/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.update = function () { // Rotate coin for visual effect coinGraphics.rotation += 0.1; }; return self; }); var Flag = Container.expand(function () { var self = Container.call(this); var flagGraphics = self.attachAsset('flag', { anchorX: 0.5, anchorY: 1.0 }); return self; }); var Ground = Container.expand(function (width) { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0.5, anchorY: 0.5, width: width || 400 }); return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); return self; }); var Platform = Container.expand(function (width, color) { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5, width: width || 300, tint: color || 0x795548 }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.velocityY = 0; self.isGrounded = false; self.moveSpeed = 3; self.jumpPower = -18; self.gravity = 0.8; self.maxFallSpeed = 15; self.jump = function () { if (self.isGrounded) { self.velocityY = self.jumpPower; self.isGrounded = false; LK.getSound('jump').play(); } }; self.update = function () { // Apply gravity if (!self.isGrounded) { self.velocityY += self.gravity; if (self.velocityY > self.maxFallSpeed) { self.velocityY = self.maxFallSpeed; } } // Move horizontally self.x += self.moveSpeed; // Apply vertical movement self.y += self.velocityY; // Check ground collision self.isGrounded = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (self.intersects(platform) && self.velocityY >= 0) { self.y = platform.y - platform.height / 2; self.velocityY = 0; self.isGrounded = true; break; } } // Check ground platforms for (var i = 0; i < groundPlatforms.length; i++) { var ground = groundPlatforms[i]; if (self.intersects(ground) && self.velocityY >= 0) { self.y = ground.y - ground.height / 2; self.velocityY = 0; self.isGrounded = true; break; } } // Death condition - fell too far if (self.y > 2732 + 200) { LK.showGameOver(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var currentLevel = storage.currentLevel || 1; var totalLevels = 5; var levelComplete = false; var cameraX = 0; var levelWidth = 6000; // Game objects arrays var platforms = []; var groundPlatforms = []; var obstacles = []; var coins = []; var collectedCoins = 0; // Create player var player = game.addChild(new Player()); var flag; // UI Elements var levelTxt = new Text2('Level ' + currentLevel, { size: 80, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); var scoreTxt = new Text2('Coins: 0', { size: 60, fill: 0xFFD700 }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 150; scoreTxt.y = 100; LK.gui.topLeft.addChild(scoreTxt); // Level generation function function generateLevel(level) { // Clear existing level objects for (var i = platforms.length - 1; i >= 0; i--) { platforms[i].destroy(); } for (var i = groundPlatforms.length - 1; i >= 0; i--) { groundPlatforms[i].destroy(); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); } for (var i = coins.length - 1; i >= 0; i--) { coins[i].destroy(); } if (flag) flag.destroy(); platforms = []; groundPlatforms = []; obstacles = []; coins = []; collectedCoins = 0; levelComplete = false; // Reset player position player.x = 200; player.y = 2000; cameraX = 0; // Generate ground platforms for (var x = 0; x < levelWidth; x += 350) { var ground = game.addChild(new Ground(400)); ground.x = x; ground.y = 2200; groundPlatforms.push(ground); } // Generate level-specific content if (level == 1) { // Level 1: Basic platforms and coins var platformPositions = [{ x: 800, y: 1900 }, { x: 1300, y: 1700 }, { x: 1800, y: 1500 }, { x: 2400, y: 1600 }, { x: 2900, y: 1400 }, { x: 3500, y: 1300 }]; for (var i = 0; i < platformPositions.length; i++) { var platform = game.addChild(new Platform(250)); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; platforms.push(platform); // Add coin above each platform var coin = game.addChild(new Coin()); coin.x = platform.x; coin.y = platform.y - 100; coins.push(coin); } } else if (level == 2) { // Level 2: More complex layout with obstacles var platformPositions = [{ x: 700, y: 1800 }, { x: 1100, y: 1600 }, { x: 1600, y: 1400 }, { x: 2200, y: 1500 }, { x: 2700, y: 1300 }, { x: 3200, y: 1600 }, { x: 3800, y: 1200 }, { x: 4300, y: 1400 }]; for (var i = 0; i < platformPositions.length; i++) { var platform = game.addChild(new Platform(200)); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; platforms.push(platform); } // Add obstacles var obstaclePositions = [{ x: 1400, y: 2200 }, { x: 2500, y: 2200 }, { x: 3600, y: 2200 }]; for (var i = 0; i < obstaclePositions.length; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstaclePositions[i].x; obstacle.y = obstaclePositions[i].y; obstacles.push(obstacle); } // Add coins var coinPositions = [{ x: 900, y: 1700 }, { x: 1400, y: 1300 }, { x: 2000, y: 1350 }, { x: 2900, y: 1200 }, { x: 4100, y: 1300 }]; for (var i = 0; i < coinPositions.length; i++) { var coin = game.addChild(new Coin()); coin.x = coinPositions[i].x; coin.y = coinPositions[i].y; coins.push(coin); } } else if (level == 3) { // Level 3: Challenging jumps and more obstacles var platformPositions = [{ x: 600, y: 1900 }, { x: 1000, y: 1500 }, { x: 1500, y: 1200 }, { x: 2100, y: 1400 }, { x: 2600, y: 1100 }, { x: 3200, y: 1300 }, { x: 3800, y: 1000 }, { x: 4400, y: 1200 }, { x: 5000, y: 1400 }]; for (var i = 0; i < platformPositions.length; i++) { var platform = game.addChild(new Platform(180)); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; platforms.push(platform); } // More obstacles var obstaclePositions = [{ x: 1300, y: 2200 }, { x: 2300, y: 2200 }, { x: 3500, y: 2200 }, { x: 4700, y: 2200 }]; for (var i = 0; i < obstaclePositions.length; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstaclePositions[i].x; obstacle.y = obstaclePositions[i].y; obstacles.push(obstacle); } // Coins in tricky spots var coinPositions = [{ x: 800, y: 1800 }, { x: 1250, y: 1100 }, { x: 1800, y: 1050 }, { x: 2850, y: 1000 }, { x: 4200, y: 1100 }, { x: 5200, y: 1300 }]; for (var i = 0; i < coinPositions.length; i++) { var coin = game.addChild(new Coin()); coin.x = coinPositions[i].x; coin.y = coinPositions[i].y; coins.push(coin); } } else if (level == 4) { // Level 4: Advanced platforming var platformPositions = [{ x: 500, y: 1800 }, { x: 850, y: 1400 }, { x: 1300, y: 1100 }, { x: 1800, y: 1300 }, { x: 2300, y: 1000 }, { x: 2800, y: 1200 }, { x: 3400, y: 900 }, { x: 4000, y: 1100 }, { x: 4600, y: 800 }, { x: 5200, y: 1000 }]; for (var i = 0; i < platformPositions.length; i++) { var platform = game.addChild(new Platform(150)); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; platforms.push(platform); } // Many obstacles var obstaclePositions = [{ x: 1100, y: 2200 }, { x: 2100, y: 2200 }, { x: 3100, y: 2200 }, { x: 4300, y: 2200 }, { x: 5400, y: 2200 }]; for (var i = 0; i < obstaclePositions.length; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstaclePositions[i].x; obstacle.y = obstaclePositions[i].y; obstacles.push(obstacle); } // Premium coin placement var coinPositions = [{ x: 700, y: 1300 }, { x: 1100, y: 1000 }, { x: 1600, y: 1200 }, { x: 2600, y: 900 }, { x: 3700, y: 800 }, { x: 4800, y: 700 }, { x: 5400, y: 900 }]; for (var i = 0; i < coinPositions.length; i++) { var coin = game.addChild(new Coin()); coin.x = coinPositions[i].x; coin.y = coinPositions[i].y; coins.push(coin); } } else if (level == 5) { // Level 5: Master level var platformPositions = [{ x: 400, y: 1700 }, { x: 700, y: 1300 }, { x: 1100, y: 1000 }, { x: 1600, y: 1200 }, { x: 2100, y: 900 }, { x: 2600, y: 1100 }, { x: 3200, y: 800 }, { x: 3800, y: 1000 }, { x: 4400, y: 700 }, { x: 5000, y: 900 }, { x: 5600, y: 1100 }]; for (var i = 0; i < platformPositions.length; i++) { var platform = game.addChild(new Platform(120)); platform.x = platformPositions[i].x; platform.y = platformPositions[i].y; platforms.push(platform); } // Maximum obstacles var obstaclePositions = [{ x: 900, y: 2200 }, { x: 1800, y: 2200 }, { x: 2900, y: 2200 }, { x: 4100, y: 2200 }, { x: 5300, y: 2200 }]; for (var i = 0; i < obstaclePositions.length; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstaclePositions[i].x; obstacle.y = obstaclePositions[i].y; obstacles.push(obstacle); } // Final challenge coins var coinPositions = [{ x: 550, y: 1200 }, { x: 900, y: 900 }, { x: 1350, y: 1100 }, { x: 2350, y: 800 }, { x: 3500, y: 700 }, { x: 4700, y: 600 }, { x: 5800, y: 1000 }]; for (var i = 0; i < coinPositions.length; i++) { var coin = game.addChild(new Coin()); coin.x = coinPositions[i].x; coin.y = coinPositions[i].y; coins.push(coin); } } // Add flag at the end of level flag = game.addChild(new Flag()); flag.x = levelWidth - 300; flag.y = 2200; } // Initialize first level generateLevel(currentLevel); // Touch controls game.down = function (x, y, obj) { if (!levelComplete) { player.jump(); } }; // Camera follow function function updateCamera() { var targetX = player.x - 1024; // Center player horizontally if (targetX < 0) targetX = 0; if (targetX > levelWidth - 2048) targetX = levelWidth - 2048; cameraX = targetX; game.x = -cameraX; } // Game update loop game.update = function () { if (levelComplete) return; // Update camera updateCamera(); // Check obstacle collisions for (var i = 0; i < obstacles.length; i++) { if (player.intersects(obstacles[i])) { LK.showGameOver(); return; } } // Check coin collection for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (!coin.collected && player.intersects(coin)) { coin.collected = true; coin.alpha = 0; collectedCoins++; LK.setScore(LK.getScore() + 10); scoreTxt.setText('Coins: ' + collectedCoins); LK.getSound('coin').play(); } } // Check level completion if (player.intersects(flag) && !levelComplete) { levelComplete = true; LK.getSound('complete').play(); if (currentLevel >= totalLevels) { // Game completed LK.showYouWin(); } else { // Next level currentLevel++; storage.currentLevel = currentLevel; LK.setTimeout(function () { levelTxt.setText('Level ' + currentLevel); generateLevel(currentLevel); }, 1000); } } // Check if player moved backwards too much (optional fail condition) if (player.x < cameraX - 200) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,631 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ var coinGraphics = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.collected = false;
+ self.update = function () {
+ // Rotate coin for visual effect
+ coinGraphics.rotation += 0.1;
+ };
+ return self;
+});
+var Flag = Container.expand(function () {
+ var self = Container.call(this);
+ var flagGraphics = self.attachAsset('flag', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ return self;
+});
+var Ground = Container.expand(function (width) {
+ var self = Container.call(this);
+ var groundGraphics = self.attachAsset('ground', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: width || 400
+ });
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ return self;
+});
+var Platform = Container.expand(function (width, color) {
