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coin daha çok çıksın
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falash bombası testere ve tranbolin daha çok çıksın 10 zombi öldürünce oyun bitsin
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zombilerin çıkma oranı yüzde 15 olsun
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zombilerin çıkma ornı yüzde 35 olsun
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zombilerin çıkm a oranı 15 daha artsın
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güç platformu daha az zıplatsın
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mermilerimizi sıktığımız zaman otomatik olarak bir zombiyi vursun
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coinler 1255 yüksekliğinden sonra daha çok çıksın ve zombilerin canı 1 olsun
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falsh bomsı daha az çıksın ve beyz ışığı yavaş yavaş azlalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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falsh bomsı daha çok çıksın ve ekranı tamamen 3 saniye boyunca beyz yapsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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oyunda flash bombası olsun deyince canımız gitmesin ama 3 saniye boyunca ekran bembeyaz olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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oyuna bir bomba ekle ona deyince 3 canımız gitsin
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4000 yüksekliğe gelince gelen jump skare yükses sesle krkutucu bir şekilde çığlık atsın
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testere oranını100/10 yap
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yabacı oranını100/7
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yabancı ve testere oranını 100/30 yap
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yabacı ve testere oranını sıfırla
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oyuna testere ve yabancı ekle oranları 100/45
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oyuna yeniden başlayınca testere ve yabancı oranını 100/35 oranında arttır her karakter oöldüğünde bu orn sıfırlansın.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Alien = Container.expand(function () { var self = Container.call(this); var alienGraphics = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 1; self.direction = 1; self.moveRange = 200; self.startX = 0; self.active = true; self.lastWasHit = false; self.takeDamage = function () { self.health--; if (self.health <= 0) { self.active = false; LK.getSound('alienDestroy').play(); // Flash effect before destruction tween(alienGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } else { LK.getSound('alienHit').play(); // Flash red when hit LK.effects.flashObject(self, 0xff0000, 200); } }; self.update = function () { if (!self.active) return; // Move alien horizontally self.x += self.direction * self.speed; // Reverse direction when reaching movement limits if (self.x > self.startX + self.moveRange || self.x < self.startX - self.moveRange) { self.direction *= -1; } // Keep alien within screen bounds if (self.x < 40) { self.x = 40; self.direction = 1; } if (self.x > 2008) { self.x = 2008; self.direction = -1; } }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; self.rotationSpeed = 0.05; self.pulseSpeed = 0.08; self.lastWasIntersecting = false; self.update = function () { // Rotate bomb slowly for menacing effect bombGraphics.rotation += self.rotationSpeed; // Pulsing scale effect to make it more noticeable var pulseScale = 1 + Math.sin(LK.ticks * self.pulseSpeed) * 0.2; bombGraphics.scaleX = pulseScale; bombGraphics.scaleY = pulseScale; // Red tinting that pulses to indicate danger var redIntensity = 0.5 + Math.sin(LK.ticks * self.pulseSpeed * 2) * 0.5; bombGraphics.tint = 0xff << 16 | Math.floor((1 - redIntensity) * 255) << 8 | Math.floor((1 - redIntensity) * 255); }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.direction = { x: 0, y: -1 }; // Default upward direction self.active = true; self.update = function () { // Find nearest alien to auto-target var nearestAlien = null; var nearestDistance = Infinity; for (var i = 0; i < aliens.length; i++) { var alien = aliens[i]; if (alien.active) { var distance = Math.sqrt(Math.pow(self.x - alien.x, 2) + Math.pow(self.y - alien.y, 2)); if (distance < nearestDistance) { nearestDistance = distance; nearestAlien = alien; } } } // If there's an alien to target, automatically steer towards it if (nearestAlien) { var targetX = nearestAlien.x - self.x; var targetY = nearestAlien.y - self.y; var targetDistance = Math.sqrt(targetX * targetX + targetY * targetY); if (targetDistance > 0) { // Normalize direction towards target self.direction.x = targetX / targetDistance; self.direction.y = targetY / targetDistance; } } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Remove bullet if it goes off screen if (self.y < cameraY - 200 || self.y > cameraY + 2732 + 200 || self.x < -100 || self.x > 2148) { self.active = false; } }; 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.rotationSpeed = 0.1; self.update = function () { // Rotate coin for visual appeal coinGraphics.rotation += self.rotationSpeed; // Float up and down slightly self.y += Math.sin(LK.ticks * 0.05) * 0.5; }; return self; }); var Dude = Container.expand(function () { var self = Container.call(this); var dudeGraphics = self.attachAsset('dude', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.velocityX = 0; self.isJumping = false; self.isOnPlatform = false; self.jumpPower = 35; self.gravity = 0.8; self.maxFallSpeed = 15; self.horizontalSpeed = 12; self.airResistance = 0.85; self.invincible = false; self.invincibleTimer = 0; self.health = 4; self.maxHealth = 4; self.jump = function () { if (self.isOnPlatform) { self.velocityY = -self.jumpPower; self.isJumping = true; self.isOnPlatform = false; LK.getSound('jump').play(); } }; self.update = function () { // Auto jump when on platform (only if not flying) if (self.isOnPlatform && !self.canFly) { self.jump(); } // Apply gravity (reduced if flying) if (self.canFly) { self.velocityY += self.gravity * 0.5; // Reduced gravity for flying } else { self.velocityY += self.gravity; } if (self.velocityY > self.maxFallSpeed) { self.velocityY = self.maxFallSpeed; } // Update position self.y += self.velocityY; self.x += self.velocityX; // Apply continuous horizontal movement while pressed if (isPressed && pressedSide !== 0) { self.velocityX += pressedSide * self.horizontalSpeed * 0.3; } // Apply air resistance to horizontal movement self.velocityX *= self.airResistance; // Handle invincibility timer if (self.invincible) { self.invincibleTimer--; if (self.invincibleTimer <= 0) { self.invincible = false; dudeGraphics.alpha = 1; } else { dudeGraphics.alpha = Math.sin(self.invincibleTimer * 0.3) * 0.5 + 0.5; } } // Allow infinite horizontal movement - no bounds restriction // Character can now move infinitely left and right // Check if fallen off screen if (self.y > cameraY + 2732 + 200) { // Reset gold to zero when player falls off screen gold = 0; storage.gold = 0; goldTxt.setText('Gold: ' + gold); // Reset total height when player dies totalHeight = 0; storage.totalHeight = 0; // Reset spawn rate multipliers when character dies alienSpawnMultiplier = 1.0; sawSpawnMultiplier = 1.0; LK.showGameOver(); } }; self.takeDamage = function () { if (self.invincible) return; self.health--; self.invincible = true; self.invincibleTimer = 180; // 3 seconds of invincibility LK.effects.flashObject(self, 0xff0000, 500); updateHealthDisplay(); if (self.health <= 0) { // Reset gold to zero when player dies gold = 0; storage.gold = 0; goldTxt.setText('Gold: ' + gold); // Reset total height when player dies totalHeight = 0; storage.totalHeight = 0; // Reset spawn rate multipliers when character dies alienSpawnMultiplier = 1.0; sawSpawnMultiplier = 1.0; LK.showGameOver(); } }; self.shoot = function (direction) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; // Set bullet direction based on parameter if (direction === 'up') { bullet.direction = { x: 0, y: -1 }; bullet.y = self.y - 30; } else if (direction === 'down') { bullet.direction = { x: 0, y: 1 }; bullet.y = self.y + 30; } else if (direction === 'left') { bullet.direction = { x: -1, y: 0 }; bullet.x = self.x - 30; } else if (direction === 'right') { bullet.direction = { x: 1, y: 0 }; bullet.x = self.x + 30; } bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; return self; }); var FlashBomb = Container.expand(function () { var self = Container.call(this); var flashBombGraphics = self.attachAsset('flashBomb', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; self.rotationSpeed = 0.05; self.pulseSpeed = 0.08; self.lastWasIntersecting = false; // Make flash bomb visually different - white tint flashBombGraphics.tint = 0xffffff; self.update = function () { // Rotate flash bomb slowly flashBombGraphics.rotation += self.rotationSpeed; // Pulsing scale effect var pulseScale = 1 + Math.sin(LK.ticks * self.pulseSpeed) * 0.2; flashBombGraphics.scaleX = pulseScale; flashBombGraphics.scaleY = pulseScale; // White tinting that pulses to indicate flash effect var whiteIntensity = 0.7 + Math.sin(LK.ticks * self.pulseSpeed * 2) * 0.3; flashBombGraphics.tint = Math.floor(whiteIntensity * 255) << 16 | Math.floor(whiteIntensity * 255) << 8 | Math.floor(whiteIntensity * 255); }; return self; }); var Platform = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.landed = false; self.disappearing = false; self.moveDirection = 1; self.moveRange = 300; self.startX = 0; var platformGraphics; if (self.type === 'moving') { platformGraphics = self.attachAsset('movingPlatform', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'disappearing') { platformGraphics = self.attachAsset('disappearingPlatform', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'powerup') { platformGraphics = self.attachAsset('powerUpPlatform', { anchorX: 0.5, anchorY: 0.5 }); } else { platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); } self.update = function () { // Moving platform behavior if (self.type === 'moving') { self.x += self.moveDirection * 2; if (self.x > self.startX + self.moveRange || self.x < self.startX - self.moveRange) { self.moveDirection *= -1; } } // Disappearing platform behavior if (self.type === 'disappearing' && self.landed && !self.disappearing) { self.disappearing = true; tween(platformGraphics, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.active = false; } }); } }; return self; }); var Saw = Container.expand(function () { var self = Container.call(this); var sawGraphics = self.attachAsset('saw', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; self.rotationSpeed = 0.3; self.lastWasIntersecting = false; self.moveDirection = Math.random() < 0.5 ? -1 : 1; // Random initial direction self.moveSpeed = 2; self.moveRange = 150; self.startX = 0; self.update = function () { // Move saw horizontally self.x += self.moveDirection * self.moveSpeed; // Reverse direction when reaching movement limits if (self.x > self.startX + self.moveRange || self.x < self.startX - self.moveRange) { self.moveDirection *= -1; } // Keep saw within screen bounds if (self.x < 60) { self.x = 60; self.moveDirection = 1; } if (self.x > 1988) { self.x = 1988; self.moveDirection = -1; } }; return self; }); var SpecialItem = Container.expand(function (itemType) { var self = Container.call(this); self.itemType = itemType || 1; var assetId = 'specialItem' + self.itemType; var itemGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Make special items larger itemGraphics.scaleX = 2; itemGraphics.scaleY = 2; self.collected = false; self.active = true; self.rotationSpeed = 0.15; self.floatOffset = Math.random() * Math.PI * 2; self.update = function () { // Float up and down with more pronounced animation self.y += Math.sin(LK.ticks * 0.06 + self.floatOffset) * 1.2; // Pulsing scale effect var pulseScale = 2 + Math.sin(LK.ticks * 0.08) * 0.3; itemGraphics.scaleX = pulseScale; itemGraphics.scaleY = pulseScale; }; return self; }); var Trampoline = Container.expand(function () { var self = Container.call(this); var trampolineGraphics = self.attachAsset('trampoline', { anchorX: 0.5, anchorY: 0.5 }); self.bounced = false; self.active = true; self.bounce = function () { // Animate trampoline compression and expansion tween(trampolineGraphics, { scaleY: 0.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(trampolineGraphics, { scaleY: 1.2 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(trampolineGraphics, { scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ var dude = game.addChild(new Dude()); var platforms = []; var coins = []; var bullets = []; var trampolines = []; var cameraY = 0; var highestY = 2400; var lastPlatformY = 2400; var platformSpacing = 200; var coinsCollected = 0; var gold = storage.gold || 0; var totalHeight = storage.totalHeight || 0; var lastShootTime = 0; var shootCooldown = 20; // 20 ticks between shots var aliens = []; var aliensKilled = 0; var saws = []; var specialItems = []; var specialItemsCollected = 0; var totalSpecialItems = 4; var zombiesKilled = 0; var bombs = []; var flashBombs = []; // Create score display var scoreTxt = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create height display var heightTxt = new Text2('Height: 0m', { size: 40, fill: 0xFFFFFF }); heightTxt.anchor.set(1, 0); heightTxt.x = -20; heightTxt.y = 20; LK.gui.topRight.addChild(heightTxt); // Create coin counter display var coinTxt = new Text2('Coins: 0', { size: 40, fill: 0xffd700 }); coinTxt.anchor.set(0, 0); coinTxt.x = 20; coinTxt.y = 20; LK.gui.topLeft.addChild(coinTxt); // Create gold display var goldTxt = new Text2('Gold: ' + gold, { size: 40, fill: 0xffd700 }); goldTxt.anchor.set(0, 0); goldTxt.x = 20; goldTxt.y = 120; LK.gui.topLeft.addChild(goldTxt); // Create special items display var specialItemsTxt = new Text2('Special Items: 0/' + totalSpecialItems, { size: 40, fill: 0xff0000 }); specialItemsTxt.anchor.set(0, 0); specialItemsTxt.x = 20; specialItemsTxt.y = 170; LK.gui.topLeft.addChild(specialItemsTxt); // Create health display var hearts = []; function createHealthDisplay() { for (var i = 0; i < dude.maxHealth; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 20 + i * 50; heart.y = 80; hearts.push(heart); LK.gui.topLeft.addChild(heart); } } function updateHealthDisplay() { for (var i = 0; i < hearts.length; i++) { hearts[i].alpha = i < dude.health ? 