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make it neat like a staircase
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position platforms less complex
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Position the platforms better
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add sun and cloud
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'quadratic')' in or related to this line: 'tween.to(coin, {' Line Number: 346
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'quadraticOut')' in or related to this line: 'tween.to(coin, {' Line Number: 346
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'Quadratic')' in or related to this line: 'tween.to(coin, {' Line Number: 346
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'quadraticOut')' in or related to this line: 'tween.to(coin, {' Line Number: 346
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'Quadratic')' in or related to this line: 'tween.to(coin, {' Line Number: 346
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Let it be a special coin and they will fly away from us
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add background
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fix platforms
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fix game controls
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make character jump higher
Code edit (1 edits merged)
Please save this source code
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Super Platformer Run
Initial prompt
make a mario
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coinCircle', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; return self; }); // Enemy class (simple left-right walker) var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAsset = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 1 }); self.width = enemyAsset.width; self.height = enemyAsset.height; // Movement direction: 1 = right, -1 = left self.dir = 1; self.speed = 3; // Movement bounds (set externally) self.leftBound = 0; self.rightBound = 2048; self.update = function () { self.x += self.dir * self.speed; if (self.x < self.leftBound) { self.x = self.leftBound; self.dir = 1; } if (self.x > self.rightBound) { self.x = self.rightBound; self.dir = -1; } }; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platAsset = self.attachAsset('platformBox', { anchorX: 0, anchorY: 0 }); self.width = platAsset.width; self.height = platAsset.height; return self; }); // Player character class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerAsset = self.attachAsset('playerBox', { anchorX: 0.5, anchorY: 1 }); // Physics properties self.vx = 0; self.vy = 0; self.isOnGround = false; self.width = playerAsset.width; self.height = playerAsset.height; // For jump control self.jumpRequested = false; // Touch down on player (for jump) self.down = function (x, y, obj) { // Only allow jump if on ground if (self.isOnGround) { self.jumpRequested = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game Variables --- // Tween for animations (jump, enemy movement, etc) // --- Asset Initialization (shapes) --- // Sun and cloud assets (example IDs, replace with real asset IDs as needed) var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 2048 * 3; // 3 screens wide var player; var platforms = []; var coins = []; var enemies = []; var cameraX = 0; var score = 0; var distance = 0; var gameOver = false; // --- GUI --- var scoreTxt = new Text2('0', { size: 100, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var distTxt = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distTxt.anchor.set(0.5, 0); LK.gui.top.addChild(distTxt); distTxt.y = 110; // --- Level Generation --- function createLevel() { // Clear old for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); for (var i = 0; i < enemies.length; i++) enemies[i].destroy(); platforms = []; coins = []; enemies = []; // Add sun to the sky var sun = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = 300; sun.y = 300; game.addChild(sun); // Add a few clouds at different positions var cloud1 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud1.x = 700; cloud1.y = 400; game.addChild(cloud1); var cloud2 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 1400; cloud2.y = 600; game.addChild(cloud2); var cloud3 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud3.x = 2000; cloud3.y = 350; game.addChild(cloud3); // Ground platform for (var i = 0; i < LEVEL_LENGTH; i += 400) { var plat = new Platform(); plat.x = i; plat.y = 2300; platforms.push(plat); game.addChild(plat); } // Floating platforms, coins, and enemies // Make platforms in a neat staircase pattern var stairStartX = 600; var stairStartY = 1800; var stairStepX = 350; var stairStepY = -180; var numStairs = 15; for (var i = 0; i < numStairs; i++) { var px = stairStartX + i * stairStepX; var py = stairStartY + i * stairStepY; var plat = new Platform(); plat.x = px; plat.y = py; platforms.push(plat); game.addChild(plat); // Place a coin above platform var coin = new Coin(); coin.x = px + plat.width / 2; coin.y = py - 80; coins.push(coin); game.addChild(coin); // Place an enemy on every third platform if (i % 3 === 0) { var enemy = new Enemy(); enemy.x = px + plat.width / 2; enemy.y = py; enemy.leftBound = px + 20; enemy.rightBound = px + plat.width - 20; enemies.push(enemy); game.addChild(enemy); } } } // --- Player Initialization --- function resetPlayer() { if (player) player.destroy(); player = new Player(); player.x = 200; player.y = 2200; player.vx = 0; player.vy = 0; player.isOnGround = false; game.addChild(player); } // --- Camera --- function updateCamera() { // Camera follows player, but clamps to level bounds cameraX = player.x - 600; if (cameraX < 0) cameraX = 0; if (cameraX > LEVEL_LENGTH - 2048) cameraX = LEVEL_LENGTH - 2048; // Move all game objects (except GUI) by -cameraX for (var i = 0; i < platforms.length; i++) platforms[i].xScreen = platforms[i].x - cameraX; for (var i = 0; i < coins.length; i++) coins[i].xScreen = coins[i].x - cameraX; for (var i = 0; i < enemies.length; i++) enemies[i].xScreen = enemies[i].x - cameraX; player.xScreen = player.x - cameraX; } // --- Utility: AABB collision --- function intersectsAABB(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // --- Touch Controls --- // Touch controls: tap anywhere to jump, hold left/right for movement var moveDir = 0; // -1 = left, 1 = right, 0 = none game.down = function (x, y, obj) { if (gameOver) return; // Convert to game coordinates var gx = x + cameraX; // Always allow jump on tap down, anywhere if (player.isOnGround) { player.jumpRequested = true; } // Hold left/right for movement if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; game.up = function (x, y, obj) { moveDir = 0; }; game.move = function (x, y, obj) { // Allow drag to change direction if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; // --- Game Update Loop --- game.update = function () { if (gameOver) return; // --- Player Movement --- // Horizontal movement player.vx = moveDir * PLAYER_SPEED; // Apply gravity player.vy += GRAVITY; // Jump if (player.jumpRequested) { player.vy = JUMP_VELOCITY; player.jumpRequested = false; player.isOnGround = false; } // Move horizontally, check collisions player.x += player.vx; var collidedX = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided horizontally, push player out if (player.vx > 0) { player.x = plat.x - player.width / 2; } else if (player.vx < 0) { player.x = plat.x + plat.width + player.width / 2; } collidedX = true; } } // Move vertically, check collisions player.y += player.vy; var collidedY = false; player.isOnGround = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided vertically if (player.vy > 0) { // Falling, land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; } else if (player.vy < 0) { // Hitting head player.y = plat.y + plat.height + player.height; player.vy = 0; } collidedY = true; } } // --- Coin Collection --- for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coin.x - coin.width / 2, y: coin.y - coin.height / 2, width: coin.width, height: coin.height })) { // Collect coin score += 1; scoreTxt.setText(score); coin.destroy(); coins.splice(i, 1); } } // --- Enemy Update & Collision --- for (var i = 0; i < enemies.length; i++) { enemies[i].update(); // Check collision with player if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: enemies[i].x - enemies[i].width / 2, y: enemies[i].y - enemies[i].height, width: enemies[i].width, height: enemies[i].height })) { // Game over LK.effects.flashScreen(0xff0000, 1000); gameOver = true; LK.showGameOver(); return; } } // --- Camera & Distance --- updateCamera(); // Move all objects to screen position for (var i = 0; i < platforms.length; i++) { platforms[i].x = platforms[i].xScreen; } for (var i = 0; i < coins.length; i++) { coins[i].x = coins[i].xScreen; } for (var i = 0; i < enemies.length; i++) { enemies[i].x = enemies[i].xScreen; } player.x = player.xScreen; // --- Distance --- distance = Math.floor((player.x + cameraX) / 10); distTxt.setText(distance + "m"); // --- Win/Lose Conditions --- // Fall off screen if (player.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); gameOver = true; LK.showGameOver(); return; } // Reached end of level if (player.x + cameraX > LEVEL_LENGTH - 200) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } }; // --- Game Start --- function startGame() { score = 0; distance = 0; gameOver = false; scoreTxt.setText(score); distTxt.setText(distance + "m"); createLevel(); resetPlayer(); cameraX = 0; moveDir = 0; } // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -170,13 +170,17 @@
platforms.push(plat);
game.addChild(plat);
}
// Floating platforms, coins, and enemies
- var platY = [1800, 1500, 1200, 900, 600];
- var lastPlatX = 400;
- for (var i = 0; i < 15; i++) {
- var px = lastPlatX + 600; // Regular spacing
- var py = platY[i % platY.length]; // Cycle through heights
+ // Make platforms in a neat staircase pattern
+ var stairStartX = 600;
+ var stairStartY = 1800;
+ var stairStepX = 350;
+ var stairStepY = -180;
+ var numStairs = 15;
+ for (var i = 0; i < numStairs; i++) {
+ var px = stairStartX + i * stairStepX;
+ var py = stairStartY + i * stairStepY;
var plat = new Platform();
plat.x = px;
plat.y = py;
platforms.push(plat);
@@ -196,9 +200,8 @@
enemy.rightBound = px + plat.width - 20;
enemies.push(enemy);
game.addChild(enemy);
}
- lastPlatX = px;
}
}
// --- Player Initialization ---
function resetPlayer() {
cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
çay bardağı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a kebap. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
baba terliği. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kızgın ve canlı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
geleneksel türk kıraathanesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kaslı ve kıravartı olan sinirli bir starbucks kahvesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
180 derece stabucks kahvesi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
kırmızı ok. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
okun ucu sola baksın ve hiçbirşey değişmesin
şimdi ok yine değişmesin sadece ucu sağa baksın
şiş in içine geçmiş bir şekilde play yazıcak ama domates biber ve etten yani gerçek kebab gibi ama harfler var. daha çizgifilmsel olacak mesela "p" et "l" biber "a" domates "y" et
"Kebab Runner" yaz ama 1 şiş kebab yazının üstünde duracak olacak yani oyunun
çaydanlık adam. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
buzlu bir americano ama stabucks kahvesi çevresi beyaz olsun içinde çok buz olsun No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat