Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
make the pirate asset stay still not spinning
User prompt
fix the background for each level, make it more realistic, not pixel art, fix the lighting, waves, and reflections.
User prompt
add an animation while the ship glides to right or left. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Remix started
Copy Maritime Quiz Navigator
/****
* 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.speed = 4;
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement during quiz
self.y += self.speed;
coinGraphics.rotation += 0.1;
};
return self;
});
var CrewMember = Container.expand(function () {
var self = Container.call(this);
var crewGraphics = self.attachAsset('crew', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement during quiz
self.y += self.speed;
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement during quiz
self.y += self.speed;
};
return self;
});
var Pirate = Container.expand(function () {
var self = Container.call(this);
var pirateGraphics = self.attachAsset('pirate', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement during quiz
self.y += self.speed;
};
return self;
});
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.baseSpeed = 3;
self.currentSpeed = self.baseSpeed;
self.isShielded = false;
self.shieldTime = 0;
self.stickyTime = 0;
self.isSizeModified = false;
self.sizeTime = 0;
self.originalScale = 1;
var shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
shieldGraphics.visible = false;
self.activateShield = function () {
self.isShielded = true;
self.shieldTime = 300;
shieldGraphics.visible = true;
};
self.activateStickyControls = function () {
self.stickyTime = 300;
};
self.setSizeModifier = function (scale, duration) {
self.isSizeModified = true;
self.sizeTime = duration;
tween(shipGraphics, {
scaleX: scale,
scaleY: scale
}, {
duration: 200
});
tween(shieldGraphics, {
scaleX: scale,
scaleY: scale
}, {
duration: 200
});
};
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement when game is paused
if (self.shieldTime > 0) {
self.shieldTime--;
if (self.shieldTime <= 0) {
self.isShielded = false;
shieldGraphics.visible = false;
}
}
if (self.stickyTime > 0) {
self.stickyTime--;
}
if (self.sizeTime > 0) {
self.sizeTime--;
if (self.sizeTime <= 0) {
self.isSizeModified = false;
tween(shipGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
tween(shieldGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
}
// Ship stays in place - world moves around it
};
return self;
});
var Stone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement during quiz
self.y += self.speed;
stoneGraphics.rotation += 0.08;
};
return self;
});
var Sunlight = Container.expand(function () {
var self = Container.call(this);
var sunGraphics = self.attachAsset('sunlight', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.intensity = 0.4 + Math.random() * 0.3;
self.rayWidth = 0.8 + Math.random() * 0.4;
self.flickerSpeed = 0.03 + Math.random() * 0.02;
self.update = function () {
if (gamePaused) {
return;
}
self.y += self.speed;
// Realistic sunlight ray animation with flickering and depth
var time = LK.ticks * self.flickerSpeed;
var flicker = Math.sin(time + self.x * 0.02) * 0.15;
var depth = Math.sin(time * 0.7 + self.y * 0.001) * 0.1;
// Dynamic alpha for realistic light penetration
sunGraphics.alpha = self.intensity + flicker + depth;
// Width variation for light scattering effect
sunGraphics.scaleX = self.rayWidth + Math.sin(time * 1.2) * 0.2;
// Subtle rotation for light movement
sunGraphics.rotation = Math.sin(time * 0.5) * 0.05;
// Color temperature variation
var warmth = 0.1 + Math.sin(time * 0.3) * 0.05;
if (level === 1) {
sunGraphics.tint = 0xFFFF99; // Bright daylight
} else if (level === 2) {
sunGraphics.tint = 0xFFCC66; // Warm sunset
} else if (level === 3) {
sunGraphics.tint = 0x9999FF; // Cool moonlight
} else {
sunGraphics.tint = 0xCCCCCC; // Storm light
}
};
return self;
});
var WaterTile = Container.expand(function () {
var self = Container.call(this);
var tileGraphics = self.attachAsset('waterTile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.baseColor = 0x0066cc;
self.waveOffset = Math.random() * Math.PI * 2;
self.update = function () {
if (gamePaused) {
return;
}
self.y += self.speed;
// Create realistic water movement with multiple wave layers
var time = LK.ticks * 0.02;
var waveHeight = Math.sin(time + self.x * 0.005 + self.waveOffset) * 0.3;
var waveHeight2 = Math.sin(time * 1.3 + self.x * 0.008 + self.waveOffset + 1.5) * 0.2;
var combinedWave = waveHeight + waveHeight2;
// Dynamic alpha for wave depth simulation
