User prompt
when each level is completed assign the campsite to collide with player which adds another oxygen bar to the player
User prompt
make each level is accessible to play and fix the problem which is occurring after completing level 1
User prompt
**Level 1**: Reach an altitude of 5000 meters. 2. **Level 2**: Reach an altitude of 10000 meters (5000 meters for Level 1 + 5000 meters for Level 2). 3. **Level 3**: Reach an altitude of 15000 meters (10000 meters for Level 2 + 5000 meters for Level 3). 4. **Level 4**: Reach an altitude of 20000 meters (15000 meters for Level 3 + 5000 meters for Level 4). 5. **Level 5**: Reach an altitude of 25000 meters (20000 meters for Level 4 + 5000 meters for Level 5). fix the altitude after level 1 that is resetting the altitude meter count and repair the game flow properly on each level
User prompt
spawn everything that player need to complete the game up to 25000 meters
User prompt
reset the oxygen bar to full when a level is completed
User prompt
reduce the oxygen reduction count at all levels
User prompt
reduce the oxygen reduction count
User prompt
fix the above problem for all the 5 levels of the entire game
User prompt
fix the above problem
User prompt
reduce the oxygen reduction count
User prompt
to pass a single level, the player must guide the climber to ascend 5000 meters so loop the game for every 5000 meters with oxygen spawn , obstacle spawn and path spawn
User prompt
make the game in the loop as the player goes on upwards on the screen
User prompt
at every 2000 meters assign the campsite as a save point if the player gets game over restart the game from that camp site
User prompt
make the game move vertically upwards
User prompt
make the player move upwards based on holding left mouse button dragging around
Code edit (1 edits merged)
Please save this source code
User prompt
fix the player logic which continously falling down and causing game over
Code edit (1 edits merged)
Please save this source code
User prompt
Peak Climber: Summit Challenge
User prompt
Please continue polishing my design document.
Initial prompt
make a mountain trekking game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
gearCollected: 0,
gearUpgrades: {
oxygenEfficiency: 0,
climbingSpeed: 0,
weatherResistance: 0
}
});
/****
* Classes
****/
var Campsite = Container.expand(function () {
var self = Container.call(this);
var campsiteGraphics = self.attachAsset('campsite', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = campsiteGraphics.width;
self.height = campsiteGraphics.height;
self.active = true;
return self;
});
var Climber = Container.expand(function () {
var self = Container.call(this);
var climberGraphics = self.attachAsset('climber', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = climberGraphics.width;
self.height = climberGraphics.height;
self.vx = 0;
self.vy = 0;
self.speed = 12 + storage.gearUpgrades.climbingSpeed * 2;
self.jumpPower = -25;
self.gravity = 1;
self.onGround = false;
self.climbing = false;
self.targetX = null;
self.targetY = null;
self.movingToTarget = false;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.movingToTarget && self.targetX !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
var angle = Math.atan2(dy, dx);
self.vx = Math.cos(angle) * self.speed;
self.vy = Math.sin(angle) * self.speed;
} else {
self.x = self.targetX;
self.y = self.targetY;
self.vx = 0;
self.vy = 0;
self.movingToTarget = false;
self.targetX = null;
self.targetY = null;
}
}
if (!self.climbing && !self.movingToTarget) {
self.vy += self.gravity;
}
self.x += self.vx;
self.y += self.vy;
// Constrain to screen bounds
if (self.x < self.width / 2) {
self.x = self.width / 2;
self.vx = 0;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self.vx = 0;
}
};
self.jump = function () {
if (self.onGround) {
self.vy = self.jumpPower;
self.onGround = false;
LK.getSound('jump').play();
}
};
self.moveToPosition = function (x, y) {
self.targetX = x;
self.targetY = y;
self.movingToTarget = true;
self.climbing = true;
};
return self;
});
var ClimbingPath = Container.expand(function (pathType) {
var self = Container.call(this);
// Different path types: 'normal', 'narrow', 'slippery'
