User prompt
Next Sayfasındaki Süper Güçler Sayfasındaki yere Cooming Soon yaz
User prompt
Altın Güç Butonunu Sil
User prompt
Next Sayfasında Ateş Topu Gücü butonunun yanına Altın Güç Butonu ekle
User prompt
Ateş Topu Butonunun yanına Altın Güç butonu ekle
User prompt
Ateş Topu Butonunun Hakkı Bitince buton silinsin
User prompt
Ateş Topu Butonuna sadece 3 Kez basma hakkımız var
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Please fix the bug: 'SecurityError: Failed to read a named property 'broken' from 'Window': Blocked a frame with origin "null" from accessing a cross-origin frame.' in or related to this line: 'if (glassObstacle && !glassObstacle.broken) {' Line Number: 1139
User prompt
Ateş Topu Butonuna Basıldığında Önümüzdeki Camlar yanarak kendi kendine yok olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ateş Topu butonun Y konumu biraz solda olsun
User prompt
Ateş Gücü butonuna basılınca Oyunun ekranında Ateş Topu butonu çıksın
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Ateş Gücü Butonuna basılınca ekranda Ateş Topu Butonu yazsın
User prompt
Next sayfasına Ateş Gücü Butonu ekle
User prompt
Next butonuna basılınca yeni sayfa açılsın
User prompt
Store Sayfasına Next butonu ekle
User prompt
Zehirli Top Butonun yanına Karanlık Top butonu ekle
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Buzlu Top butonun yanına Zehirli Top Butonu ekle
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Altın Top butonun yanına Buzlu Top butonu ekle
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FireBall butonunun yanına Altın Top butonu ekle
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FireBall butonuna tıkladığımızda Ateşli görünüme geçelim
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Oyuna Demir top ile başlayalım
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Fire Butonunu Sil
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Fire Butonunu Store sayfasına ekle
User prompt
Ateşli topu bırakmak için buton ekle
User prompt
Store Sayfasında 1000 Altın karşılığında Ateşli Top görünümü olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Store Butonuna tıklanıldığında tüm ekranı kaplayan sayfa açılmalı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, highScore: 0, ballLevel: 1, speedLevel: 1 }); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.velocityY = 0; self.gravity = 0.5; self.jumpForce = -15; self.grounded = false; self.canJump = true; self.health = 3; self.speed = 5 + (storage.speedLevel - 1) * 2; self.radius = 50; self.power = storage.ballLevel; // Set color based on ball level/power if (self.power === 2) { ballGraphics.tint = 0xFF6600; // Orange for fireball } else if (self.power === 3) { ballGraphics.tint = 0xFFD700; // Gold color for golden ball } else if (self.power === 4) { ballGraphics.tint = 0x666666; // Dark gray for steel } else if (self.power === 5) { ballGraphics.tint = 0x88CCFF; // Light blue for ice ball } else if (self.power === 6) { ballGraphics.tint = 0x00FF00; // Green color for poison ball } else if (self.power === 7) { ballGraphics.tint = 0x333333; // Dark color for dark ball } self.jump = function (isDoubleJump) { if (self.grounded && self.canJump) { // Higher jump force for double-click if (isDoubleJump) { self.velocityY = self.jumpForce * 1.5; // 50% higher jump LK.effects.flashObject(self, 0x00FF00, 300); // Visual feedback - green flash } else { self.velocityY = self.jumpForce; } self.grounded = false; LK.getSound('jump').play(); // Jump cooldown self.canJump = false; LK.setTimeout(function () { self.canJump = true; }, 300); } }; self.takeDamage = function () { self.health--; LK.getSound('damage').play(); LK.effects.flashObject(self, 0xFF0000, 500); // Visual feedback for health loss var healthLossText = new Text2("-1 Health!", { size: 90, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 5 }); healthLossText.anchor.set(0.5, 0.5); healthLossText.x = self.x; healthLossText.y = self.y - 100; game.addChild(healthLossText); // Animate and remove tween(healthLossText, { y: healthLossText.y - 150, alpha: 0 }, { duration: 800, onFinish: function onFinish() { game.removeChild(healthLossText); } }); // Update the health display updateHealthDisplay(); if (self.health <= 0) { LK.showGameOver(); } }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Visual rotation to simulate rolling ballGraphics.rotation += 0.05 * self.speed; // Ground collision if (self.y + self.radius > groundY) { self.y = groundY - self.radius; self.velocityY = 0; self.grounded = true; } }; return self; }); 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.collect = function () { if (!self.collected) { self.collected = true; LK.getSound('coinCollect').play(); // Animation tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); // Update coins storage.coins += 1; updateCoinsDisplay(); } }; self.update = function () { // Coin rotation animation coinGraphics.rotation += 0.05; // Move coin toward player self.x -= ball.speed; // Floating animation self.y += Math.sin(LK.ticks / 10) * 0.5; // Remove if passed player if (self.x < -100) { if (collectibles.indexOf(self) !