1 : 0.3; } } // Initialize dude position dude.x = 1024; dude.y = 2400; // Initialize health display createHealthDisplay(); updateHealthDisplay(); // Create fire buttons for 4 directions var fireButtonUp = LK.getAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); fireButtonUp.x = -120; fireButtonUp.y = -300; LK.gui.bottomRight.addChild(fireButtonUp); var fireButtonDown = LK.getAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); fireButtonDown.x = -120; fireButtonDown.y = -100; fireButtonDown.rotation = Math.PI; // Rotate 180 degrees LK.gui.bottomRight.addChild(fireButtonDown); var fireButtonLeft = LK.getAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); fireButtonLeft.x = -220; fireButtonLeft.y = -200; fireButtonLeft.rotation = Math.PI * 1.5; // Rotate 270 degrees LK.gui.bottomRight.addChild(fireButtonLeft); var fireButtonRight = LK.getAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); fireButtonRight.x = -20; fireButtonRight.y = -200; fireButtonRight.rotation = Math.PI * 0.5; // Rotate 90 degrees LK.gui.bottomRight.addChild(fireButtonRight); // Create initial platforms function createPlatform(x, y, type) { var platform = new Platform(type); platform.x = x; platform.y = y; platform.startX = x; platform.active = true; platforms.push(platform); game.addChild(platform); return platform; } // Create starting platform createPlatform(1024, 2450, 'normal'); // Generate initial platforms for (var i = 0; i < 20; i++) { generateNextPlatform(); } function generateNextPlatform() { lastPlatformY -= platformSpacing + Math.random() * 100; var x = 200 + Math.random() * 1648; // Determine platform type based on height var type = 'normal'; var height = Math.abs(lastPlatformY - 2400); if (height > 1000) { var rand = Math.random(); var powerupChance = spaceThemeActivated ? 0.8 : 0.6; // Increased from 0.6 to 0.8 in space theme if (rand < 0.3) { type = 'moving'; } else if (rand < 0.5) { type = 'disappearing'; } else if (rand < powerupChance) { type = 'powerup'; } } createPlatform(x, lastPlatformY, type); // Generate coins near platforms with increased rate after 1255m var currentGameHeight = Math.abs(lastPlatformY - 2400); var coinChance = currentGameHeight > 1255 ? 0.98 : 0.85; // 98% chance after 1255m, 85% before if (Math.random() < coinChance) { generateCoin(x + (Math.random() - 0.5) * 200, lastPlatformY - 80); } // Generate trampolines more frequently (25% chance, 40% in space theme) var trampolineChance = spaceThemeActivated ? 0.40 : 0.25; if (Math.random() < trampolineChance) { createTrampoline(x, lastPlatformY - 100); } // Generate aliens with 15% chance var alienChance = 0.15; // 15% chance if (Math.random() < alienChance) { createAlien(x + (Math.random() - 0.5) * 300, lastPlatformY - 150); } // Kittens removed from game // Generate saws more frequently (25% chance) var baseSawChance = 0.25; // 25% chance (increased from 10%) var sawChance = baseSawChance * sawSpawnMultiplier; if (Math.random() < sawChance) { createSaw(x + (Math.random() - 0.5) * 300, lastPlatformY - 100); } // Generate bombs with 5% chance after reaching 500m height var currentGameHeight = Math.abs(lastPlatformY - 2400); if (currentGameHeight > 500 && Math.random() < 0.05) { createBomb(x + (Math.random() - 0.5) * 300, lastPlatformY - 120); } // Generate flash bombs more frequently (20% chance after reaching 800m height) if (currentGameHeight > 800 && Math.random() < 0.20) { createFlashBomb(x + (Math.random() - 0.5) * 300, lastPlatformY - 120); } // Generate special items frequently (10% chance) and only if we haven't collected all yet if (Math.random() < 0.10 && specialItemsCollected < totalSpecialItems) { var nextItemType = specialItemsCollected + 1; createSpecialItem(x + (Math.random() - 0.5) * 200, lastPlatformY - 150, nextItemType); } } function generateCoin(x, y) { var coin = new Coin(); coin.x = x; coin.y = y; coin.active = true; coins.push(coin); game.addChild(coin); } function createTrampoline(x, y) { var trampoline = new Trampoline(); trampoline.x = x; trampoline.y = y; trampoline.active = true; trampolines.push(trampoline); game.addChild(trampoline); return trampoline; } function createAlien(x, y) { var alien = new Alien(); alien.x = x; alien.y = y; alien.startX = x; alien.active = true; aliens.push(alien); game.addChild(alien); return alien; } function createSaw(x, y) { var saw = new Saw(); saw.x = x; saw.y = y; saw.startX = x; saw.active = true; saw.lastWasIntersecting = false; saws.push(saw); game.addChild(saw); return saw; } function createBomb(x, y) { var bomb = new Bomb(); bomb.x = x; bomb.y = y; bomb.active = true; bomb.lastWasIntersecting = false; bombs.push(bomb); game.addChild(bomb); return bomb; } function createFlashBomb(x, y) { var flashBomb = new FlashBomb(); flashBomb.x = x; flashBomb.y = y; flashBomb.active = true; flashBomb.lastWasIntersecting = false; flashBombs.push(flashBomb); game.addChild(flashBomb); return flashBomb; } function