User prompt
When player die mute sounds
User prompt
When dead screen open muted all sounds
User prompt
When player dıe mute the sond for dead screen
User prompt
Remove sound button main menu
User prompt
Please fix the bug: 'LK.setGlobalSoundMuted is not a function' in or related to this line: 'LK.setGlobalSoundMuted(!soundOn);' Line Number: 399
User prompt
Please fix the bug: 'LK.setSoundMuted is not a function' in or related to this line: 'LK.setSoundMuted(!soundOn);' Line Number: 399
User prompt
Please fix the bug: 'LK.setGlobalSoundMuted is not a function' in or related to this line: 'LK.setGlobalSoundMuted(!soundOn);' Line Number: 399
User prompt
Create a new button main menu for sounds
User prompt
Give song godzilla obstaclebox
User prompt
Give song Kanye obstaclebox 2
User prompt
Give song papa obstacle ellipse
User prompt
Give song obstacle ellipse 2 panda
User prompt
Make a little bit small player hit box
User prompt
İf player DODGE Obstacle's obstacle's cant missed the screen this wanna go off the screen
User prompt
When players DODGE obstacle's obstacle's cant stop
User prompt
Make Obstacle's go directly player
User prompt
When I İnteract restart game game automaticly restart
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Obstacle class: moves in a straight or curved unpredictable path, fast
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Randomly pick a shape and color
var type = Math.floor(Math.random() * 4);
var assetId = 'obstacleBox';
if (type === 1) assetId = 'obstacleEllipse';
if (type === 2) assetId = 'obstacleBox2';
if (type === 3) assetId = 'obstacleEllipse2';
var obstacleGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
obstacleGraphics.assetId = assetId;
// Tint obstacles to a backrooms yellow
obstacleGraphics.tint = 0xffe066;
// Randomize size a bit for more chaos
var scale = 0.8 + Math.random() * 0.7;
obstacleGraphics.scaleX = scale;
obstacleGraphics.scaleY = scale;
// Movement: always target the player's current position at spawn
// Start position: randomly from one of the four edges
var edge = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left
var startX = 0,
startY = 0,
endX = 0,
endY = 0;
var w = 2048,
h = 2732;
// For curved movement, we use a simple parametric curve (sin/cos offset)
self.curve = Math.random() < 0.5; // 50% chance to curve
self.curvePhase = Math.random() * Math.PI * 2;
self.curveAmp = 80 + Math.random() * 120;
// Speed: fast, but random
self.speed = 22 + Math.random() * 18; // px per frame
// Set start position based on edge
if (edge === 0) {
// top
startX = 100 + Math.random() * (w - 200);
startY = -100;
} else if (edge === 1) {
// right
startX = w + 100;
startY = 100 + Math.random() * (h - 200);
} else if (edge === 2) {
// bottom
startX = 100 + Math.random() * (w - 200);
startY = h + 100;
} else {
// left
startX = -100;
startY = 100 + Math.random() * (h - 200);
}
// Target the player's current position at spawn
if (typeof player !== "undefined" && player) {
endX = player.x;
endY = player.y;
} else {
// fallback to center if player not defined yet
endX = w / 2;
endY = h / 2;
}
self.x = startX;
self.y = startY;
self.startX = startX;
self.startY = startY;
self.endX = endX;
self.endY = endY;
// For movement progress
self.progress = 0; // 0 to 1
// For collision detection
self.lastIntersecting = false;
// Update method: move along the path
self.update = function () {
// Move progress
var dx = self.endX - self.startX;
var dy = self.endY - self.startY;
var dist = Math.sqrt(dx * dx + dy * dy);
var totalFrames = dist / self.speed;
self.progress += 1 / totalFrames;
// Obstacles never stop: let them continue past the player and offscreen
// Remove the progress clamp so they keep moving
// (no if (self.progress > 1.1) ...)