tileGraphics.alpha = 0.85 + combinedWave * 0.15;
// Scale variation for wave surface texture
tileGraphics.scaleY = 1 + combinedWave * 0.1;
// Subtle horizontal movement for water flow
tileGraphics.x = Math.sin(time * 0.5 + self.y * 0.002) * 3;
};
return self;
});
var Wave = Container.expand(function () {
var self = Container.call(this);
var waveGraphics = self.attachAsset('wave', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.wavePhase = Math.random() * Math.PI * 2;
self.waveAmplitude = 0.8 + Math.random() * 0.4;
self.baseScale = 1;
self.update = function () {
if (gamePaused) {
return;
} // Freeze movement during quiz
self.y += self.speed;
// Realistic wave motion with multiple frequencies
var time = LK.ticks * 0.08;
var primaryWave = Math.sin(time + self.wavePhase) * self.waveAmplitude;
var secondaryWave = Math.sin(time * 1.7 + self.wavePhase + 1) * 0.3;
var tertiaryWave = Math.sin(time * 2.3 + self.wavePhase + 2) * 0.15;
var combinedWave = primaryWave + secondaryWave + tertiaryWave;
// Dynamic scaling for wave height
waveGraphics.scaleX = self.baseScale + combinedWave * 0.2;
waveGraphics.scaleY = 1 + Math.abs(combinedWave) * 0.1;
// Wave crest highlighting
var crestIntensity = Math.max(0, combinedWave * 0.5);
waveGraphics.alpha = 0.8 + crestIntensity * 0.3;
// Subtle rotation for natural wave movement
waveGraphics.rotation = combinedWave * 0.1;
// Add foam effect on wave crests
if (combinedWave > 0.6) {
waveGraphics.tint = 0xFFFFFF; // White foam
} else {
// Water color based on level
if (level === 1) {
waveGraphics.tint = 0x4A90E2; // Bright blue
} else if (level === 2) {
waveGraphics.tint = 0x3A7BD5; // Darker blue
} else if (level === 3) {
waveGraphics.tint = 0x2A5AA0; // Night blue
} else {
waveGraphics.tint = 0x1A4A80; // Storm blue
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var ship;
var obstacles = [];
var crewMembers = [];
var coins = [];
var hearts = [];
var waterTiles = [];
var sunlightRays = [];
var level = 1;
var health = 3;
var crewCount = 0;
var coinCount = 0;
var distance = 0;
var gamePaused = false;
var gameStarted = false;
var menuContainer = null;
var distanceText = new Text2('Distance: 0m', {
size: 50,
fill: 0x00FFFF,
stroke: 0x000033,
strokeThickness: 2
});
distanceText.anchor.set(0.5, 0);
distanceText.x = 0;
distanceText.y = 120;
LK.gui.top.addChild(distanceText);
var gameSpeed = 2;
var quizActive = false;
var quizTimer = 0;
var nextQuizTime = 48000; // Start first quiz after 8 seconds
var doubleCoinsTime = 0;
var extraObstaclesTime = 0;
var clearPathTime = 0;
var scoreFreezeTime = 0;
// Quiz system
var quizQuestions = [{
question: "What does FOB stand for in shipping terms?",
answers: ["Free On Board", "Freight on Boat", "Foreign Object Bureau", "Full Ocean Bill"],
correct: 0
}, {
question: "Which maritime organization sets international shipping standards?",
answers: ["WHO", "IMO", "WTO", "ILO"],
correct: 1
}, {
question: "What is the front of a ship called?",
answers: ["Stern", "Port", "Bow", "Starboard"],
correct: 2
}, {
question: "EXW means the seller delivers when goods are:",
answers: ["At seller's premises", "On the ship", "At destination", "In transit"],
correct: 0
}, {
question: "What does CIF include in shipping terms?",
answers: ["Cost only", "Insurance only", "Freight only", "Cost, Insurance, Freight"],
correct: 3
}, {
question: "What is the right side of a ship called?",
answers: ["Port", "Starboard", "Bow", "Stern"],
correct: 1
}, {
question: "DDP means the seller is responsible for:",
answers: ["Delivery at port", "Delivery duty paid", "Dock departure point", "Direct delivery purchase"],
correct: 1
}, {
question: "What does TEU stand for in container shipping?",
answers: ["Total Export Unit", "Twenty-foot Equivalent Unit", "Terminal Exchange Unit", "Transport Equipment Unit"],
correct: 1
}, {
question: "Which term means 'Carrier alongside ship'?",
answers: ["CAS", "FAS", "DAS", "PAS"],
correct: 1
}, {
question: "What is the kitchen area on a ship called?",
answers: ["Mess", "Galley", "Cabin", "Hold"],
correct: 1
}, {
question: "CFR includes which costs?",
answers: ["Cost and freight", "Cost, freight, risk", "Customs, freight, rate", "Container freight rate"],
correct: 0
}, {
question: "What does DAP stand for?",
answers: ["Delivery at place", "Dock arrival point", "Delivered at place", "Direct arrival point"],
correct: 2
}, {
question: "The left side of a ship is called:",
answers: ["Starboard", "Port", "Bow", "Stern"],
correct: 1
}, {
question: "What is a ship's maximum cargo capacity called?",