== -1) { collectibles.splice(collectibles.indexOf(self), 1); } self.destroy(); } }; return self; }); var Glass = Container.expand(function () { var self = Container.call(this); var glassGraphics = self.attachAsset('glass', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.width = glassGraphics.width; self.height = glassGraphics.height; self.broken = false; self.health = 1; self.type = 'normal'; // normal, moving, trap self.movingDirection = 1; self.movingSpeed = 0; self.lastPassed = false; // Track if ball has passed through this glass self.setup = function (type, difficulty) { self.type = type || 'normal'; self.health = difficulty || 1; if (self.type === 'moving') { self.movingSpeed = Math.random() * 3 + 2; glassGraphics.tint = 0x33CCFF; } else if (self.type === 'trap') { glassGraphics.tint = 0xFF3333; } }; self["break"] = function () { if (!self.broken) { self.broken = true; LK.getSound('glassBreak').play(); // Create glass breaking particles self.createParticles(); // Remove from active obstacles after animation LK.setTimeout(function () { if (obstacles.includes(self)) { var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } } self.destroy(); }, 100); } }; self.createParticles = function () { for (var i = 0; i < 8; i++) { var particle = LK.getAsset('particleGlass', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() * 100 - 50), y: self.y + (Math.random() * 100 - 50), alpha: 0.8 }); game.addChild(particle); // Animate particle flying out var targetX = particle.x + (Math.random() * 200 - 100); var targetY = particle.y + (Math.random() * 200 - 100); tween(particle, { x: targetX, y: targetY, alpha: 0, rotation: Math.random() * Math.PI * 2 }, { duration: 500, onFinish: function onFinish() { particle.destroy(); } }); } }; self.takeDamage = function (power) { self.health -= power; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self["break"](); // If trap glass, damage player if (self.type === 'trap') { ball.takeDamage(); } // Add score based on glass type var scoreValue = 10; if (self.type === 'moving') scoreValue = 20; if (self.type === 'trap') scoreValue = 30; LK.setScore(LK.getScore() + scoreValue); updateScoreDisplay(); } else { // Just show crack effect glassGraphics.alpha -= 0.2; } }; self.update = function () { if (self.type === 'moving' && !self.broken) { self.y += self.movingDirection * self.movingSpeed; // Reverse direction when reaching boundaries if (self.y < 500 || self.y > groundY - 400) { self.movingDirection *= -1; } } // Move obstacle toward player (creating the effect of moving forward) self.x -= ball.speed; // Remove if passed player if (self.x < -300) { if (obstacles.includes(self)) { var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } } self.destroy(); } }; return self; }); var Powerup = Container.expand(function () { var self = Container.call(this); var type = "speed"; // Default var graphics; self.setup = function (powerupType) { type = powerupType || "speed"; if (type === "speed") { graphics = self.attachAsset('speedBoost', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === "health") { graphics = self.attachAsset('health', { anchorX: 0.5, anchorY: 0.5 }); } }; self.collect = function () { LK.getSound('coinCollect').play(); if (type === "speed") { // Temporary speed boost var originalSpeed = ball.speed; ball.speed += 5; LK.setTimeout(function () { ball.speed = originalSpeed; }, 5000); } else if (type === "health") { // Health up to maximum 5 if (ball.health < 5) { ball.health++; updateHealthDisplay(); } } // Animation tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); if (collectibles.indexOf(self) !== -1) { collectibles.splice(collectibles.indexOf(self), 1); } }; self.update = function () { // Rotate the powerup if (graphics) { graphics.rotation += 0.05; } // Move powerup toward player self.x -= ball.speed; // Floating animation self.y += Math.sin(LK.ticks / 8) * 0.7; // Remove if passed player if (self.x < -100) { if (collectibles.indexOf(self) !== -1) { collectibles.splice(collectibles.indexOf(self), 1); } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game variables var obstacles = []; var collectibles = []; var groundY = 2732 - 250; // Ground position var distance = 0; var nextObstacleDistance = 500; var level = 1; var levelDistance = 2500; // Distance required to advance a level - increased for longer levels var isPaused = false; var upgradeMenuOpen = false; var lastClickTime = 0; var doubleClickSpeed = 300; // Time in ms between clicks to count as double-click var fireballUsesCount = 0; // Track the number of times the fireball button is used var maxFireballUses = 3; // Maximum number of times the fireball button can be used // Initialize ground var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0, scaleX: 1, scaleY: 1 }); ground.x = 2048 / 2; ground.y = groundY; game.addChild(ground); // Create player ball with steel (metal) appearance var ball = new Ball(); ball.x = 400; ball.y = groundY - ball.radius; // Set initial ball to be steel/metal type ball.power = 4; // Level 4 is steel/metal ball ball.children[0].tint = 0x666666; // Dark gray for steel game.addChild(ball); // Create UI elements // Main menu button var