// Linear movement
var px = self.startX + dx * self.progress;
var py = self.startY + dy * self.progress;
// Add curve if needed
if (self.curve) {
// Perpendicular direction
var perpAngle = Math.atan2(dy, dx) + Math.PI / 2;
var curveOffset = Math.sin(self.progress * Math.PI + self.curvePhase) * self.curveAmp;
px += Math.cos(perpAngle) * curveOffset;
py += Math.sin(perpAngle) * curveOffset;
}
self.x = px;
self.y = py;
};
return self;
});
// Player class: draggable circle
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Tint player to a faded yellow for backrooms vibe
playerGraphics.tint = 0xfff7b2;
// --- Smaller hitbox for collision detection ---
self.hitboxScale = 0.62; // 62% of visual size (smaller hitbox)
self.getHitboxRect = function () {
var w = playerGraphics.width * self.hitboxScale;
var h = playerGraphics.height * self.hitboxScale;
return {
x: self.x - w / 2,
y: self.y - h / 2,
width: w,
height: h
};
};
// Override intersects to use smaller hitbox
self.intersects = function (other) {
var a = self.getHitboxRect();
var b;
if (typeof other.getHitboxRect === "function") {
b = other.getHitboxRect();
} else {
// fallback to bounding box
b = {
x: other.x - other.width / 2,
y: other.y - other.height / 2,
width: other.width,
height: other.height
};
}
return !(a.x + a.width < b.x || a.x > b.x + b.width || a.y + a.height < b.y || a.y > b.y + b.height);
};
// --- Raster/grid overlay effect ---
var gridRows = 6;
var gridCols = 6;
var gridW = playerGraphics.width;
var gridH = playerGraphics.height;
var cellW = gridW / gridCols;
var cellH = gridH / gridRows;
for (var gx = 0; gx < gridCols; gx++) {
for (var gy = 0; gy < gridRows; gy++) {
// Use a small rectangle asset for the raster cell
var cell = self.attachAsset('obstacleBox2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: cellW / 20 * 0.85,
scaleY: cellH / 30 * 0.85,
x: (gx - (gridCols - 1) / 2) * cellW,
y: (gy - (gridRows - 1) / 2) * cellH,
tint: 0xffffff
});
cell.alpha = 0.18 + 0.08 * ((gx + gy) % 2); // subtle grid
}
}
// For touch feedback
self.flash = function () {
tween(playerGraphics, {
tint: 0xff0000
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
tween(playerGraphics, {
tint: 0xffffff
}, {
duration: 200,
easing: tween.linear
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xffe066 // Backrooms yellow
});
/****
* Game Code
****/
// LK.init.sound('dodge', {volume: 0.5});
// Sound for dodge (optional, not used as per guidelines)
// Player: small, bright circle
// Obstacles: fast-moving, unpredictable shapes (boxes and ellipses, different colors/sizes)
// Game variables
// Toplist icon as a top tier image asset
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
var player = new Player();
var obstacles = [];
var dragNode = null;
var lastGameOver = false;
var timeSurvived = 0; // in ms
var timerText = null;
var spawnInterval = 36; // frames between spawns, will decrease
var minSpawnInterval = 12;
var spawnTick = 0;
var gameOver = false;
// --- Main Menu Overlay ---
// Remove old overlay if present (defensive)
if (typeof mainMenuOverlay !== "undefined" && mainMenuOverlay && mainMenuOverlay.parent) {
mainMenuOverlay.parent.removeChild(mainMenuOverlay);
}
var mainMenuOverlay = new Container();
mainMenuOverlay.zIndex = 10000; // ensure on top
// Animated, layered background
var menuBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 32,
scaleY: 44,
x: 2048 / 2,
y: 2732 / 2
});
menuBg.alpha = 0.96;
menuBg.tint = 0x181818;
mainMenuOverlay.addChild(menuBg);
// Add a subtle, animated "glow" behind the title
var glow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 2.2,
x: 2048 / 2,
y: 600
});
glow.alpha = 0.22;
glow.tint = 0xffe066;
mainMenuOverlay.addChild(glow);
// Title with shadow effect
var titleText = new Text2('DODGE THE CHAOS', {
size: 200,
fill: 0xFFE066