answers: ["Deadweight", "Gross tonnage", "Net tonnage", "Displacement"],
correct: 0
}, {
question: "FCA means:",
answers: ["Free carrier", "Freight cost allowance", "Full container access", "Forward cargo arrangement"],
correct: 0
}];
var currentQuiz = null;
var quizContainer = null;
var quizTimeRemaining = 600; // 10 seconds
var effectDisplay = null;
var lastAppliedEffect = '';
var effectExpirationDisplay = null;
var atmosphericParticles = [];
function spawnAtmosphericParticles(weatherType) {
// Clear existing particles
for (var i = atmosphericParticles.length - 1; i >= 0; i--) {
atmosphericParticles[i].destroy();
}
atmosphericParticles = [];
// Spawn new particles based on weather
var particleCount = weatherType === 'storm' ? 8 : 4;
for (var i = 0; i < particleCount; i++) {
var particle = createAtmosphericParticle(weatherType);
atmosphericParticles.push(particle);
game.addChild(particle);
}
}
function createAtmosphericParticle(weatherType) {
var particle = new Container();
var particleGraphics;
if (weatherType === 'day') {
// Light sparkles on water
particleGraphics = particle.attachAsset('sunlight', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.1,
scaleY: 0.3,
alpha: 0.3
});
particleGraphics.tint = 0xFFFFAA;
} else if (weatherType === 'sunset') {
// Warm light reflections
particleGraphics = particle.attachAsset('sunlight', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.15,
scaleY: 0.4,
alpha: 0.4
});
particleGraphics.tint = 0xFF9966;
} else if (weatherType === 'night') {
// Moonlight streaks
particleGraphics = particle.attachAsset('sunlight', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.08,
scaleY: 0.5,
alpha: 0.2
});
particleGraphics.tint = 0xCCDDFF;
} else {
// Storm effects
particleGraphics = particle.attachAsset('sunlight', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.05,
scaleY: 0.8,
alpha: 0.1
});
particleGraphics.tint = 0x888888;
}
particle.x = Math.random() * 2048;
particle.y = Math.random() * 2732;
particle.speed = 0.5 + Math.random() * 1.5;
particle.weatherType = weatherType;
particle.animationOffset = Math.random() * Math.PI * 2;
particle.update = function () {
if (gamePaused) {
return;
}
// Move particles slowly
this.y += this.speed;
if (this.y > 2800) {
this.y = -100;
this.x = Math.random() * 2048;
}
// Animate based on weather type
var time = LK.ticks * 0.02 + this.animationOffset;
if (this.weatherType === 'day') {
particleGraphics.alpha = 0.2 + Math.sin(time * 2) * 0.15;
} else if (this.weatherType === 'sunset') {
particleGraphics.alpha = 0.3 + Math.sin(time * 1.5) * 0.2;
particleGraphics.scaleX = 0.15 + Math.sin(time) * 0.05;
} else if (this.weatherType === 'night') {
particleGraphics.alpha = 0.15 + Math.sin(time * 3) * 0.1;
} else {
particleGraphics.alpha = 0.05 + Math.sin(time * 4) * 0.08;
particleGraphics.rotation = Math.sin(time * 2) * 0.3;
}
};
return particle;
}
// UI Elements - Better separated and positioned
var scoreText = new Text2('Score: 0', {
size: 65,
fill: 0x00FF00,
stroke: 0x000033,
strokeThickness: 2
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 0;
scoreText.y = 20;
LK.gui.top.addChild(scoreText);
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFD700
});
levelText.anchor.set(1, 0);
levelText.x = -20;
levelText.y = 20;
LK.gui.topRight.addChild(levelText);
var crewText = new Text2('Crew: 0', {
size: 50,
fill: 0x00BFFF
});
crewText.anchor.set(0, 1);
crewText.x = 20;
crewText.y = -20;
LK.gui.bottomLeft.addChild(crewText);
var coinText = new Text2('Coins: 0', {
size: 50,
fill: 0xffd700
});
coinText.anchor.set(1, 1);
coinText.x = -20;
coinText.y = -20;
LK.gui.bottomRight.addChild(coinText);
// Initialize pixelated ocean background
createWaterTileGrid();
// Initialize game elements
ship = game.addChild(new Ship());
ship.x = 1024;
ship.y = 2400;
// Show main menu on start
showMainMenu();
// Create hearts display
for (var i = 0; i < 3; i++) {
var heart = LK.getAsset('heart', {
anchorX: 0,
anchorY: 0
});
hearts.push(heart);
LK.gui.topLeft.addChild(heart);
}
function updateScore() {
if (scoreFreezeTime <= 0) {
var score = Math.floor(distance) + crewCount * 100;
LK.setScore(score);
scoreText.setText('Score: ' + score);
}
}
function updateLevel() {
var newLevel = Math.floor(distance / 3000) + 1; // Level up faster for increased difficulty
if (newLevel > level && newLevel <= 4) {
level = newLevel;
levelText.setText('Level: ' + level);
gameSpeed += 0.3; // More moderate speed boost per level
// Change background color and lighting based on level with realistic gradients
if (level === 1) {
game.setBackgroundColor(0x87CEEB); // Day - bright sky blue with gradient feel