menuButton = new Container(); var menuButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.25, tint: 0x555555 }); menuButton.addChild(menuButtonBg); var menuButtonText = new Text2("MENU", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); menuButtonText.anchor.set(0.5, 0.5); menuButtonText.y = 10; // Position the text a bit lower in the button menuButton.addChild(menuButtonText); menuButton.x = 120; menuButton.y = 200; // Moved further down LK.gui.topLeft.addChild(menuButton); // Fireball button removed // Handle menu button interactions menuButton.interactive = true; menuButton.down = function (x, y, obj) { LK.effects.flashObject(menuButton, 0xFFFFFF, 200); // Toggle pause when menu button is clicked isPaused = !isPaused; if (isPaused) { // Create store button var storeButton = new Container(); var storeButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.3, tint: 0x333333 }); storeButton.addChild(storeButtonBg); var storeButtonText = new Text2("STORE", { size: 80, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 4 }); storeButtonText.anchor.set(0.5, 0.5); storeButtonText.y = 10; storeButton.addChild(storeButtonText); storeButton.x = 2048 / 2; storeButton.y = 2732 / 2; game.addChild(storeButton); // Store button interaction storeButton.interactive = true; storeButton.down = function (x, y, obj) { LK.effects.flashObject(storeButton, 0xFFFFFF, 200); // Game should stay paused when store button is clicked isPaused = true; // Remove store button when clicked game.removeChild(storeButton); // Create full-screen store page var storePage = new Container(); // Background covering the entire screen var storePageBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 40, tint: 0x222222, alpha: 0.95 }); storePage.addChild(storePageBg); storePage.x = 2048 / 2; storePage.y = 2732 / 2; game.addChild(storePage); // Store page title var storeTitle = new Text2("STORE", { size: 150, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 6 }); storeTitle.anchor.set(0.5, 0.5); storeTitle.y = -1000; storePage.addChild(storeTitle); // Display available coins var coinsDisplay = new Text2("Your Coins: " + storage.coins, { size: 100, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); coinsDisplay.anchor.set(0.5, 0.5); coinsDisplay.y = -800; storePage.addChild(coinsDisplay); // Fireball upgrade button var fireballButton = new Container(); var fireballBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0xFF6600 }); fireballButton.addChild(fireballBg); var fireballText = new Text2("FIREBALL BALL - 1000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); fireballText.anchor.set(0.5, 0.5); fireballButton.addChild(fireballText); fireballButton.y = -400; storePage.addChild(fireballButton); // Add interactive property fireballButton.interactive = true; fireballButton.down = function () { if (storage.coins >= 1000 && storage.ballLevel < 2) { // Purchase successful storage.coins -= 1000; storage.ballLevel = 2; updateCoinsDisplay(); // Update ball appearance immediately if (ball) { ball.power = 2; ball.children[0].tint = 0xFF6600; // Orange for fireball // Make fireball button visible since player now has fireball fireballButton.visible = true; } // Update ball level text ballLevelTxt.setText("Ball Power: " + storage.ballLevel); // Success message var successMsg = new Text2("PURCHASED! Fireball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; storePage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(successMsg); }, 2000); } else if (storage.ballLevel >= 2) { // If fireball is already purchased, activate it if (ball.power !== 2) { // Change ball to fireball appearance ball.power = 2; ball.children[0].tint = 0xFF6600; // Orange for fireball // Success message var activateMsg = new Text2("Fireball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); activateMsg.anchor.set(0.5, 0.5); activateMsg.y = 400; storePage.addChild(activateMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(activateMsg); }, 2000); } else { // Already activated var alreadyMsg = new Text2("Fireball Already Active!", { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4 }); alreadyMsg.anchor.set(0.5, 0.5); alreadyMsg.y = 400; storePage.addChild(alreadyMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(alreadyMsg); }, 2000); } } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; storePage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(errorMsg); }, 2000); } // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); }; // Golden Ball upgrade button var goldenBallButton = new Container(); var goldenBallBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0xFFD700 // Gold color }); goldenBallButton.addChild(goldenBallBg); var goldenBallText = new Text2("GOLDEN BALL - 2000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); goldenBallText.anchor.set(0.5, 0.5); goldenBallButton.addChild(goldenBallText); goldenBallButton.y = -200; // Position below the fireball button storePage.addChild(goldenBallButton); // Add interactive property goldenBallButton.interactive = true; goldenBallButton.down = function () { if (storage.coins >= 2000 && storage.ballLevel < 3) { // Purchase successful storage.coins -= 2000; storage.ballLevel = 3; updateCoinsDisplay(); // Update ball appearance immediately if (ball) { ball.power = 3; ball.children[0].tint = 0xFFD700; // Gold color for golden ball } // Update ball level text ballLevelTxt.setText("Ball Power: " + storage.ballLevel); // Success message var successMsg = new Text2("PURCHASED! Golden Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; storePage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(successMsg); }, 2000); } else if (storage.ballLevel >= 3) { // If golden ball is already purchased, activate it if (ball.power !