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 420;
// Add shadow first so it's behind the title
var titleShadow = new Text2('DODGE THE CHAOS', {
size: 200,
fill: "#000"
});
titleShadow.anchor.set(0.5, 0);
titleShadow.x = 2048 / 2 + 8;
titleShadow.y = 420 + 10;
titleShadow.alpha = 0.18;
mainMenuOverlay.addChild(titleShadow);
mainMenuOverlay.addChild(titleText);
// Subtitle with more punch
var subtitleText = new Text2('Survive as long as you can\nby dodging unpredictable obstacles!', {
size: 90,
fill: "#fff"
});
subtitleText.anchor.set(0.5, 0);
subtitleText.x = 2048 / 2;
subtitleText.y = 670;
mainMenuOverlay.addChild(subtitleText);
// Start Button (now using a new image asset for the button)
var startBtn = LK.getAsset('startBtnImage', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
x: 2048 / 2,
y: 1250
});
mainMenuOverlay.addChild(startBtn);
// Optional: add a subtle glow behind the image button for effect
var startBtnGlow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 0.7,
x: 2048 / 2,
y: 1250
});
startBtnGlow.tint = 0x83de44;
startBtnGlow.alpha = 0.18;
mainMenuOverlay.addChild(startBtnGlow);
// Optional: add text overlay for accessibility/clarity
var startBtnText = new Text2('START', {
size: 130,
fill: "#222"
});
startBtnText.anchor.set(0.5, 0.5);
startBtnText.x = 2048 / 2;
startBtnText.y = 1250;
mainMenuOverlay.addChild(startBtnText);
// Add a "How to Play" quick tip
var tipText = new Text2('Drag the player to dodge!\nTouch START to begin.', {
size: 70,
fill: 0xFFE066
});
tipText.anchor.set(0.5, 0);
tipText.x = 2048 / 2;
tipText.y = 1450;
mainMenuOverlay.addChild(tipText);
// Show overlay
game.addChild(mainMenuOverlay);
// Block game logic until started
var menuActive = true;
// Animate menu elements for polish
tween(glow, {
scaleX: 10,
scaleY: 2.7,
alpha: 0.32
}, {
duration: 1200,
yoyo: true,
repeat: Infinity,
easing: tween.sineInOut
});
// Start button interaction
mainMenuOverlay.down = function (x, y, obj) {
// Only start if touch/click is on the button
var dx = x - startBtn.x;
var dy = y - startBtn.y;
var w = startBtn.width / 2,
h = startBtn.height / 2;
if (dx >= -w && dx <= w && dy >= -h && dy <= h) {
// Animate out
tween(mainMenuOverlay, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
mainMenuOverlay.visible = false;
menuActive = false;
player.visible = true; // Show player when game starts
}
});
}
};
mainMenuOverlay.interactive = true;
// Place player at center (do not add to mainMenuOverlay, only to game scene)
player.x = 2048 / 2;
player.y = 2732 / 2;
player.visible = false; // Hide player in main menu
game.addChild(player);
// (Meme corner logic removed)
// Timer text (top center)
timerText = new Text2('0.00', {
size: 120,
fill: "#fff"
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
// Prevent player from being placed in top left 100x100
function clampPlayerPosition(x, y) {
var px = x,
py = y;
var r = player.width / 2;
if (px < r + 10) px = r + 10;
if (px > 2048 - r - 10) px = 2048 - r - 10;
if (py < r + 10) py = r + 10;
if (py > 2732 - r - 10) py = 2732 - r - 10;
// Avoid top left menu
if (px - r < 100 && py - r < 100) {
if (px > py) px = 100 + r + 10;else py = 100 + r + 10;
}
return {
x: px,
y: py
};
}
// Dragging logic
function handleMove(x, y, obj) {
if (menuActive || gameOver) return;
if (dragNode) {
var pos = clampPlayerPosition(x, y);
dragNode.x = pos.x;
dragNode.y = pos.y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (menuActive) return;
// Only allow drag if touch is on player
var dx = x - player.x;
var dy = y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < player.width / 2 + 10) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
if (menuActive) return;
dragNode = null;
};
// --- Leaderboard Overlay ---
// Remade leaderboard overlay with a new visual style and layout