updateWaterTileColors(0x0066cc); // Crystal clear tropical water
updateSunlightColors(0xFFF4AA, 0.5); // Warm golden sunlight
// Add atmospheric particles for day
spawnAtmosphericParticles('day');
} else if (level === 2) {
game.setBackgroundColor(0xFF6B47); // Sunset - warm orange with red tints
updateWaterTileColors(0x2E5984); // Sunset reflected water
updateSunlightColors(0xFFB366, 0.6); // Intense sunset rays
// Add atmospheric particles for sunset
spawnAtmosphericParticles('sunset');
} else if (level === 3) {
game.setBackgroundColor(0x0F1B3C); // Deep night - dark navy
updateWaterTileColors(0x1A2E5C); // Moonlit water with silver reflections
updateSunlightColors(0xB8C5FF, 0.3); // Cool moonbeams
// Add atmospheric particles for night
spawnAtmosphericParticles('night');
} else if (level === 4) {
game.setBackgroundColor(0x2C3E50); // Storm - dark slate with green tints
updateWaterTileColors(0x34495E); // Turbulent storm water
updateSunlightColors(0x95A5A6, 0.15); // Harsh storm lighting
// Add atmospheric particles for storm
spawnAtmosphericParticles('storm');
}
}
}
function updateWaterTileColors(color) {
for (var i = 0; i < waterTiles.length; i++) {
if (waterTiles[i] && waterTiles[i].children[0]) {
// Calculate depth-based color variation
var depthVariation = Math.sin(waterTiles[i].x * 0.01 + waterTiles[i].y * 0.005) * 0.1;
var adjustedColor = color;
// Add depth gradient effect
if (level === 1) {
adjustedColor = 0x0066CC + Math.floor(depthVariation * 0x001122);
} else if (level === 2) {
adjustedColor = 0x004499 + Math.floor(depthVariation * 0x001111);
} else if (level === 3) {
adjustedColor = 0x002266 + Math.floor(depthVariation * 0x000011);
} else {
adjustedColor = 0x003344 + Math.floor(depthVariation * 0x000022);
}
tween(waterTiles[i].children[0], {
tint: adjustedColor
}, {
duration: 2000
});
waterTiles[i].baseColor = adjustedColor;
}
}
}
function updateSunlightColors(color, maxAlpha) {
for (var i = 0; i < sunlightRays.length; i++) {
if (sunlightRays[i] && sunlightRays[i].children[0]) {
tween(sunlightRays[i].children[0], {
tint: color
}, {
duration: 2000
});
sunlightRays[i].maxAlpha = maxAlpha;
}
}
}
function createWaterTileGrid() {
// Create a grid of water tiles for pixelated ocean background
for (var x = 0; x < 22; x++) {
// Cover full width with some overlap
for (var y = -5; y < 35; y++) {
// Cover full height with extra tiles
var waterTile = new WaterTile();
waterTile.x = x * 95; // Slight overlap for seamless look
waterTile.y = y * 95;
waterTiles.push(waterTile);
game.addChild(waterTile);
}
}
}
function spawnSunlightRay() {
var sunray = new Sunlight();
sunray.x = Math.random() * 2048;
sunray.y = -400;
sunray.maxAlpha = level === 1 ? 0.4 : level === 2 ? 0.5 : level === 3 ? 0.2 : 0.1;
sunlightRays.push(sunray);
game.addChild(sunray);
}
function spawnObstacle() {
if (clearPathTime > 0) {
return;
}
var obstacleType = Math.floor(Math.random() * 4);
var obstacle;
switch (obstacleType) {
case 0:
obstacle = new Obstacle();
break;
case 1:
obstacle = new Pirate();
break;
case 2:
obstacle = new Wave();
break;
case 3:
obstacle = new Stone();
break;
}
obstacle.x = Math.random() * 1800 + 124;
obstacle.y = -100;
obstacle.speed = obstacle.speed + gameSpeed * 0.6 + level * 0.4; // Much gentler speed increases
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnCrewMember() {
var crew = new CrewMember();
crew.x = Math.random() * 1800 + 124;
crew.y = -100;
crew.speed = 3 + gameSpeed;
crewMembers.push(crew);
game.addChild(crew);
}
function spawnCoin() {
var coin = new Coin();
coin.x = Math.random() * 1800 + 124;
coin.y = -100;
coin.speed = 3 + gameSpeed;
coins.push(coin);
game.addChild(coin);
}
function showQuiz() {
if (quizActive) {
return;
}
quizActive = true;
gamePaused = true; // Freeze all game movement
quizTimeRemaining = 1200; // 20 seconds
currentQuiz = quizQuestions[Math.floor(Math.random() * quizQuestions.length)];
quizContainer = game.addChild(new Container());
quizContainer.alpha = 0; // Start invisible for smooth entrance
var bg = quizContainer.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
alpha: 0.95
});
// Animate quiz entrance
tween(quizContainer, {
alpha: 1
}, {
duration: 300
});
// Show current active effects
var effectsText = getActiveEffectsText();
if (effectsText) {
var effectDisplay = new Text2(effectsText, {
size: 45,
fill: 0xFFFF00
});
effectDisplay.anchor.set(0.5, 0.5);
effectDisplay.x = 1024;
effectDisplay.y = 900;
quizContainer.addChild(effectDisplay);
}
var questionText = new Text2(currentQuiz.question, {
size: 65,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2,
wordWrap: true,
