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.muteAllSounds === "function") { LK.muteAllSounds(); } // 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
@@ -625,10 +625,10 @@
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);
+ if (typeof LK.muteAllSounds === "function") {
+ LK.muteAllSounds();
}
// Show dead screen overlay
if (typeof deadScreenOverlay !== "undefined" && deadScreenOverlay && deadScreenOverlay.parent) {
deadScreenOverlay.parent.removeChild(deadScreenOverlay);