== 3) { // Change ball to golden ball appearance ball.power = 3; ball.children[0].tint = 0xFFD700; // Gold color for golden ball // Success message var activateMsg = new Text2("Golden Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); activateMsg.anchor.set(0.5, 0.5); activateMsg.y = 400; storePage.addChild(activateMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(activateMsg); }, 2000); } else { // Already activated var alreadyMsg = new Text2("Golden Ball Already Active!", { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4 }); alreadyMsg.anchor.set(0.5, 0.5); alreadyMsg.y = 400; storePage.addChild(alreadyMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(alreadyMsg); }, 2000); } } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; storePage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(errorMsg); }, 2000); } // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); }; // Ice Ball upgrade button var iceBallButton = new Container(); var iceBallBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0x88CCFF // Light blue color for ice }); iceBallButton.addChild(iceBallBg); var iceBallText = new Text2("ICE BALL - 3000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); iceBallText.anchor.set(0.5, 0.5); iceBallButton.addChild(iceBallText); iceBallButton.y = 0; // Position below the golden ball button storePage.addChild(iceBallButton); // Poison Ball upgrade button var poisonBallButton = new Container(); var poisonBallBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0x00FF00 // Green color for poison }); poisonBallButton.addChild(poisonBallBg); var poisonBallText = new Text2("POISON BALL - 4000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); poisonBallText.anchor.set(0.5, 0.5); poisonBallButton.addChild(poisonBallText); poisonBallButton.y = 200; // Position below the ice ball button storePage.addChild(poisonBallButton); // Dark Ball upgrade button var darkBallButton = new Container(); var darkBallBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0x333333 // Dark color for dark ball }); darkBallButton.addChild(darkBallBg); var darkBallText = new Text2("DARK BALL - 5000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); darkBallText.anchor.set(0.5, 0.5); darkBallButton.addChild(darkBallText); darkBallButton.y = 400; // Position below the poison ball button storePage.addChild(darkBallButton); // Add interactive property iceBallButton.interactive = true; iceBallButton.down = function () { if (storage.coins >= 3000 && storage.ballLevel < 5) { // Purchase successful storage.coins -= 3000; storage.ballLevel = 5; updateCoinsDisplay(); // Update ball appearance immediately if (ball) { ball.power = 5; ball.children[0].tint = 0x88CCFF; // Light blue color for ice ball } // Update ball level text ballLevelTxt.setText("Ball Power: " + storage.ballLevel); // Success message var successMsg = new Text2("PURCHASED! Ice Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; storePage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(successMsg); }, 2000); } else if (storage.ballLevel >= 5) { // If ice ball is already purchased, activate it if (ball.power !== 5) { // Change ball to ice ball appearance ball.power = 5; ball.children[0].tint = 0x88CCFF; // Light blue color for ice ball // Success message var activateMsg = new Text2("Ice Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); activateMsg.anchor.set(0.5, 0.5); activateMsg.y = 400; storePage.addChild(activateMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(activateMsg); }, 2000); } else { // Already activated var alreadyMsg = new Text2("Ice Ball Already Active!", { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4 }); alreadyMsg.anchor.set(0.5, 0.5); alreadyMsg.y = 400; storePage.addChild(alreadyMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(alreadyMsg); }, 2000); } } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; storePage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(errorMsg); }, 2000); } // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); }; // Add interactive property for Poison Ball poisonBallButton.interactive = true; poisonBallButton.down = function () { if (storage.coins >= 4000 && storage.ballLevel < 6) { // Purchase successful storage.coins -= 4000; storage.ballLevel = 6; updateCoinsDisplay(); // Update ball appearance immediately if (ball) { ball.power = 6; ball.children[0].tint = 0x00FF00; // Green color for poison ball } // Update ball level text ballLevelTxt.setText("Ball Power: " + storage.ballLevel); // Success message var successMsg = new Text2("PURCHASED! Poison Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; storePage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(successMsg); }, 2000); } else if (storage.ballLevel >= 6) { // If poison ball is already purchased, activate it if (ball.power !