+ var self = Container.call(this);
+ var platformGraphics = self.attachAsset('platform', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: width || 300,
+ tint: color || 0x795548
+ });
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.velocityY = 0;
+ self.isGrounded = false;
+ self.moveSpeed = 3;
+ self.jumpPower = -18;
+ self.gravity = 0.8;
+ self.maxFallSpeed = 15;
+ self.jump = function () {
+ if (self.isGrounded) {
+ self.velocityY = self.jumpPower;
+ self.isGrounded = false;
+ LK.getSound('jump').play();
+ }
+ };
+ self.update = function () {
+ // Apply gravity
+ if (!self.isGrounded) {
+ self.velocityY += self.gravity;
+ if (self.velocityY > self.maxFallSpeed) {
+ self.velocityY = self.maxFallSpeed;
+ }
+ }
+ // Move horizontally
+ self.x += self.moveSpeed;
+ // Apply vertical movement
+ self.y += self.velocityY;
+ // Check ground collision
+ self.isGrounded = false;
+ for (var i = 0; i < platforms.length; i++) {
+ var platform = platforms[i];
+ if (self.intersects(platform) && self.velocityY >= 0) {
+ self.y = platform.y - platform.height / 2;
+ self.velocityY = 0;
+ self.isGrounded = true;
+ break;
+ }
+ }
+ // Check ground platforms
+ for (var i = 0; i < groundPlatforms.length; i++) {
+ var ground = groundPlatforms[i];
+ if (self.intersects(ground) && self.velocityY >= 0) {
+ self.y = ground.y - ground.height / 2;
+ self.velocityY = 0;
+ self.isGrounded = true;
+ break;
+ }
+ }
+ // Death condition - fell too far
+ if (self.y > 2732 + 200) {
+ LK.showGameOver();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var currentLevel = storage.currentLevel || 1;
+var totalLevels = 5;
+var levelComplete = false;
+var cameraX = 0;
+var levelWidth = 6000;
+// Game objects arrays
+var platforms = [];
+var groundPlatforms = [];
+var obstacles = [];
+var coins = [];
+var collectedCoins = 0;
+// Create player
+var player = game.addChild(new Player());
+var flag;
+// UI Elements
+var levelTxt = new Text2('Level ' + currentLevel, {
+ size: 80,
+ fill: 0xFFFFFF
+});
+levelTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelTxt);
+var scoreTxt = new Text2('Coins: 0', {
+ size: 60,
+ fill: 0xFFD700
+});
+scoreTxt.anchor.set(0, 0);
+scoreTxt.x = 150;
+scoreTxt.y = 100;
+LK.gui.topLeft.addChild(scoreTxt);
+// Level generation function
+function generateLevel(level) {
+ // Clear existing level objects
+ for (var i = platforms.length - 1; i >= 0; i--) {
+ platforms[i].destroy();
+ }
+ for (var i = groundPlatforms.length - 1; i >= 0; i--) {
+ groundPlatforms[i].destroy();
+ }
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].destroy();
+ }
+ for (var i = coins.length - 1; i >= 0; i--) {
+ coins[i].destroy();
+ }
+ if (flag) flag.destroy();
+ platforms = [];
+ groundPlatforms = [];
+ obstacles = [];
+ coins = [];
+ collectedCoins = 0;
+ levelComplete = false;
+ // Reset player position
+ player.x = 200;
+ player.y = 2000;
+ cameraX = 0;
+ // Generate ground platforms
+ for (var x = 0; x < levelWidth; x += 350) {
+ var ground = game.addChild(new Ground(400));
+ ground.x = x;
+ ground.y = 2200;
+ groundPlatforms.push(ground);
+ }
+ // Generate level-specific content
+ if (level == 1) {
+ // Level 1: Basic platforms and coins
+ var platformPositions = [{
+ x: 800,
+ y: 1900
+ }, {
+ x: 1300,
+ y: 1700
+ }, {
+ x: 1800,
+ y: 1500
+ }, {
+ x: 2400,
+ y: 1600
+ }, {
+ x: 2900,
+ y: 1400
+ }, {
+ x: 3500,
+ y: 1300
+ }];
+ for (var i = 0; i < platformPositions.length; i++) {
+ var platform = game.addChild(new Platform(250));
+ platform.x = platformPositions[i].x;
+ platform.y = platformPositions[i].y;
+ platforms.push(platform);
+ // Add coin above each platform