createSpecialItem(x, y, itemType) { var item = new SpecialItem(itemType); item.x = x; item.y = y; item.active = true; specialItems.push(item); game.addChild(item); return item; } function updateCamera() { var targetY = dude.y - 1800; if (targetY < cameraY) { cameraY = targetY; game.y = -cameraY; // Update highest position if (dude.y < highestY) { highestY = dude.y; var currentHeight = Math.floor((2400 - highestY) / 10); var displayHeight = totalHeight + currentHeight; LK.setScore(displayHeight); scoreTxt.setText(LK.getScore()); heightTxt.setText('Height: ' + displayHeight + 'm'); } } } function checkPlatformCollisions() { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (!platform.active) continue; // Define dude and platform boundaries var dudeLeft = dude.x - 40; var dudeRight = dude.x + 40; var dudeTop = dude.y - 40; var dudeBottom = dude.y + 40; var platformLeft = platform.x - 150; var platformRight = platform.x + 150; var platformTop = platform.y - 15; var platformBottom = platform.y + 15; // Check if dude and platform are overlapping horizontally and vertically var horizontalOverlap = dudeRight > platformLeft && dudeLeft < platformRight; var verticalOverlap = dudeBottom > platformTop && dudeTop < platformBottom; if (horizontalOverlap && verticalOverlap) { // Calculate overlap distances for each direction var overlapLeft = dudeRight - platformLeft; var overlapRight = platformRight - dudeLeft; var overlapTop = dudeBottom - platformTop; var overlapBottom = platformBottom - dudeTop; // Find the smallest overlap to determine collision direction var minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom); // Handle collision based on the direction with smallest overlap if (minOverlap === overlapTop && dude.velocityY > 0) { // Landing on top of platform (falling down) dude.y = platformTop - 40; dude.velocityY = 0; dude.isOnPlatform = true; dude.isJumping = false; if (!platform.landed) { platform.landed = true; LK.getSound('land').play(); // Handle special platform effects if (platform.type === 'powerup') { dude.invincible = true; dude.invincibleTimer = 300; dude.jumpPower = 70; // Double the normal jump power (35 * 2) LK.getSound('powerup').play(); // Reset jump power after 1 second using tween for precise timing LK.setTimeout(function () { dude.jumpPower = 35; // Reset to normal jump power }, 1000); // Changed from 3000ms to 1000ms (1 second) } } } else if (minOverlap === overlapLeft && dude.velocityX > 0) { // Hitting platform from the left (moving right) dude.x = platformLeft - 40; dude.velocityX = 0; } else if (minOverlap === overlapRight && dude.velocityX < 0) { // Hitting platform from the right (moving left) dude.x = platformRight + 40; dude.velocityX = 0; } break; } } } function checkCoinCollisions() { for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (!coin.active || coin.collected) continue; // Check if dude is close enough to collect coin var distance = Math.sqrt(Math.pow(dude.x - coin.x, 2) + Math.pow(dude.y - coin.y, 2)); if (distance < 50) { // Collect coin coin.collected = true; coin.active = false; coinsCollected++; coinTxt.setText('Coins: ' + coinsCollected); LK.getSound('coinCollect').play(); // Check if player reached 20 coins if (coinsCollected >= 20) { // Show bravo message LK.showYouWin(); } // Remove coin with fade effect tween(coin, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { coin.destroy(); coins.splice(i, 1); } }); } } } function checkTrampolineCollisions() { if (dude.velocityY <= 0) return; // Only check when falling for (var i = 0; i < trampolines.length; i++) { var trampoline = trampolines[i]; if (!trampoline.active) continue; var dudeBottom = dude.y + 40; var trampolineTop = trampoline.y - 30; var trampolineBottom = trampoline.y + 30; if (dudeBottom >= trampolineTop && dudeBottom <= trampolineBottom + 20) { if (dude.x >= trampoline.x - 150 && dude.x <= trampoline.x + 150) { // Bounce off trampoline with super jump dude.velocityY = -60; // Much higher than normal jump dude.isJumping = true; dude.isOnPlatform = false; trampoline.bounce(); LK.getSound('jump').play(); break; } } } } function checkBulletAlienCollisions() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet.active) continue; for (var j = aliens.length - 1; j >= 0; j--) { var alien = aliens[j]; if (!alien.active) continue; // Check collision between bullet and alien var distance = Math.sqrt(Math.pow(bullet.x - alien.x, 2) + Math.pow(bullet.y - alien.y, 2)); if (distance < 50) { // Hit detected bullet.active = false; bullet.destroy(); bullets.splice(i, 1); alien.takeDamage(); if (!alien.active) { aliensKilled++; zombiesKilled++; aliens.splice(j, 1); // Increase score for killing alien LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); // Give gold reward with 50% chance (100/2 = 50%) if (Math.random() < 0.5) { gold += 1; storage.gold = gold; goldTxt.setText('Gold: ' + gold); } // Check if player killed 10 zombies if (zombiesKilled >= 10) { // Show you win message LK.showYouWin(); } } break; } } } } function cleanupPlatforms() { for (var i = platforms.length - 1; i >= 0; i--) { var platform = platforms[i]; if (platform.y > cameraY + 3000 || !platform.active) { platform.destroy(); platforms.splice(i, 1); } } } function cleanupCoins() { for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (coin.y > cameraY + 3000 || !coin.active) { coin.destroy(); coins.splice(i, 1); } } } function cleanupBullets() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.y < cameraY - 200 || !bullet.active) { bullet.destroy(); bullets.splice(i, 1); } } } function cleanupTrampolines() { for (var i = trampolines.length - 1; i >= 0; i--) { var trampoline = trampolines[i]; if (trampoline.y > cameraY + 3000 || !trampoline.active) { trampoline.destroy(); trampolines.splice(i, 1); } } } function checkSpecialItemCollisions() { for (var i = specialItems.length - 1; i >= 0; i--) { var item = specialItems[i]; if (!item.active || item.collected) continue; // Check if dude is close enough to collect special item var distance = Math.sqrt(Math.pow(dude.x - item.x, 2) + Math.pow(dude.y - item.y, 2)); if (distance < 60) { // Collect special item item.collected = true; item.active = false; specialItemsCollected++; specialItemsTxt.setText('Special Items: ' + specialItemsCollected + '/' + totalSpecialItems); // Visual feedback - dramatic collection effect LK.effects.flashScreen(0xff0000, 500); tween(item, { alpha: 0, scaleX: 4, scaleY: 4 }, { duration: 500, onFinish: function onFinish() { item.destroy(); specialItems.splice(i, 1); } }); // Check if all special items collected if (specialItemsCollected >= totalSpecialItems) { // Show you win message LK.showYouWin(); } break; } } } function checkAlienPlayerCollisions() { if (dude.invincible) return; for (var i = 0; i < aliens.length; i++) { var alien = aliens[i]; if (!alien.active) continue; var distance = Math.sqrt(Math.pow(dude.x - alien.x, 2) + Math.pow(dude.y - alien.y, 2)); if (distance < 60) { dude.takeDamage(); break; } } } function checkBombPlayerCollisions() { if (dude.invincible) return; for (var i = 0; i < bombs.length; i++) { var bomb = bombs[i]; if (!bomb.active) continue; var distance = Math.sqrt(Math.pow(dude.x - bomb.x, 2) + Math.pow(dude.y - bomb.y, 2)); var currentIntersecting = distance < 60; // Check for transition from not intersecting to intersecting if (!bomb.lastWasIntersecting && currentIntersecting) { // Take 3 damage from bomb dude.health -= 3; if (dude.health < 0) dude.health = 0; dude.invincible = true; dude.invincibleTimer = 180; // 3 seconds of invincibility // Dramatic explosion effect LK.effects.flashScreen(0xff4444, 1000); LK.effects.flashObject(dude, 0xff0000, 800); updateHealthDisplay(); // Destroy the bomb after explosion bomb.active = false; bomb.destroy(); bombs.splice(i, 1); if (dude.health <= 0) { // Reset gold to zero when player dies gold = 0; storage.gold = 0; goldTxt.setText('Gold: ' + gold); // Reset total height when player dies totalHeight = 0; storage.totalHeight = 0; // Reset spawn rate multipliers when character dies alienSpawnMultiplier = 1.0; sawSpawnMultiplier = 1.0; LK.showGameOver(); } break; } // Update last intersecting state bomb.lastWasIntersecting = currentIntersecting; } } function checkFlashBombPlayerCollisions() { for (var i = 0; i < flashBombs.length; i++) { var flashBomb = flashBombs[i]; if (!flashBomb.active) continue; var distance = Math.sqrt(Math.pow(dude.x - flashBomb.x, 2) + Math.pow(dude.y - flashBomb.y, 2)); var currentIntersecting = distance < 60; // Check for transition from not intersecting to intersecting if (!flashBomb.lastWasIntersecting && currentIntersecting) { // Create a white overlay that covers the entire screen for 3 seconds var whiteOverlay = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 100, scaleY: 150, alpha: 0 }); whiteOverlay.tint = 0xffffff; whiteOverlay.x = 1024; // Center of screen whiteOverlay.y = 1366; // Center of screen LK.gui.center.addChild(whiteOverlay); // Tween the overlay to full opacity immediately, then gradually fade out over 3 seconds tween(whiteOverlay, { alpha: 1 }, { duration: 50, onFinish: function onFinish() { // Gradually fade out the white screen over 3 seconds tween(whiteOverlay, { alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { whiteOverlay.destroy(); } }); } }); // Destroy the flash bomb after activation flashBomb.active = false; flashBomb.destroy(); flashBombs.splice(i, 1); break; } // Update last intersecting state flashBomb.lastWasIntersecting = currentIntersecting; } } function checkSawPlayerCollisions() { if (dude.invincible) return; for (var i = 0; i < saws.length; i++) { var saw = saws[i]; if (!saw.active) continue; var distance = Math.sqrt(Math.pow(dude.x - saw.x, 2) + Math.pow(dude.y - saw.y, 2)); var currentIntersecting = distance < 70; // Check for transition from not intersecting to intersecting if (!saw.lastWasIntersecting && currentIntersecting) { dude.takeDamage(); } // Update last intersecting state saw.lastWasIntersecting = currentIntersecting; } } function cleanupAliens() { for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; if (alien.y > cameraY + 3000 || !alien.active) { if (alien.active) { alien.destroy(); } aliens.splice(i, 1); } } } function cleanupSaws() { for (var i = saws.length - 1; i >= 0; i--) { var saw = saws[i]; if (saw.y > cameraY + 3000 || !saw.active) { if (saw.active) { saw.destroy(); } saws.splice(i, 1); } } } function cleanupBombs() { for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; if (bomb.y > cameraY + 3000 || !bomb.active) { if (bomb.active) { bomb.destroy(); } bombs.splice(i, 1); } } } function cleanupFlashBombs() { for (var i = flashBombs.length - 1; i >= 0; i--) { var flashBomb = flashBombs[i]; if (flashBomb.y > cameraY + 3000 || !flashBomb.active) { if (flashBomb.active) { flashBomb.destroy(); } flashBombs.splice(i, 1); } } } function cleanupSpecialItems() { for (var i = specialItems.length - 1; i >= 0; i--) { var item = specialItems[i]; if (item.y > cameraY + 3000 || !item.active) { if (item.active) { item.destroy(); } specialItems.splice(i, 1); } } } function generateMorePlatforms() { while (lastPlatformY > cameraY - 1000) { generateNextPlatform(); } } // Touch controls var isPressed = false; var pressedSide = 0; // -1 for left, 1 for right, 0 for center game.down = function (x, y, obj) { dude.jump(); isPressed = true; // Determine which side was pressed var screenCenter = 1024; // Half of 2048 var touchOffset = x - screenCenter; if (touchOffset > 50) { pressedSide = 1; // Right side } else if (touchOffset < -50) { pressedSide = -1; // Left side } else { pressedSide = 0; // Center } // Shoot when touching center area if (Math.abs(touchOffset) <= 50 && LK.ticks - lastShootTime >= shootCooldown) { dude.shoot('up'); lastShootTime = LK.ticks; } }; game.up = function (x, y, obj) { isPressed = false; pressedSide = 0; }; // Fire button touch handlers for 4 directions function createFireButtonHandler(button, direction) { button.down = function (x, y, obj) { if (LK.ticks - lastShootTime >= shootCooldown) { dude.shoot(direction); lastShootTime = LK.ticks; // Visual feedback - scale animation tween(button, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(button, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100 }); } }); } }; } createFireButtonHandler(fireButtonUp, 'up'); createFireButtonHandler(fireButtonDown, 'down'); createFireButtonHandler(fireButtonLeft, 'left'); createFireButtonHandler(fireButtonRight, 'right'); // Track if space theme has been activated var spaceThemeActivated = false; // Track if 1500m jump boost has been applied var jumpBoostApplied = false; // Track if 1200m horizontal speed boost has been applied var speedBoostApplied = false; // Track if 4000m jumpscare has been triggered var jumpscareTriggered = false; // Track spawn rate multipliers that increase on restart var alienSpawnMultiplier = 1.0; var sawSpawnMultiplier = 1.0; var hasRestarted = false; var stars = []; function createStar(x, y) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 + Math.random() * 0.4 }); star.x = x; star.y = y; star.twinkleSpeed = 0.02 + Math.random() * 0.03; star.twinkleOffset = Math.random() * Math.PI * 2; stars.push(star); game.addChild(star); return star; } function generateStars() { // Generate stars in the visible area and above for (var i = 0; i < 50; i++) { var x = Math.random() * 2048; var y = cameraY - 1000 + Math.random() * 3732; createStar(x, y); } } // Initialize stars generateStars(); // Main game loop game.update = function () { updateCamera(); checkPlatformCollisions(); checkTrampolineCollisions(); checkCoinCollisions(); checkSpecialItemCollisions(); checkBulletAlienCollisions(); checkAlienPlayerCollisions(); checkSawPlayerCollisions(); checkBombPlayerCollisions(); checkFlashBombPlayerCollisions(); generateMorePlatforms(); // Calculate current and total height var currentHeight = Math.floor((2400 - dude.y) / 10); var displayHeight = totalHeight + currentHeight; // Check if player reached 4000m height for jumpscare if (displayHeight >= 4000 && !jumpscareTriggered) { jumpscareTriggered = true; // Create scary alien jumpscare that covers the entire screen var jumpscareAlien = LK.getAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 20, alpha: 0 }); jumpscareAlien.x = 1024; // Center of screen jumpscareAlien.y = 1366; // Center of screen LK.gui.center.addChild(jumpscareAlien); // Play loud scary scream sound with maximum volume for jumpscare effect var jumpscareSound = LK.getSound('jumpscare'); jumpscareSound.volume = 1.0; // Maximum volume for scary