== 6) { // Change ball to poison ball appearance ball.power = 6; ball.children[0].tint = 0x00FF00; // Green color for poison ball // Success message var activateMsg = new Text2("Poison Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); activateMsg.anchor.set(0.5, 0.5); activateMsg.y = 400; storePage.addChild(activateMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(activateMsg); }, 2000); } else { // Already activated var alreadyMsg = new Text2("Poison Ball Already Active!", { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4 }); alreadyMsg.anchor.set(0.5, 0.5); alreadyMsg.y = 400; storePage.addChild(alreadyMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(alreadyMsg); }, 2000); } } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; storePage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(errorMsg); }, 2000); } // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); }; // Add interactive property for Dark Ball darkBallButton.interactive = true; darkBallButton.down = function () { if (storage.coins >= 5000 && storage.ballLevel < 7) { // Purchase successful storage.coins -= 5000; storage.ballLevel = 7; updateCoinsDisplay(); // Update ball appearance immediately if (ball) { ball.power = 7; ball.children[0].tint = 0x333333; // Dark color for dark ball } // Update ball level text ballLevelTxt.setText("Ball Power: " + storage.ballLevel); // Success message var successMsg = new Text2("PURCHASED! Dark Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; storePage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(successMsg); }, 2000); } else if (storage.ballLevel >= 7) { // If dark ball is already purchased, activate it if (ball.power !== 7) { // Change ball to dark ball appearance ball.power = 7; ball.children[0].tint = 0x333333; // Dark color for dark ball // Success message var activateMsg = new Text2("Dark Ball Activated!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); activateMsg.anchor.set(0.5, 0.5); activateMsg.y = 400; storePage.addChild(activateMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(activateMsg); }, 2000); } else { // Already activated var alreadyMsg = new Text2("Dark Ball Already Active!", { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4 }); alreadyMsg.anchor.set(0.5, 0.5); alreadyMsg.y = 400; storePage.addChild(alreadyMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(alreadyMsg); }, 2000); } } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; storePage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { storePage.removeChild(errorMsg); }, 2000); } // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); }; // Next button var nextButton = new Container(); var nextButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.3, tint: 0x006600 }); nextButton.addChild(nextButtonBg); var nextButtonText = new Text2("NEXT", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); nextButtonText.anchor.set(0.5, 0.5); nextButton.addChild(nextButtonText); nextButton.x = 250; nextButton.y = 1000; storePage.addChild(nextButton); // Add interactive property nextButton.interactive = true; nextButton.down = function () { // Flash button when clicked LK.effects.flashObject(nextButton, 0xFFFFFF, 200); // Hide current store page storePage.visible = false; // Create new page var newPage = new Container(); // Background covering the entire screen var newPageBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 40, tint: 0x222266, // Slightly different background color alpha: 0.95 }); newPage.addChild(newPageBg); newPage.x = 2048 / 2; newPage.y = 2732 / 2; game.addChild(newPage); // New page title var newPageTitle = new Text2("MORE UPGRADES", { size: 150, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 6 }); newPageTitle.anchor.set(0.5, 0.5); newPageTitle.y = -1000; newPage.addChild(newPageTitle); // Display available coins var coinsDisplay = new Text2("Your Coins: " + storage.coins, { size: 100, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); coinsDisplay.anchor.set(0.5, 0.5); coinsDisplay.y = -800; newPage.addChild(coinsDisplay); // Add Fire Power Button var firePowerButton = new Container(); var firePowerBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0xFF3300 // Fire red-orange color }); firePowerButton.addChild(firePowerBg); var firePowerText = new Text2("FIRE POWER - 2000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); firePowerText.anchor.set(0.5, 0.5); firePowerButton.addChild(firePowerText); firePowerButton.y = -600; // Position above speed upgrade button newPage.addChild(firePowerButton); // Add Coming Soon text for Super Powers section var comingSoonText = new Text2("COMING SOON", { size: 120, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 6 }); comingSoonText.anchor.set(0.5, 0.5); comingSoonText.y = -350; // Position below the Fire Power button newPage.addChild(comingSoonText); // Add