, 1);
gadget.destroy();
}
}
// Check Batarang collision with villains
for (var i = activeBatarangs.length - 1; i >= 0; i--) {
var batarang = activeBatarangs[i];
if (batarang.active) {
for (var j = villains.length - 1; j >= 0; j--) {
var villain = villains[j];
if (villain.active && batarang.intersects(villain)) {
// Hit villain with batarang
villain.hit();
batarang.active = false;
activeBatarangs.splice(i, 1);
batarang.destroy();
if (!villain.active) {
villains.splice(j, 1);
villain.destroy();
}
break;
}
}
}
}
}
function updateGameElements() {
// Update road pieces
for (var i = 0; i < roadPieces.length; i++) {
roadPieces[i].update();
}
// Update buildings for parallax effect
for (var i = 0; i < buildings.length; i++) {
buildings[i].update();
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.update();
if (!obstacle.active) {
obstacles.splice(i, 1);
obstacle.destroy();
}
}
// Update villains
for (var i = villains.length - 1; i >= 0; i--) {
var villain = villains[i];
villain.update();
if (!villain.active) {
villains.splice(i, 1);
villain.destroy();
}
}
// Update gadgets
for (var i = gadgets.length - 1; i >= 0; i--) {
var gadget = gadgets[i];
gadget.update();
if (!gadget.active) {
gadgets.splice(i, 1);
gadget.destroy();
}
}
// Update batarangs
for (var i = activeBatarangs.length - 1; i >= 0; i--) {
var batarang = activeBatarangs[i];
batarang.update();
if (!batarang.active) {
activeBatarangs.splice(i, 1);
batarang.destroy();
}
}
}
function increaseDifficulty() {
difficultyTimer++;
if (difficultyTimer >= difficultyInterval) {
difficultyTimer = 0;
// Increase game speed
gameSpeed += 0.5;
// Make spawns more frequent
if (spawnRate > 30) {
spawnRate -= 2;
}
// Flash screen to indicate difficulty increase
LK.effects.flashScreen(0x0000ff, 300);
}
}
function updateUI() {
scoreTxt.setText('SCORE: ' + LK.getScore());
}
function handleShoot() {
if (currentCooldown > 0) {
currentCooldown--;
} else {
canShoot = true;
}
}
// Initialize the game when it starts
initGame();
// Game update loop
game.update = function () {
if (gameOver) return;
// Increase score by 1 every frame
LK.setScore(LK.getScore() + 1);
// Update UI
updateUI();
// Handle shooting cooldown
handleShoot();
// Update all game elements
updateGameElements();
// Check for collisions
checkCollisions();
// Increase difficulty over time
increaseDifficulty();
// Randomly spawn obstacles, villains, and gadgets
if (LK.ticks % spawnRate === 0) {
// 70% chance for obstacle, 20% chance for villain, 10% chance for gadget
var rand = Math.random();
if (rand < 0.7) {
spawnObstacle();
} else if (rand < 0.9) {
spawnVillain();
} else {
spawnGadget();
}
}
};
// Handle touch inputs
game.down = function (x, y, obj) {
if (gameOver) return;
// Determine which action to take based on touch position
if (y < 1366) {
// Upper half of screen - shoot if we have gadgets
if (gadgetCount > 0 && canShoot) {
batmobile.shootBatarang();
gadgetCount--;
gadgetTxt.setText('GADGETS: ' + gadgetCount);
canShoot = false;
currentCooldown = shootCooldown;
}
} else {
// Lower half of screen - movement
if (x < 1024) {
batmobile.moveLeft();
} else {
batmobile.moveRight();
}
}
};
// Handle swipe up for jump
var startY = 0;
game.move = function (x, y, obj) {
if (gameOver) return;
if (obj && obj.event) {
if (obj.event.type === "touchstart") {
startY = y;
} else if (obj.event.type === "touchmove") {
var deltaY = startY - y;
if (deltaY > 100) {
// If swiped up more than 100px
batmobile.jump();
startY = y; // Reset to prevent multiple jumps
}
}
}
};