wordWrapWidth: 1600
});
questionText.anchor.set(0.5, 0.5);
questionText.x = 1024;
questionText.y = 1150;
quizContainer.addChild(questionText);
var timerText = new Text2('Time: 20', {
size: 80,
fill: 0xFFFF00,
stroke: 0x000000,
strokeThickness: 3
});
timerText.anchor.set(0.5, 0.5);
timerText.x = 1024;
timerText.y = 950;
quizContainer.addChild(timerText);
quizContainer.timerText = timerText;
// Create answer buttons with improved styling
quizContainer.answerButtons = [];
for (var i = 0; i < 4; i++) {
var answerContainer = new Container();
answerContainer.x = 1024;
answerContainer.y = 1350 + i * 140;
answerContainer.answerIndex = i;
var answerBg = answerContainer.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.9,
scaleY: 0.25,
alpha: 0.8
});
var answerText = new Text2(String.fromCharCode(65 + i) + ') ' + currentQuiz.answers[i], {
size: 55,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2
});
answerText.anchor.set(0.5, 0.5);
answerContainer.addChild(answerText);
// Store references for animations
answerContainer.bg = answerBg;
answerContainer.text = answerText;
// Store index in closure to avoid reference issues
answerContainer.down = function (index) {
return function (x, y, obj) {
// Animate button press - use the stored references instead of obj properties
tween(answerContainer.bg, {
scaleX: 0.95,
scaleY: 0.22
}, {
duration: 100
});
tween(answerContainer.text, {
alpha: 0.8
}, {
duration: 100
});
handleQuizAnswer(index);
};
}(i);
quizContainer.answerButtons.push(answerContainer);
quizContainer.addChild(answerContainer);
}
}
function handleQuizAnswer(answerIndex) {
if (!quizActive) {
return;
}
// Prevent multiple answers
quizActive = false;
var isCorrect = answerIndex === currentQuiz.correct;
if (isCorrect) {
LK.getSound('correct').play();
applyPowerUp();
} else {
LK.getSound('wrong').play();
applyPenalty();
}
// Show effect feedback for 2 seconds
if (lastAppliedEffect) {
showEffectFeedback(lastAppliedEffect, isCorrect);
}
hideQuiz();
nextQuizTime = LK.ticks + 480; // Every 8 seconds
}
function getActiveEffectsText() {
var effects = [];
if (ship.isShielded) {
effects.push('🛡️ Shield Active');
}
if (doubleCoinsTime > 0) {
effects.push('💰 Double Coins');
}
if (ship.isSizeModified && ship.children[0].scaleX < 1) {
effects.push('⬇️ Smaller Ship');
}
if (ship.isSizeModified && ship.children[0].scaleX > 1) {
effects.push('⬆️ Bigger Ship');
}
if (ship.stickyTime > 0) {
effects.push('🐌 Sticky Controls');
}
if (extraObstaclesTime > 0) {
effects.push('⚠️ Extra Obstacles');
}
if (scoreFreezeTime > 0) {
effects.push('❄️ Score Frozen');
}
if (clearPathTime > 0) {
effects.push('🚫 Clear Path');
}
if (effects.length === 0) {
return null;
}
return 'Active Effects:\n' + effects.join('\n');
}
function applyPowerUp() {
var powerUps = ['shield', 'doubleCoins', 'extraLife', 'clearPath', 'smallerShip'];
var powerUp = powerUps[Math.floor(Math.random() * powerUps.length)];
switch (powerUp) {
case 'shield':
ship.activateShield();
lastAppliedEffect = '🛡️ Shield Activated!';
break;
case 'doubleCoins':
doubleCoinsTime = 600;
lastAppliedEffect = '💰 Double Coins for 10s!';
break;
case 'extraLife':
if (health < 5) {
health++;
updateHearts();
lastAppliedEffect = '❤️ Extra Life Gained!';
} else {
lastAppliedEffect = '❤️ Life Full Already!';
}
break;
case 'clearPath':
clearPathTime = 240;
lastAppliedEffect = '🚫 Clear Path for 4s!';
// Remove existing obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
break;
case 'smallerShip':
ship.setSizeModifier(0.7, 300);
lastAppliedEffect = '⬇️ Smaller Ship for 5s!';
break;
}
}
function applyPenalty() {
var penalties = ['extraObstacles', 'healthLoss', 'stickyControls', 'scoreFreeze', 'biggerShip'];
var penalty = penalties[Math.floor(Math.random() * penalties.length)];
switch (penalty) {
case 'extraObstacles':
extraObstaclesTime = 480;
lastAppliedEffect = '⚠️ Extra Obstacles for 8s!';
break;
case 'healthLoss':
takeDamage();
lastAppliedEffect = '💔 Lost 1 Heart!';
break;
case 'stickyControls':
ship.activateStickyControls();
lastAppliedEffect = '🐌 Sticky Controls for 5s!';
break;
case 'scoreFreeze':
scoreFreezeTime = 300;
lastAppliedEffect = '❄️ Score Frozen for 5s!';
break;
case 'biggerShip':
ship.setSizeModifier(1.4, 240);
lastAppliedEffect = '⬆️ Bigger Ship for 4s!';
break;
}
}
function showEffectExpiration(effectName) {
if (effectExpirationDisplay) {
effectExpirationDisplay.destroy();
}
effectExpirationDisplay = game.addChild(new Container());
var expirationBg = effectExpirationDisplay.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 400,
scaleX: 0.5,
scaleY: 0.2,
alpha: 0.8
});
