/**** 
* Classes
****/ 
// Class for Coins
var Coin = Container.expand(function () {
	var self = Container.call(this);
	var coinGraphics = self.attachAsset('coin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.x -= 5;
		if (self.x < -coinGraphics.width / 2) {
			self.destroy();
		}
	};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for Mario character
var Mario = Container.expand(function () {
	var self = Container.call(this);
	var marioGraphics = self.attachAsset('mario', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.jumpHeight = 150;
	self.isJumping = false;
	self.update = function () {
		if (self.isJumping) {
			self.y -= self.speed;
			if (self.y <= self.jumpHeight) {
				self.isJumping = false;
			}
		} else if (self.y < 2732 - marioGraphics.height / 2 && !self.isJumping) {
			self.y += self.speed;
		}
	};
	self.jump = function () {
		if (!self.isJumping) {
			self.isJumping = true;
		}
	};
});
// Class for Obstacles
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.x -= 7;
		if (self.x < -obstacleGraphics.width / 2) {
			self.destroy();
		}
	};
	self.y = Math.random() * (2732 - 200) + 100; // Randomize the y position of the obstacle
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Light blue sky background
});
/**** 
* Game Code
****/ 
// Initialize Mario
var mario = game.addChild(new Mario());
mario.x = 200;
mario.y = 2732 - 100; // Start near the bottom of the screen
// Arrays to keep track of coins and obstacles
var coins = [];
var obstacles = [];
// Score display
var score = 0;
var scoreTxt = new Text2('Score: 0', {
	size: 100,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game update function
game.update = function () {
	mario.update();
	// Update coins and check for collection
	for (var i = coins.length - 1; i >= 0; i--) {
		var coin = coins[i];
		coin.update();
		if (mario.intersects(coin)) {
			score += 10;
			scoreTxt.setText('Score: ' + score);
			coin.destroy();
			coins.splice(i, 1);
		}
	}
	// Update obstacles and check for collision
	for (var j = obstacles.length - 1; j >= 0; j--) {
		var obstacle = obstacles[j];
		obstacle.update();
		if (mario.intersects(obstacle)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	}
	// Spawn new coins and obstacles
	if (LK.ticks % 60 == 0) {
		var newCoin = new Coin();
		newCoin.x = 2048 + 50;
		newCoin.y = Math.random() * (2732 - 200) + 100;
		coins.push(newCoin);
		game.addChild(newCoin);
	}
	if (LK.ticks % 120 == 0) {
		var newObstacle = new Obstacle();
		newObstacle.x = 2048 + 50;
		obstacles.push(newObstacle);
		game.addChild(newObstacle);
	}
};
// Handle touch events for jumping
game.down = function (x, y, obj) {
	if (mario.isJumping) {
		mario.isJumping = false;
	} else {
		mario.jump();
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -32,9 +32,9 @@
 			self.y -= self.speed;
 			if (self.y <= self.jumpHeight) {
 				self.isJumping = false;
 			}
-		} else if (self.y < 2732 - marioGraphics.height / 2) {
+		} else if (self.y < 2732 - marioGraphics.height / 2 && !self.isJumping) {
 			self.y += self.speed;
 		}
 	};
 	self.jump = function () {