var leaderboardOverlay = new Container();
leaderboardOverlay.zIndex = 9999;
leaderboardOverlay.visible = false;
// New background: larger, more vibrant, with a subtle border
var lbBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 24,
x: 2048 / 2,
y: 2732 / 2
});
lbBg.alpha = 0.97;
lbBg.tint = 0x181818;
leaderboardOverlay.addChild(lbBg);
// Add a glowing border effect
var lbGlow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 21.5,
scaleY: 25.5,
x: 2048 / 2,
y: 2732 / 2
});
lbGlow.alpha = 0.13;
lbGlow.tint = 0xffe066;
leaderboardOverlay.addChild(lbGlow);
// Top tier icon, larger and with a glow
var lbIcon = LK.getAsset('topTierIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 340,
scaleX: 1.6,
scaleY: 1.6
});
leaderboardOverlay.addChild(lbIcon);
var lbIconGlow = LK.getAsset('topTierIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 340,
scaleX: 2.2,
scaleY: 2.2
});
lbIconGlow.alpha = 0.18;
lbIconGlow.tint = 0xffe066;
leaderboardOverlay.addChild(lbIconGlow);
// Title with shadow and highlight
var lbTitleShadow = new Text2('TOP PLAYERS', {
size: 140,
fill: "#000"
});
lbTitleShadow.anchor.set(0.5, 0);
lbTitleShadow.x = 2048 / 2 + 8;
lbTitleShadow.y = 440 + 10;
lbTitleShadow.alpha = 0.18;
leaderboardOverlay.addChild(lbTitleShadow);
var lbTitle = new Text2('TOP PLAYERS', {
size: 140,
fill: 0xFFE066
});
lbTitle.anchor.set(0.5, 0);
lbTitle.x = 2048 / 2;
lbTitle.y = 440;
leaderboardOverlay.addChild(lbTitle);
// Subtitle
var lbSubtitle = new Text2('Survive the chaos. Can you make the list?', {
size: 70,
fill: "#fff"
});
lbSubtitle.anchor.set(0.5, 0);
lbSubtitle.x = 2048 / 2;
lbSubtitle.y = 600;
leaderboardOverlay.addChild(lbSubtitle);
// List of top players, larger and more spaced
var lbListText = new Text2('', {
size: 100,
fill: "#fff"
});
lbListText.anchor.set(0.5, 0);
lbListText.x = 2048 / 2;
lbListText.y = 740;
leaderboardOverlay.addChild(lbListText);
// Close button: new style, round and more visible
var lbCloseBtn = LK.getAsset('topTierIcon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
x: 2048 / 2,
y: 2200
});
lbCloseBtn.tint = 0xd83318;
leaderboardOverlay.addChild(lbCloseBtn);
var lbCloseBtnGlow = LK.getAsset('topTierIcon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.1,
scaleY: 2.1,
x: 2048 / 2,
y: 2200
});
lbCloseBtnGlow.tint = 0xd83318;
lbCloseBtnGlow.alpha = 0.13;
leaderboardOverlay.addChild(lbCloseBtnGlow);
var lbCloseText = new Text2('CLOSE', {
size: 90,
fill: "#fff"
});
lbCloseText.anchor.set(0.5, 0.5);
lbCloseText.x = 2048 / 2;
lbCloseText.y = 2200;
leaderboardOverlay.addChild(lbCloseText);
// Show leaderboard overlay
function showLeaderboard() {
// Get top 5 scores from storage (convert 1-level deep object to array)
var scoresObj = storage.topScores || {};
var scores = [];
for (var k in scoresObj) {
if (scoresObj.hasOwnProperty(k)) scores.push(scoresObj[k]);
}
// Sort descending
scores.sort(function (a, b) {
return b.score - a.score;
});
// Format for display
var lines = [];
for (var i = 0; i < Math.min(5, scores.length); i++) {
var entry = scores[i];
// Add a trophy emoji for top 1, 2, 3
var trophy = "";
if (i === 0) trophy = "🥇 ";else if (i === 1) trophy = "🥈 ";else if (i === 2) trophy = "🥉 ";
lines.push(trophy + (i + 1) + ". " + (entry.name && entry.name.length > 0 ? entry.name : "Player") + " - " + entry.score.toFixed(2) + "s");
}
if (lines.length === 0) lines.push("No scores yet!");
lbListText.setText(lines.join("\n\n"));
leaderboardOverlay.visible = true;
leaderboardOverlay.alpha = 1;
}
lbCloseBtn.interactive = true;
leaderboardOverlay.down = function (x, y, obj) {
// Only close if touch/click is on the button
var dx = x - lbCloseBtn.x;
var dy = y - lbCloseBtn.y;
var w = lbCloseBtn.width / 2,
h = lbCloseBtn.height / 2;
if (dx >= -w && dx <= w && dy >= -h && dy <= h) {
