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
User prompt
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
User prompt
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
User prompt
Buzlu Top butonun yanına Zehirli Top Butonu ekle
User prompt
Altın Top butonun yanına Buzlu Top butonu ekle
User prompt
FireBall butonunun yanına Altın Top butonu ekle
User prompt
FireBall butonuna tıkladığımızda Ateşli görünüme geçelim
User prompt
Oyuna Demir top ile başlayalım
User prompt
Fire Butonunu Sil
User prompt
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 = 0x0066FF; // Blue for shockwave } else if (self.power === 4) { ballGraphics.tint = 0x666666; // Dark gray for steel } 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 // 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 var ball = new Ball(); ball.x = 400; ball.y = groundY - ball.radius; 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); // 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); // 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.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(); } };
/****
* 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 = 0x0066FF; // Blue for shockwave
} else if (self.power === 4) {
ballGraphics.tint = 0x666666; // Dark gray for steel
}
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
// 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
var ball = new Ball();
ball.x = 400;
ball.y = groundY - ball.radius;
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);
// 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);
// 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.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();
}
};