interactive property firePowerButton.interactive = true; firePowerButton.down = function () { // Create fireballButton on the main game screen var fireballButtonOnGame = new Container(); var fireballButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.3, tint: 0xFF6600 // Orange for fireball }); fireballButtonOnGame.addChild(fireballButtonBg); var fireballButtonText = new Text2("Ateş Topu Butonu (3/3)", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); fireballButtonText.anchor.set(0.5, 0.5); fireballButtonOnGame.addChild(fireballButtonText); fireballButtonOnGame.x = 400; // Position more to the left side fireballButtonOnGame.y = 2732 / 2; game.addChild(fireballButtonOnGame); // Make fireball button interactive fireballButtonOnGame.interactive = true; fireballButtonOnGame.down = function () { // Check if we still have uses left if (fireballUsesCount < maxFireballUses) { // Increment the usage counter fireballUsesCount++; // Update the button text to show remaining uses fireballButtonText.setText("Ateş Topu Butonu (" + (maxFireballUses - fireballUsesCount) + "/3)"); // Burn all glass obstacles for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; if (obstacle instanceof Glass && !obstacle.broken) { // Create fire effect on the glass LK.effects.flashObject(obstacle, 0xFF6600, 500); // Make glass burn with animated tint tween(obstacle.children[0], { tint: 0xFF3300 }, { duration: 500, onFinish: function onFinish() { // Store obstacle reference in a safer way to avoid cross-origin issues var glassObstacle = obstacle; // Check if glass obstacle exists and isn't broken yet if (glassObstacle && typeof glassObstacle.broken !== 'undefined' && !glassObstacle.broken) { glassObstacle["break"](); } } }); } } // If we've used all attempts, remove the button if (fireballUsesCount >= maxFireballUses) { // Show message before removing fireballButtonText.setText("Ateş Topu Hakkı Bitti!"); // Wait a moment to show the message before removing LK.setTimeout(function () { // Remove button from game game.removeChild(fireballButtonOnGame); }, 1000); } } }; // Display only fireball button text when button is clicked var fireballText = new Text2("Ateş Topu Butonu", { size: 100, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 5 }); fireballText.anchor.set(0.5, 0.5); fireballText.y = -200; newPage.addChild(fireballText); if (storage.coins >= 2000) { // Purchase successful storage.coins -= 2000; updateCoinsDisplay(); // Add fire power effect var successMsg = new Text2("PURCHASED! Fire Power Upgraded!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; newPage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { newPage.removeChild(successMsg); }, 2000); // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; newPage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { newPage.removeChild(errorMsg); }, 2000); } }; // Add speed upgrade button var speedUpgradeButton = new Container(); var speedUpgradeBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.4, tint: 0x00AAFF }); speedUpgradeButton.addChild(speedUpgradeBg); var speedUpgradeText = new Text2("SPEED UPGRADE - 1000 COINS", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); speedUpgradeText.anchor.set(0.5, 0.5); speedUpgradeButton.addChild(speedUpgradeText); speedUpgradeButton.y = -400; newPage.addChild(speedUpgradeButton); // Add interactive property speedUpgradeButton.interactive = true; speedUpgradeButton.down = function () { if (storage.coins >= 1000) { // Purchase successful storage.coins -= 1000; storage.speedLevel += 1; updateCoinsDisplay(); // Update speed display ball.speed = 5 + (storage.speedLevel - 1) * 2; speedLevelTxt.setText("Speed: " + storage.speedLevel); // Success message var successMsg = new Text2("PURCHASED! Speed Upgraded!", { size: 80, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); successMsg.anchor.set(0.5, 0.5); successMsg.y = 400; newPage.addChild(successMsg); // Make message disappear after a while LK.setTimeout(function () { newPage.removeChild(successMsg); }, 2000); // Update coins display coinsDisplay.setText("Your Coins: " + storage.coins); } else { // Not enough coins var errorMsg = new Text2("Not enough coins!", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 4 }); errorMsg.anchor.set(0.5, 0.5); errorMsg.y = 400; newPage.addChild(errorMsg); // Make message disappear after a while LK.setTimeout(function () { newPage.removeChild(errorMsg); }, 2000); } }; // Close button var closeButton = new Container(); var closeButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.3, tint: 0x990000 }); closeButton.addChild(closeButtonBg); var closeButtonText = new Text2("CLOSE", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); closeButtonText.anchor.set(0.5, 0.5); closeButton.addChild(closeButtonText); closeButton.x = 0; closeButton.y = 1000; newPage.addChild(closeButton); // Add interactive property closeButton.interactive = true; closeButton.down = function () { game.removeChild(newPage); storePage.visible = true; }; // Back button var backButton = new Container(); var backButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.3, tint: 0x006666 }); backButton.addChild(backButtonBg); var backButtonText = new Text2("BACK", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); backButtonText.anchor.set(0.5, 0.5); backButton.addChild(backButtonText); backButton.x = -250; backButton.y = 1000; newPage.addChild(backButton); // Add interactive property backButton.interactive = true; backButton.down = function () { game.removeChild(newPage); storePage.visible = true; }; }; // Close button var closeButton = new Container(); var closeButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.3, tint: 0x990000 }); closeButton.addChild(closeButtonBg); var closeButtonText = new Text2("CLOSE", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); closeButtonText.anchor.set(0.5, 0.5); closeButton.addChild(closeButtonText); closeButton.x = -250; closeButton.y = 1000; storePage.addChild(closeButton); // Add interactive property closeButton.interactive = true; closeButton.down = function () { game.removeChild(storePage); }; }; } else { // Remove all store UI elements if game is resumed for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Container && child.children.length > 0 && child.children[0].tint === 0x333333) { game.removeChild(child); } } } }; var scoreTxt = new Text2("Score: 0", { size: 85, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var coinsTxt = new Text2("Coins: " + storage.coins, { size: 85, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 4 }); coinsTxt.anchor.set(0, 0); coinsTxt.y = 60; LK.gui.topRight.addChild(coinsTxt); var levelTxt = new Text2("Level: 1", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); var healthDisplay = new Container(); LK.gui.topLeft.addChild(healthDisplay); healthDisplay.x = 120; // Add some margin from the left edge healthDisplay.y = 50; // Show stats and upgrades var ballLevelTxt = new Text2("Ball Power: " + storage.ballLevel, { size: 75, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); ballLevelTxt.anchor.set(0, 0); ballLevelTxt.y = 150; LK.gui.topRight.addChild(ballLevelTxt); var speedLevelTxt = new Text2("Speed: " + storage.speedLevel, { size: 75, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); speedLevelTxt.anchor.set(0, 0); speedLevelTxt.y = 200; LK.gui.topRight.addChild(speedLevelTxt); function updateHealthDisplay() { // Clear existing health icons while (healthDisplay.children.length > 0) { healthDisplay.removeChild(healthDisplay.children[0]); } // Add health icons for (var i = 0; i < ball.health; i++) { var healthIcon = LK.getAsset('health', { anchorX: 0.5, anchorY: 0.5, x: i * 40, y: 0, scaleX: 1, scaleY: 1 }); healthDisplay.addChild(healthIcon); } } function updateScoreDisplay() { scoreTxt.setText("Score: " + LK.getScore()); } function updateCoinsDisplay() { coinsTxt.setText("Coins: " + storage.coins); } function updateLevelDisplay() { levelTxt.setText("Level: " + level); } function createGlassObstacle() { var glass = new Glass(); // Determine glass type based on level var typeRand = Math.random(); var type = 'normal'; if (level >= 3 && typeRand > 0.7) { type = 'moving'; } else if (level >= 5 && typeRand > 0.8) { type = 'trap'; } // Create additional obstacles for longer levels if (Math.random() > 0.6) { var secondGlass = new Glass(); var secondType = 'normal'; if (level >= 2 && typeRand > 0.6) { secondType = 'moving'; } else if (level >= 4 && typeRand > 0.85) { secondType = 'trap'; } secondGlass.setup(secondType, Math.min(Math.floor(level / 2) + 1, 5)); secondGlass.x = 2500 + Math.random() * 300 + 200; secondGlass.y = Math.random() * (groundY - 700) + 500; game.addChild(secondGlass); obstacles.push(secondGlass); } // Difficulty increases with level var difficulty = Math.min(Math.floor(level / 2) + 1, 5); glass.setup(type, difficulty); // Position glass ahead of player glass.x = 2500; // Random vertical position for some obstacles if (type === 'normal') { glass.y = groundY - glass.height / 2; } else { glass.y = Math.random() * (groundY - 700) + 500; } game.addChild(glass); obstacles.push(glass); // Sometimes add coins near obstacles if (Math.random() > 0.5) { createCoin(glass.x + Math.random() * 300 - 150, glass.y - 200 - Math.random() * 200); } // Sometimes add powerups if (Math.random() > 0.9) { if (Math.random() > 0.7) { createPowerup("health", glass.x + Math.random() * 300 - 150, glass.y - 300); } else { createPowerup("speed", glass.x + Math.random() * 300 - 150, glass.y - 300); } } // Sometimes add ground obstacles if (level >= 2 && Math.random() > 0.7) { var groundObstacle = LK.getAsset('obstacleGround', { anchorX: 0.5, anchorY: 0.5, x: glass.x - 300 - Math.random() * 300, y: groundY - 50 }); game.addChild(groundObstacle); // Add to obstacles array var obstacleObj = { object: groundObstacle, x: groundObstacle.x, update: function update() { this.x -= ball.speed; this.object.x = this.x; if (this.object.x < -200) { game.removeChild(this.object); var index = obstacles.indexOf(this); if (index !