+ var coin = game.addChild(new Coin());
+ coin.x = platform.x;
+ coin.y = platform.y - 100;
+ coins.push(coin);
+ }
+ } else if (level == 2) {
+ // Level 2: More complex layout with obstacles
+ var platformPositions = [{
+ x: 700,
+ y: 1800
+ }, {
+ x: 1100,
+ y: 1600
+ }, {
+ x: 1600,
+ y: 1400
+ }, {
+ x: 2200,
+ y: 1500
+ }, {
+ x: 2700,
+ y: 1300
+ }, {
+ x: 3200,
+ y: 1600
+ }, {
+ x: 3800,
+ y: 1200
+ }, {
+ x: 4300,
+ y: 1400
+ }];
+ for (var i = 0; i < platformPositions.length; i++) {
+ var platform = game.addChild(new Platform(200));
+ platform.x = platformPositions[i].x;
+ platform.y = platformPositions[i].y;
+ platforms.push(platform);
+ }
+ // Add obstacles
+ var obstaclePositions = [{
+ x: 1400,
+ y: 2200
+ }, {
+ x: 2500,
+ y: 2200
+ }, {
+ x: 3600,
+ y: 2200
+ }];
+ for (var i = 0; i < obstaclePositions.length; i++) {
+ var obstacle = game.addChild(new Obstacle());
+ obstacle.x = obstaclePositions[i].x;
+ obstacle.y = obstaclePositions[i].y;
+ obstacles.push(obstacle);
+ }
+ // Add coins
+ var coinPositions = [{
+ x: 900,
+ y: 1700
+ }, {
+ x: 1400,
+ y: 1300
+ }, {
+ x: 2000,
+ y: 1350
+ }, {
+ x: 2900,
+ y: 1200
+ }, {
+ x: 4100,
+ y: 1300
+ }];
+ for (var i = 0; i < coinPositions.length; i++) {
+ var coin = game.addChild(new Coin());
+ coin.x = coinPositions[i].x;
+ coin.y = coinPositions[i].y;
+ coins.push(coin);
+ }
+ } else if (level == 3) {
+ // Level 3: Challenging jumps and more obstacles
+ var platformPositions = [{
+ x: 600,
+ y: 1900
+ }, {
+ x: 1000,
+ y: 1500
+ }, {
+ x: 1500,
+ y: 1200
+ }, {
+ x: 2100,
+ y: 1400
+ }, {
+ x: 2600,
+ y: 1100
+ }, {
+ x: 3200,
+ y: 1300
+ }, {
+ x: 3800,
+ y: 1000
+ }, {
+ x: 4400,
+ y: 1200
+ }, {
+ x: 5000,
+ y: 1400
+ }];
+ for (var i = 0; i < platformPositions.length; i++) {
+ var platform = game.addChild(new Platform(180));
+ platform.x = platformPositions[i].x;
+ platform.y = platformPositions[i].y;
+ platforms.push(platform);
+ }
+ // More obstacles
+ var obstaclePositions = [{
+ x: 1300,
+ y: 2200
+ }, {
+ x: 2300,
+ y: 2200
+ }, {
+ x: 3500,
+ y: 2200
+ }, {
+ x: 4700,
+ y: 2200
+ }];
+ for (var i = 0; i < obstaclePositions.length; i++) {
+ var obstacle = game.addChild(new Obstacle());
+ obstacle.x = obstaclePositions[i].x;
+ obstacle.y = obstaclePositions[i].y;
+ obstacles.push(obstacle);
+ }
+ // Coins in tricky spots
+ var coinPositions = [{
+ x: 800,
+ y: 1800
+ }, {
+ x: 1250,
+ y: 1100
+ }, {
+ x: 1800,
+ y: 1050
+ }, {
+ x: 2850,
+ y: 1000
+ }, {
+ x: 4200,
+ y: 1100
+ }, {
+ x: 5200,
+ y: 1300
+ }];
+ for (var i = 0; i < coinPositions.length; i++) {
+ var coin = game.addChild(new Coin());
+ coin.x = coinPositions[i].x;
+ coin.y = coinPositions[i].y;
+ coins.push(coin);
+ }
+ } else if (level == 4) {
+ // Level 4: Advanced platforming
+ var platformPositions = [{
+ x: 500,
+ y: 1800
+ }, {
+ x: 850,
+ y: 1400
+ }, {
+ x: 1300,
+ y: 1100
+ }, {
+ x: 1800,
+ y: 1300
+ }, {
+ x: 2300,
+ y: 1000
+ }, {
+ x: 2800,
+ y: 1200
+ }, {
+ x: 3400,
+ y: 900
+ }, {
+ x: 4000,
+ y: 1100
+ }, {
+ x: 4600,
+ y: 800
+ }, {
+ x: 5200,
+ y: 1000
+ }];
+ for (var i = 0; i < platformPositions.length; i++) {
+ var platform = game.addChild(new Platform(150));
+ platform.x = platformPositions[i].x;
+ platform.y = platformPositions[i].y;
+ platforms.push(platform);
+ }
+ // Many obstacles
+ var obstaclePositions = [{
+ x: 1100,
+ y: 2200
+ }, {
+ x: 2100,
+ y: 2200
+ }, {
+ x: 3100,
+ y: 2200
+ }, {
+ x: 4300,
+ y: 2200
+ }, {
+ x: 5400,
+ y: 2200
+ }];
+ for (var i = 0; i < obstaclePositions.length; i++) {
+ var obstacle = game.addChild(new Obstacle());
+ obstacle.x = obstaclePositions[i].x;
+ obstacle.y = obstaclePositions[i].y;