var expirationText = new Text2(effectName + ' Expired!', {
size: 45,
fill: 0xFFAA00
});
expirationText.anchor.set(0.5, 0.5);
expirationText.x = 1024;
expirationText.y = 400;
effectExpirationDisplay.addChild(expirationText);
// Auto-hide after 1.5 seconds
LK.setTimeout(function () {
if (effectExpirationDisplay) {
effectExpirationDisplay.destroy();
effectExpirationDisplay = null;
}
}, 1500);
}
function showEffectFeedback(effectText, isPositive) {
if (effectDisplay) {
effectDisplay.destroy();
}
effectDisplay = game.addChild(new Container());
var feedbackBg = effectDisplay.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 0.6,
scaleY: 0.3,
alpha: 0.8
});
var feedbackText = new Text2(effectText, {
size: 60,
fill: isPositive ? 0x00FF00 : 0xFF4444
});
feedbackText.anchor.set(0.5, 0.5);
feedbackText.x = 1024;
feedbackText.y = 1366;
effectDisplay.addChild(feedbackText);
// Auto-hide after 2 seconds
LK.setTimeout(function () {
if (effectDisplay) {
effectDisplay.destroy();
effectDisplay = null;
}
}, 2000);
}
function hideQuiz() {
quizActive = false;
gamePaused = false; // Resume game movement
if (quizContainer) {
// Animate quiz exit
tween(quizContainer, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
if (quizContainer) {
quizContainer.destroy();
quizContainer = null;
}
}
});
}
}
function takeDamage() {
if (ship.isShielded) {
return;
}
health--;
updateHearts();
LK.getSound('hit').play();
LK.effects.flashScreen(0xff0000, 500);
if (health <= 0) {
// Create custom game over display with statistics
var gameOverContainer = game.addChild(new Container());
var gameOverBg = gameOverContainer.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 1.2,
scaleY: 1.4,
alpha: 0.95
});
var finalScore = Math.floor(distance) + crewCount * 100;
var statsText = 'GAME OVER\n\n' + 'Final Statistics:\n' + 'Score: ' + finalScore + '\n' + 'Distance: ' + Math.floor(distance) + 'm\n' + 'Crew Members: ' + crewCount + '\n' + 'Coins: ' + coinCount + '\n' + 'Level Reached: ' + level;
var statsDisplay = new Text2(statsText, {
size: 60,
fill: 0xFFFFFF
});
statsDisplay.anchor.set(0.5, 0.5);
statsDisplay.x = 1024;
statsDisplay.y = 1366;
gameOverContainer.addChild(statsDisplay);
// Show standard game over after 3 seconds
LK.setTimeout(function () {
LK.showGameOver();
// Show menu again after game over
LK.setTimeout(function () {
showMainMenu();
}, 1000);
}, 3000);
}
}
function updateHearts() {
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < health;
hearts[i].x = 120 + i * 50;
hearts[i].y = 120;
}
}
var targetX = 1024;
game.move = function (x, y, obj) {
if (!gameStarted || quizActive) {
return;
}
targetX = x;
};
game.update = function () {
if (!gameStarted) {
return;
} // Don't update until game starts
if (quizActive) {
// Update quiz timer
if (quizTimeRemaining > 0) {
quizTimeRemaining--;
var secondsLeft = Math.ceil(quizTimeRemaining / 60);
if (quizContainer && quizContainer.timerText) {
quizContainer.timerText.setText('Time: ' + secondsLeft);
// Change timer color as time runs out
if (secondsLeft <= 5) {
quizContainer.timerText.tint = 0xFF0000; // Red when almost out of time
tween(quizContainer.timerText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100
});
tween(quizContainer.timerText, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
} else if (secondsLeft <= 10) {
quizContainer.timerText.tint = 0xFFAA00; // Orange warning
} else {
quizContainer.timerText.tint = 0xFFFF00; // Yellow normal
}
}
if (quizTimeRemaining <= 0) {
// Time's up - apply penalty
LK.getSound('wrong').play();
applyPenalty();
hideQuiz();
nextQuizTime = LK.ticks + 480; // 8 seconds after timeout
}
}
return; // Completely freeze game while quiz is active
}
// Move ship towards target
if (ship.stickyTime <= 0) {
var diff = targetX - ship.x;
ship.x += diff * 0.1;
// Add tilting animation based on movement direction
var shipGraphics = ship.children[0];
if (Math.abs(diff) > 10) {
// Only tilt if moving significantly
if (diff > 0) {
// Moving right - tilt right
tween(shipGraphics, {
rotation: 0.2
}, {
duration: 200,
easing: tween.easeOut
});
} else {
// Moving left - tilt left
tween(shipGraphics, {
rotation: -0.2
}, {
duration: 200,
easing: tween.easeOut
});
}
} else if (Math.abs(diff) < 5) {
// Return to upright position when not moving much
tween(shipGraphics, {
rotation: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
} else {
var stickyDiff = targetX - ship.x;
ship.x += stickyDiff * 0.02; // Much slower movement
// Add tilting animation for sticky controls too
var shipGraphics = ship.children[0];
if (Math.abs(stickyDiff) > 20) {