leaderboardOverlay.visible = false;
}
};
game.addChild(leaderboardOverlay);
// (Leaderboard button removed from main menu overlay)
// Main update loop
game.update = function () {
if (menuActive || gameOver) return;
// Update timer
timeSurvived += 1000 / 60;
var t = Math.floor(timeSurvived) / 1000;
timerText.setText(t.toFixed(2));
// Increase difficulty over time
if (timeSurvived > 8000 && spawnInterval > minSpawnInterval) {
spawnInterval = 24;
}
if (timeSurvived > 18000 && spawnInterval > minSpawnInterval) {
spawnInterval = 16;
}
if (timeSurvived > 30000 && spawnInterval > minSpawnInterval) {
spawnInterval = minSpawnInterval;
}
// Spawn new obstacles
spawnTick++;
if (spawnTick >= spawnInterval) {
spawnTick = 0;
var obs = new Obstacle();
obstacles.push(obs);
game.addChild(obs);
// Play Panda sound if obstacle is of type obstacleEllipse2
if (obs && obs.children && obs.children.length > 0 && obs.children[0].assetId === 'obstacleEllipse2') {
LK.getSound('Panda').play();
}
// Play Papa sound if obstacle is of type obstacleEllipse
if (obs && obs.children && obs.children.length > 0 && obs.children[0].assetId === 'obstacleEllipse') {
LK.getSound('Papa').play();
}
// Play Kanye sound if obstacle is of type obstacleBox2
if (obs && obs.children && obs.children.length > 0 && obs.children[0].assetId === 'obstacleBox2') {
LK.getSound('Kanye').play();
}
// Play Godzilla sound if obstacle is of type obstacleBox
if (obs && obs.children && obs.children.length > 0 && obs.children[0].assetId === 'obstacleBox') {
LK.getSound('Godzilla').play();
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Remove if far offscreen (let them go well past the screen)
if (obs.x < -400 || obs.x > 2048 + 400 || obs.y < -400 || obs.y > 2732 + 400) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision detection
var intersecting = obs.intersects && player.intersects ? player.intersects(obs) : obs.intersects(player);
if (!obs.lastIntersecting && intersecting) {
// Game over: flash, then show dead screen overlay
player.flash();
LK.effects.flashScreen(0xff0000, 800);
gameOver = true;
// Mute all sounds when dead screen is shown
if (typeof LK.setSoundMuted === "function") {
LK.setSoundMuted(true);
}
// Show dead screen overlay
if (typeof deadScreenOverlay !== "undefined" && deadScreenOverlay && deadScreenOverlay.parent) {
deadScreenOverlay.parent.removeChild(deadScreenOverlay);
}
var deadScreenOverlay = new Container();
deadScreenOverlay.zIndex = 10001;
// Background
var deadBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 24,
x: 2048 / 2,
y: 2732 / 2
});
deadBg.alpha = 0.97;
deadBg.tint = 0x181818;
deadScreenOverlay.addChild(deadBg);
// Glow
var deadGlow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 21.5,
scaleY: 25.5,
x: 2048 / 2,
y: 2732 / 2
});
deadGlow.alpha = 0.13;
deadGlow.tint = 0xff0000;
deadScreenOverlay.addChild(deadGlow);
// Title
var deadTitleShadow = new Text2('YOU DIED', {
size: 180,
fill: "#000"
});
deadTitleShadow.anchor.set(0.5, 0);
deadTitleShadow.x = 2048 / 2 + 8;
deadTitleShadow.y = 700 + 10;
deadTitleShadow.alpha = 0.18;
deadScreenOverlay.addChild(deadTitleShadow);
var deadTitle = new Text2('YOU DIED', {
size: 180,
fill: 0xff0000
});
deadTitle.anchor.set(0.5, 0);
deadTitle.x = 2048 / 2;
deadTitle.y = 700;
deadScreenOverlay.addChild(deadTitle);
// Subtitle
var deadSubtitle = new Text2('Survived: ' + (Math.floor(timeSurvived) / 1000).toFixed(2) + 's', {
size: 90,
fill: "#fff"
});
deadSubtitle.anchor.set(0.5, 0);
deadSubtitle.x = 2048 / 2;
deadSubtitle.y = 900;
deadScreenOverlay.addChild(deadSubtitle);
// Restart Button (replaces Main Menu)
var restartBtn = LK.getAsset('startBtnImage', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
x: 2048 / 2,
y: 1400
});
deadScreenOverlay.addChild(restartBtn);
var restartBtnGlow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 0.7,