+ obstacles.push(obstacle);
+ }
+ // Premium coin placement
+ var coinPositions = [{
+ x: 700,
+ y: 1300
+ }, {
+ x: 1100,
+ y: 1000
+ }, {
+ x: 1600,
+ y: 1200
+ }, {
+ x: 2600,
+ y: 900
+ }, {
+ x: 3700,
+ y: 800
+ }, {
+ x: 4800,
+ y: 700
+ }, {
+ x: 5400,
+ y: 900
+ }];
+ for (var i = 0; i < coinPositions.length; i++) {
+ var coin = game.addChild(new Coin());
+ coin.x = coinPositions[i].x;
+ coin.y = coinPositions[i].y;
+ coins.push(coin);
+ }
+ } else if (level == 5) {
+ // Level 5: Master level
+ var platformPositions = [{
+ x: 400,
+ y: 1700
+ }, {
+ x: 700,
+ y: 1300
+ }, {
+ x: 1100,
+ y: 1000
+ }, {
+ x: 1600,
+ y: 1200
+ }, {
+ x: 2100,
+ y: 900
+ }, {
+ x: 2600,
+ y: 1100
+ }, {
+ x: 3200,
+ y: 800
+ }, {
+ x: 3800,
+ y: 1000
+ }, {
+ x: 4400,
+ y: 700
+ }, {
+ x: 5000,
+ y: 900
+ }, {
+ x: 5600,
+ y: 1100
+ }];
+ for (var i = 0; i < platformPositions.length; i++) {
+ var platform = game.addChild(new Platform(120));
+ platform.x = platformPositions[i].x;
+ platform.y = platformPositions[i].y;
+ platforms.push(platform);
+ }
+ // Maximum obstacles
+ var obstaclePositions = [{
+ x: 900,
+ y: 2200
+ }, {
+ x: 1800,
+ y: 2200
+ }, {
+ x: 2900,
+ y: 2200
+ }, {
+ x: 4100,
+ y: 2200
+ }, {
+ x: 5300,
+ y: 2200
+ }];
+ for (var i = 0; i < obstaclePositions.length; i++) {
+ var obstacle = game.addChild(new Obstacle());
+ obstacle.x = obstaclePositions[i].x;
+ obstacle.y = obstaclePositions[i].y;
+ obstacles.push(obstacle);
+ }
+ // Final challenge coins
+ var coinPositions = [{
+ x: 550,
+ y: 1200
+ }, {
+ x: 900,
+ y: 900
+ }, {
+ x: 1350,
+ y: 1100
+ }, {
+ x: 2350,
+ y: 800
+ }, {
+ x: 3500,
+ y: 700
+ }, {
+ x: 4700,
+ y: 600
+ }, {
+ x: 5800,
+ y: 1000
+ }];
+ for (var i = 0; i < coinPositions.length; i++) {
+ var coin = game.addChild(new Coin());
+ coin.x = coinPositions[i].x;
+ coin.y = coinPositions[i].y;
+ coins.push(coin);
+ }
+ }
+ // Add flag at the end of level
+ flag = game.addChild(new Flag());
+ flag.x = levelWidth - 300;
+ flag.y = 2200;
+}
+// Initialize first level
+generateLevel(currentLevel);
+// Touch controls
+game.down = function (x, y, obj) {
+ if (!levelComplete) {
+ player.jump();
+ }
+};
+// Camera follow function
+function updateCamera() {
+ var targetX = player.x - 1024; // Center player horizontally
+ if (targetX < 0) targetX = 0;
+ if (targetX > levelWidth - 2048) targetX = levelWidth - 2048;
+ cameraX = targetX;
+ game.x = -cameraX;
+}
+// Game update loop
+game.update = function () {
+ if (levelComplete) return;
+ // Update camera
+ updateCamera();
+ // Check obstacle collisions
+ for (var i = 0; i < obstacles.length; i++) {
+ if (player.intersects(obstacles[i])) {
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Check coin collection
+ for (var i = coins.length - 1; i >= 0; i--) {
+ var coin = coins[i];
+ if (!coin.collected && player.intersects(coin)) {
+ coin.collected = true;
+ coin.alpha = 0;
+ collectedCoins++;
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText('Coins: ' + collectedCoins);
+ LK.getSound('coin').play();
+ }
+ }
+ // Check level completion
+ if (player.intersects(flag) && !levelComplete) {
+ levelComplete = true;
+ LK.getSound('complete').play();
+ if (currentLevel >= totalLevels) {
+ // Game completed
+ LK.showYouWin();
+ } else {
+ // Next level
+ currentLevel++;
+ storage.currentLevel = currentLevel;
+ LK.setTimeout(function () {
+ levelTxt.setText('Level ' + currentLevel);
+ generateLevel(currentLevel);
+ }, 1000);
+ }
+ }
+ // Check if player moved backwards too much (optional fail condition)
+ if (player.x < cameraX - 200) {
+ LK.showGameOver();
+ }
+};
\ No newline at end of file