// Higher threshold for sticky controls
if (stickyDiff > 0) {
// Moving right - tilt right
tween(shipGraphics, {
rotation: 0.15
}, {
duration: 400,
easing: tween.easeOut
});
} else {
// Moving left - tilt left
tween(shipGraphics, {
rotation: -0.15
}, {
duration: 400,
easing: tween.easeOut
});
}
} else if (Math.abs(stickyDiff) < 10) {
// Return to upright position when not moving much
tween(shipGraphics, {
rotation: 0
}, {
duration: 500,
easing: tween.easeOut
});
}
}
// Keep ship in bounds
if (ship.x < 60) {
ship.x = 60;
}
if (ship.x > 1988) {
ship.x = 1988;
}
// Update distance and score
distance += gameSpeed;
updateScore();
updateLevel();
// Update distance display
distanceText.setText('Distance: ' + Math.floor(distance) + 'm');
// Progressive difficulty scaling based on distance - more gradual
var difficultyMultiplier = 1 + Math.floor(distance / 1000) * 0.2; // Increase difficulty every 1000m, smaller increments
gameSpeed = Math.min(5, 2 + difficultyMultiplier); // Cap max speed at 5 instead of 8
// Update timers and show expiration notifications
if (doubleCoinsTime > 0) {
doubleCoinsTime--;
if (doubleCoinsTime === 0) {
showEffectExpiration('💰 Double Coins');
}
}
if (extraObstaclesTime > 0) {
extraObstaclesTime--;
if (extraObstaclesTime === 0) {
showEffectExpiration('⚠️ Extra Obstacles');
}
}
if (clearPathTime > 0) {
clearPathTime--;
if (clearPathTime === 0) {
showEffectExpiration('🛡️ Clear Path');
}
}
if (scoreFreezeTime > 0) {
scoreFreezeTime--;
if (scoreFreezeTime === 0) {
showEffectExpiration('❄️ Score Freeze');
}
}
// Show quiz
if (LK.ticks >= nextQuizTime) {
showQuiz();
}
// Spawn objects - more manageable difficulty progression
var baseSpawnRate = Math.max(20, 60 - Math.floor(distance / 800)); // Slower base spawning, less frequent increases
var obstacleSpawnRate = Math.max(15, baseSpawnRate - level * 2); // Gentler level-based increase
if (LK.ticks % obstacleSpawnRate === 0) {
spawnObstacle();
// Spawn additional obstacles based on distance traveled - much more manageable
if (distance > 2000 && LK.ticks % (obstacleSpawnRate * 3) === 0) {
spawnObstacle(); // Extra obstacle after 2000m only
}
if (distance > 4000 && LK.ticks % (obstacleSpawnRate * 4) === 0) {
spawnObstacle(); // Even more obstacles after 4000m
}
if (extraObstaclesTime > 0 && LK.ticks % Math.max(10, obstacleSpawnRate / 2) === 0) {
spawnObstacle(); // Reduced extra obstacles during penalty
}
}
if (LK.ticks % 600 === 0) {
// Every 10 seconds - less frequent crew
spawnCrewMember();
}
if (LK.ticks % 150 === 0) {
// Every 2.5 seconds - slightly more frequent coins
spawnCoin();
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (obstacle.y > 2800) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
if (ship.intersects(obstacle)) {
obstacle.destroy();
obstacles.splice(i, 1);
takeDamage();
continue;
}
}
// Update crew members
for (var i = crewMembers.length - 1; i >= 0; i--) {
var crew = crewMembers[i];
if (crew.y > 2800) {
crew.destroy();
crewMembers.splice(i, 1);
continue;
}
if (ship.intersects(crew)) {
crewCount++;
crewText.setText('Crew: ' + crewCount);
crew.destroy();
crewMembers.splice(i, 1);
LK.getSound('collect').play();
continue;
}
}
// Update water tiles for infinite scrolling
for (var i = waterTiles.length - 1; i >= 0; i--) {
var tile = waterTiles[i];
if (tile.y > 2800) {
// Reset tile position to top for infinite scrolling
tile.y = -100;
}
}
// Spawn sunlight rays periodically
if (LK.ticks % 180 === 0) {
// Every 3 seconds
spawnSunlightRay();
}
// Update sunlight rays
for (var i = sunlightRays.length - 1; i >= 0; i--) {
var ray = sunlightRays[i];
if (ray.y > 2800) {
ray.destroy();
sunlightRays.splice(i, 1);
continue;
}
// Update alpha based on level and animation
if (ray.children[0]) {
ray.children[0].alpha = (ray.maxAlpha || 0.3) + Math.sin(LK.ticks * 0.05 + ray.x * 0.02) * 0.2;
}
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
if (coin.y > 2800) {
coin.destroy();
coins.splice(i, 1);
continue;
}
if (ship.intersects(coin)) {
var coinValue = doubleCoinsTime > 0 ? 20 : 10;
coinCount++;
coinText.setText('Coins: ' + coinCount);
if (scoreFreezeTime <= 0) {
distance += coinValue;
}
coin.destroy();
coins.splice(i, 1);
LK.getSound('collect').play();
continue;
}
}
};
function showMainMenu() {
if (menuContainer) {
return;
}
gameStarted = false;
gamePaused = true;
menuContainer = game.addChild(new Container());
menuContainer.alpha = 0;
// Main background
var menuBg = menuContainer.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 1.3,
scaleY: 1.6,
alpha: 0.95
});
// Title
var titleText = new Text2('QUIZ NAVIGATOR', {
size: 120,
fill: 0xFFD700,