x: 2048 / 2,
y: 1400
});
restartBtnGlow.tint = 0x83de44;
restartBtnGlow.alpha = 0.18;
deadScreenOverlay.addChild(restartBtnGlow);
var restartBtnText = new Text2('RESTART', {
size: 130,
fill: "#222"
});
restartBtnText.anchor.set(0.5, 0.5);
restartBtnText.x = 2048 / 2;
restartBtnText.y = 1400;
deadScreenOverlay.addChild(restartBtnText);
// Optionally, add a "Leaderboard" button
var mainMenuBtn = LK.getAsset('topTierIcon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
x: 2048 / 2,
y: 1700
});
mainMenuBtn.tint = 0x4e9ae7;
deadScreenOverlay.addChild(mainMenuBtn);
var mainMenuBtnText = new Text2('MAIN MENU', {
size: 90,
fill: "#fff"
});
mainMenuBtnText.anchor.set(0.5, 0.5);
mainMenuBtnText.x = 2048 / 2;
mainMenuBtnText.y = 1700;
deadScreenOverlay.addChild(mainMenuBtnText);
// Interactivity
deadScreenOverlay.interactive = true;
deadScreenOverlay.down = function (x, y, obj) {
// Restart button
var dx = x - restartBtn.x;
var dy = y - restartBtn.y;
var w = restartBtn.width / 2,
h = restartBtn.height / 2;
if (dx >= -w && dx <= w && dy >= -h && dy <= h) {
deadScreenOverlay.visible = false;
// Instantly restart the game: hide overlays, reset state, and start game
mainMenuOverlay.visible = false;
menuActive = false;
player.visible = true;
gameOver = false;
timeSurvived = 0;
spawnInterval = 36;
spawnTick = 0;
timerText.setText('0.00');
// Remove all obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
// Reset player position
player.x = 2048 / 2;
player.y = 2732 / 2;
dragNode = null;
return;
}
// Main Menu button
var dx2 = x - mainMenuBtn.x;
var dy2 = y - mainMenuBtn.y;
var w2 = mainMenuBtn.width / 2,
h2 = mainMenuBtn.height / 2;
if (dx2 >= -w2 && dx2 <= w2 && dy2 >= -h2 && dy2 <= h2) {
deadScreenOverlay.visible = false;
mainMenuOverlay.visible = true;
mainMenuOverlay.alpha = 1;
menuActive = true;
player.visible = false;
return;
}
};
game.addChild(deadScreenOverlay);
break;
}
obs.lastIntersecting = intersecting;
}
};
// Reset logic (when game restarts)
game.on('reset', function () {
// Remove all obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
// Reset player position
player.x = 2048 / 2;
player.y = 2732 / 2;
dragNode = null;
timeSurvived = 0;
spawnInterval = 36;
spawnTick = 0;
gameOver = false;
timerText.setText('0.00');
// Hide dead screen overlay if present
if (typeof deadScreenOverlay !== "undefined" && deadScreenOverlay) {
deadScreenOverlay.visible = false;
}
// Show main menu again
mainMenuOverlay.visible = true;
mainMenuOverlay.alpha = 1;
menuActive = true;
player.visible = false; // Hide player in main menu after reset
}); ===================================================================
--- original.js
+++ change.js
@@ -195,14 +195,14 @@
/****
* Game Code
****/
-// Toplist icon as a top tier image asset
-// Game variables
-// Obstacles: fast-moving, unpredictable shapes (boxes and ellipses, different colors/sizes)
-// Player: small, bright circle
-// Sound for dodge (optional, not used as per guidelines)
// LK.init.sound('dodge', {volume: 0.5});
+// Sound for dodge (optional, not used as per guidelines)
+// Player: small, bright circle
+// Obstacles: fast-moving, unpredictable shapes (boxes and ellipses, different colors/sizes)
+// Game variables
+// Toplist icon as a top tier image asset
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -624,8 +624,12 @@
// Game over: flash, then show dead screen overlay
player.flash();
LK.effects.flashScreen(0xff0000, 800);
gameOver = true;
+ // Mute all sounds when dead screen is shown
+ if (typeof LK.setSoundMuted === "function") {
+ LK.setSoundMuted(true);
+ }
// Show dead screen overlay
if (typeof deadScreenOverlay !== "undefined" && deadScreenOverlay && deadScreenOverlay.parent) {
deadScreenOverlay.parent.removeChild(deadScreenOverlay);
}