== -1) { obstacles.splice(index, 1); } } } }; obstacles.push(obstacleObj); } } function createCoin(x, y) { var coin = new Coin(); coin.x = x; coin.y = y; game.addChild(coin); collectibles.push(coin); } function createPowerup(type, x, y) { var powerup = new Powerup(); powerup.setup(type); powerup.x = x; powerup.y = y; game.addChild(powerup); collectibles.push(powerup); } function checkCollisions() { // Check collision with obstacles for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; // Handle different obstacle types if (obstacle instanceof Glass) { // Distance-based check for glass var dx = ball.x - obstacle.x; var dy = ball.y - obstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); // Consider the obstacle width if (distance < ball.radius + obstacle.width / 2 && !obstacle.broken) { // Handle collision if (ball.power >= obstacle.health) { obstacle.takeDamage(ball.power); } else { // Ball not powerful enough - take damage ball.takeDamage(); // Player loses health when can't break glass obstacle.takeDamage(ball.power); } } // Check if ball passed through unbroken glass if (ball.x > obstacle.x && !obstacle.lastPassed && !obstacle.broken) { obstacle.lastPassed = true; ball.takeDamage(); // Lose health when passing through unbroken glass } } else if (obstacle.object && obstacle.object.name === 'obstacleGround') { // Simple box collision for ground obstacles var obstacleObj = obstacle.object; var ballRight = ball.x + ball.radius; var ballLeft = ball.x - ball.radius; var ballBottom = ball.y + ball.radius; var obstacleLeft = obstacleObj.x - obstacleObj.width / 2; var obstacleRight = obstacleObj.x + obstacleObj.width / 2; var obstacleTop = obstacleObj.y - obstacleObj.height / 2; if (ballRight > obstacleLeft && ballLeft < obstacleRight && ballBottom > obstacleTop) { // Collision with ground obstacle (jump over it!) ball.takeDamage(); LK.effects.flashObject(obstacleObj, 0xFF0000, 300); } } } // Check collision with collectibles for (var j = collectibles.length - 1; j >= 0; j--) { var collectible = collectibles[j]; var cdx = ball.x - collectible.x; var cdy = ball.y - collectible.y; var cDistance = Math.sqrt(cdx * cdx + cdy * cdy); if (cDistance < ball.radius + 25) { // Collect item if (collectible instanceof Coin) { collectible.collect(); collectibles.splice(j, 1); } else if (collectible instanceof Powerup) { collectible.collect(); // Removing from collectibles is handled in the collect method } } } } function updateLevel() { if (distance >= level * levelDistance) { level++; updateLevelDisplay(); LK.effects.flashScreen(0xFFFFFF, 500); // Award coins for completing level storage.coins += 500; updateCoinsDisplay(); // Show level up message var levelUpText = new Text2("Level " + level + " Complete! +500 coins", { size: 130, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10 }); levelUpText.anchor.set(0.5, 0.5); levelUpText.x = 2048 / 2; levelUpText.y = 2732 / 2; game.addChild(levelUpText); // Animate and remove tween(levelUpText, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(levelUpText); } }); } } // Initialize game state updateHealthDisplay(); updateScoreDisplay(); updateCoinsDisplay(); updateLevelDisplay(); // Play background music LK.playMusic('gameMusic'); // Handle game controls game.down = function (x, y, obj) { // Get current time for double-click detection var currentTime = Date.now(); var timeDiff = currentTime - lastClickTime; // Check if this is a double-click if (timeDiff < doubleClickSpeed) { // This is a double-click - jump higher ball.jump(true); // Reset click timer to prevent triple-click detection lastClickTime = 0; } else { // This is a single click - normal jump ball.jump(false); // Store time of this click lastClickTime = currentTime; } }; game.move = function (x, y, obj) { // Not used for main game controls }; game.up = function (x, y, obj) { // Not used for main game controls }; // Main game update loop game.update = function () { if (isPaused || upgradeMenuOpen) return; // Update player ball.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.update(); } // Update collectibles for (var j = collectibles.length - 1; j >= 0; j--) { var collectible = collectibles[j]; collectible.update(); } // Check for collisions checkCollisions(); // Update distance traveled distance += ball.speed; // Check for level advancement updateLevel(); // Generate obstacles if (distance > nextObstacleDistance) { createGlassObstacle(); // Increased obstacle spacing to match longer levels nextObstacleDistance = distance + 700 + Math.random() * 800; } // Update high score if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } };
===================================================================
--- original.js
+++ change.js
@@ -1075,8 +1075,18 @@
firePowerText.anchor.set(0.5, 0.5);
firePowerButton.addChild(firePowerText);
firePowerButton.y = -600; // Position above speed upgrade button
newPage.addChild(firePowerButton);
+ // Add Coming Soon text for Super Powers section
+ var comingSoonText = new Text2("COMING SOON", {
+ size: 120,
+ fill: 0xFFFF00,
+ stroke: 0x000000,
+ strokeThickness: 6
+ });
+ comingSoonText.anchor.set(0.5, 0.5);
+ comingSoonText.y = -350; // Position below the Fire Power button
+ newPage.addChild(comingSoonText);
// Add interactive property
firePowerButton.interactive = true;
firePowerButton.down = function () {
// Create fireballButton on the main game screen