effect jumpscareSound.play(); // Additional sound effect layering for more intensity LK.setTimeout(function () { jumpscareSound.play(); // Play again for echo effect }, 200); // Jumpscare animation with red flash and massive scaling LK.effects.flashScreen(0xff0000, 3000); // Red flash for 3 seconds tween(jumpscareAlien, { alpha: 1, scaleX: 25, scaleY: 25 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Hold for a longer moment with terrifying effect LK.setTimeout(function () { tween(jumpscareAlien, { alpha: 0, scaleX: 30, scaleY: 30 }, { duration: 1500, onFinish: function onFinish() { jumpscareAlien.destroy(); } }); }, 2000); } }); } // Check if player reached height 1200 and reset to starting position if (currentHeight >= 1200 && !speedBoostApplied) { speedBoostApplied = true; // Add current height to total height before reset totalHeight += 1200; storage.totalHeight = totalHeight; // Activate space theme when resetting after 1200m if (!spaceThemeActivated) { spaceThemeActivated = true; // Change background to dark space color game.setBackgroundColor(0x0a0a2e); // Dark blue-purple space color // Flash screen to indicate theme change LK.effects.flashScreen(0x8a2be2, 1000); // Purple flash for 1 second } // Reset character to starting position dude.x = 1024; dude.y = 2400; dude.velocityY = 0; dude.velocityX = 0; dude.isJumping = false; dude.isOnPlatform = false; // Reset camera cameraY = 0; game.y = -cameraY; highestY = 2400; // Reset current height tracking but keep total var newDisplayHeight = totalHeight; LK.setScore(newDisplayHeight); scoreTxt.setText(newDisplayHeight.toString()); heightTxt.setText('Height: ' + newDisplayHeight + 'm'); // Reset boost flags for next cycle jumpBoostApplied = false; speedBoostApplied = false; // Increase spawn rates on restart (100% aliens, 35% saws) if (!hasRestarted) { hasRestarted = true; alienSpawnMultiplier = 2.0; // 100% increase (double the rate) sawSpawnMultiplier = 1.35; // 35% increase } else { // Continue increasing on subsequent restarts alienSpawnMultiplier += 1.0; // Additional 100% each restart sawSpawnMultiplier += 0.35; // Additional 35% each restart } // Visual feedback for reset LK.effects.flashScreen(0x00ff00, 500); // Green flash } // Check if player reached height 1500 and boost jump power if (displayHeight >= 1500 && !jumpBoostApplied) { jumpBoostApplied = true; // Boost jump power by 1.5x (0.5x more than normal) dude.jumpPower = 52.5; // 35 * 1.5 = 52.5 // Visual feedback for power boost LK.effects.flashObject(dude, 0x00ff00, 500); // Green flash } // Update star twinkling animation for (var s = 0; s < stars.length; s++) { var star = stars[s]; star.alpha = 0.3 + Math.sin(LK.ticks * star.twinkleSpeed + star.twinkleOffset) * 0.4; } // Generate more stars as camera moves up if (LK.ticks % 120 === 0) { // Add new stars above the visible area for (var i = 0; i < 10; i++) { var x = Math.random() * 2048; var y = cameraY - 500 + Math.random() * 500; createStar(x, y); } } // Remove platforms that are too far down if (LK.ticks % 60 === 0) { cleanupCoins(); cleanupBullets(); cleanupTrampolines(); cleanupAliens(); cleanupSaws(); cleanupBombs(); cleanupFlashBombs(); cleanupSpecialItems(); // Cleanup stars that are too far below for (var s = stars.length - 1; s >= 0; s--) { var star = stars[s]; if (star.y > cameraY + 3000) { star.destroy(); stars.splice(s, 1); } } } };
===================================================================
--- original.js
+++ change.js
@@ -630,9 +630,9 @@
}
createPlatform(x, lastPlatformY, type);
// Generate coins near platforms with increased rate after 1255m
var currentGameHeight = Math.abs(lastPlatformY - 2400);
- var coinChance = currentGameHeight > 1255 ? 0.95 : 0.7; // 95% chance after 1255m, 70% before
+ var coinChance = currentGameHeight > 1255 ? 0.98 : 0.85; // 98% chance after 1255m, 85% before
if (Math.random() < coinChance) {
generateCoin(x + (Math.random() - 0.5) * 200, lastPlatformY - 80);
}
// Generate trampolines more frequently (25% chance, 40% in space theme)
bir sevimli gülen yüzlü uzaylı. In-Game asset. 2d. High contrast. No shadows
coin. In-Game asset. 2d. High contrast. No shadows
trambolin. In-Game asset. 2d. High contrast. No shadows
çirkin korkutucu uzaylı. In-Game asset. 2d. High contrast. No shadows
kalp. In-Game asset. 2d. High contrast. No shadows
bir düğme ama içinde kurukafa .işareti olsun şeffaf. In-Game asset. 2d. High contrast. No shadows
platform. In-Game asset. 2d. High contrast. No shadows
güç platformu. In-Game asset. 2d. High contrast. No shadows
yuvarlak yeşil top. In-Game asset. 2d. High contrast. No shadows
sevimli bana yardım edin diyen bir uzaylı. In-Game asset. 2d. High contrast. No shadows
ufo. In-Game asset. 2d. High contrast. No shadows
bomba. In-Game asset. 2d. High contrast. No shadows
falsh bombası. In-Game asset. 2d. High contrast. No shadows