stroke: 0x000033,
strokeThickness: 4
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 800;
menuContainer.addChild(titleText);
// Subtitle
var subtitleText = new Text2('Navigate the seas while answering maritime quizzes!', {
size: 45,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2,
wordWrap: true,
wordWrapWidth: 1400
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 950;
menuContainer.addChild(subtitleText);
// Instructions
var instructionsText = new Text2('• Drag to move your ship\n• Collect crew members and coins\n• Answer quiz questions correctly for power-ups\n• Wrong answers give penalties\n• Survive as long as possible!', {
size: 40,
fill: 0xCCFFFF,
wordWrap: true,
wordWrapWidth: 1400
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 1024;
instructionsText.y = 1200;
menuContainer.addChild(instructionsText);
// Start button
var startButton = new Container();
startButton.x = 1024;
startButton.y = 1600;
var startBg = startButton.attachAsset('quizBg', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.15,
alpha: 0.9
});
startBg.tint = 0x00AA00;
var startText = new Text2('TAP TO START', {
size: 70,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 3
});
startText.anchor.set(0.5, 0.5);
startButton.addChild(startText);
startButton.down = function (x, y, obj) {
tween(startBg, {
scaleX: 0.65,
scaleY: 0.35
}, {
duration: 100
});
tween(startText, {
alpha: 0.7
}, {
duration: 100,
onFinish: function onFinish() {
hideMainMenu();
startGame();
}
});
};
menuContainer.addChild(startButton);
// High score display
var highScore = storage.highScore || 0;
var highScoreText = new Text2('High Score: ' + highScore, {
size: 50,
fill: 0xFFAA00
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.x = 1024;
highScoreText.y = 1800;
menuContainer.addChild(highScoreText);
// Animate menu entrance
tween(menuContainer, {
alpha: 1
}, {
duration: 500
});
// Animate title
tween(titleText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
easing: tween.easeInOut
});
tween(titleText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
easing: tween.easeInOut
});
}
function hideMainMenu() {
if (!menuContainer) {
return;
}
tween(menuContainer, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
if (menuContainer) {
menuContainer.destroy();
menuContainer = null;
}
}
});
}
function startGame() {
gameStarted = true;
gamePaused = false;
// Reset game state
level = 1;
health = 3;
crewCount = 0;
coinCount = 0;
distance = 0;
gameSpeed = 2;
quizActive = false;
nextQuizTime = 480;
// Clear all arrays
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
}
obstacles = [];
for (var i = crewMembers.length - 1; i >= 0; i--) {
crewMembers[i].destroy();
}
crewMembers = [];
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].destroy();
}
coins = [];
// Reset ship position
ship.x = 1024;
ship.y = 2400;
// Update UI
updateScore();
updateHearts();
levelText.setText('Level: ' + level);
crewText.setText('Crew: ' + crewCount);
coinText.setText('Coins: ' + coinCount);
distanceText.setText('Distance: 0m');
} ===================================================================
--- original.js
+++ change.js
@@ -316,9 +316,9 @@
LK.gui.top.addChild(distanceText);
var gameSpeed = 2;
var quizActive = false;
var quizTimer = 0;
-var nextQuizTime = 480; // Start first quiz after 8 seconds
+var nextQuizTime = 48000; // Start first quiz after 8 seconds
var doubleCoinsTime = 0;
var extraObstaclesTime = 0;
var clearPathTime = 0;
var scoreFreezeTime = 0;
@@ -454,9 +454,11 @@
particle.speed = 0.5 + Math.random() * 1.5;
particle.weatherType = weatherType;
particle.animationOffset = Math.random() * Math.PI * 2;
particle.update = function () {
- if (gamePaused) return;
+ if (gamePaused) {
+ return;
+ }
// Move particles slowly
this.y += this.speed;
if (this.y > 2800) {
this.y = -100;
heart, 3d pixel art, no background. In-Game asset. 2d. High contrast. No shadows
tsunami wave no background. In-Game asset. 2d. High contrast. No shadows
stone 2d no background. In-Game asset. 2d. High contrast. No shadows
2D vector illustration of a ship from top view perspective, minimalistic flat design, clean lines, no background (transparent), realistic ship shape, visible deck, helm, and other top-side details, symmetrical composition.. In-Game asset. High contrast. No shadows
2D vector illustration of a pirate ship from top view perspective, minimalistic flat design, clean lines, no background (transparent), realistic ship shape, visible deck, helm, and other top-side details, symmetrical composition.. In-Game asset.. In-Game asset. 2d. High contrast. No shadows