self.pathType = pathType || 'normal';
var pathWidth = 300;
var pathColor = 0xDDDDDD;
if (self.pathType === 'narrow') {
pathWidth = 150;
pathColor = 0xBBBBBB;
} else if (self.pathType === 'slippery') {
pathWidth = 250;
pathColor = 0xADD8E6;
}
var pathGraphics = self.attachAsset('path', {
anchorX: 0.5,
anchorY: 0.5,
width: pathWidth,
height: 100,
tint: pathColor
});
self.width = pathGraphics.width;
self.height = pathGraphics.height;
return self;
});
var Collectable = Container.expand(function (collectableType) {
var self = Container.call(this);
self.collectableType = collectableType || 'oxygen';
var assetId, value;
if (self.collectableType === 'oxygen') {
assetId = 'oxygen';
value = 20 + Math.floor(Math.random() * 10);
} else if (self.collectableType === 'gear') {
assetId = 'gear';
value = 1;
}
var collectableGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.width = collectableGraphics.width;
self.height = collectableGraphics.height;
self.value = value;
self.active = true;
self.update = function () {
// Simple hover animation
collectableGraphics.y = Math.sin(LK.ticks / 20) * 5;
};
return self;
});
var Hazard = Container.expand(function (hazardType) {
var self = Container.call(this);
self.hazardType = hazardType || 'rock';
var assetId, size, speed;
if (self.hazardType === 'rock') {
assetId = 'rock';
size = 100;
speed = 5 + Math.random() * 3;
} else if (self.hazardType === 'snowball') {
assetId = 'snowball';
size = 90;
speed = 7 + Math.random() * 4;
} else if (self.hazardType === 'gap') {
assetId = 'deadlyGap';
size = 300;
speed = 0;
}
var hazardGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.width = hazardGraphics.width;
self.height = hazardGraphics.height;
self.vy = speed;
self.active = true;
self.update = function () {
if (self.hazardType !== 'gap') {
self.y += self.vy;
}
// Remove when out of screen
if (self.y > 2732 + self.height) {
self.active = false;
}
};
return self;
});
var Mountain = Container.expand(function () {
var self = Container.call(this);
var mountainGraphics = self.attachAsset('mountain', {
anchorX: 0.5,
anchorY: 0
});
self.width = mountainGraphics.width;
self.height = mountainGraphics.height;
return self;
});
var OxygenBar = Container.expand(function () {
var self = Container.call(this);
var barBackground = self.attachAsset('oxygenBarBg', {
anchorX: 0,
anchorY: 0.5
});
var bar = self.attachAsset('oxygenBar', {
anchorX: 0,
anchorY: 0.5,
x: 5,
y: 0
});
var oxygenText = new Text2('OXYGEN', {
size: 30,
fill: 0xFFFFFF
});
oxygenText.anchor.set(0.5, 0.5);
oxygenText.x = 200;
oxygenText.y = 0;
self.addChild(oxygenText);
self.maxWidth = bar.width;
self.updateBar = function (percentage) {
// Clamp percentage between 0 and 100
percentage = Math.max(0, Math.min(100, percentage));
bar.width = self.maxWidth * (percentage / 100);
// Change color based on oxygen level
if (percentage > 60) {
bar.tint = 0x00BFFF; // Blue
} else if (percentage > 30) {
bar.tint = 0xFFAA00; // Orange
} else {
bar.tint = 0xFF0000; // Red
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue
});
/****
* Game Code
****/
// Game state
var gameActive = true;
var score = 0;
var altitude = 0;
var oxygen = 100;
var maxOxygen = 100;
var oxygenUseRate = 0.2 - storage.gearUpgrades.oxygenEfficiency * 0.02;
var weatherEffect = 0;
var weatherResistance = storage.gearUpgrades.weatherResistance;
var level = 1;
var levelHeight = 5000;
// Screen scroll
var scrollSpeed = 2;
var camera = {
y: 0
};
// Game elements
var climber;
var paths = [];
var hazards = [];
var collectables = [];
var campsites = [];
var mountains = [];
var nextPathY = 2600; // Start position for first path
var pathGap = 220; // Gap between consecutive paths
// UI elements
var scoreText;
var altitudeText;
var levelText;
var oxygenBar;
// Setup game
function setupGame() {
// Create UI
setupUI();
// Create mountains
createMountains();
// Create initial paths
for (var i = 0; i < 15; i++) {
createPathAt(nextPathY);
nextPathY -= pathGap;
}
// Create climber
climber = new Climber();
climber.x = 2048 / 2;
climber.y = 2400;
game.addChild(climber);
// Start background music
LK.playMusic('bgMusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
});
}
function setupUI() {
// Score text
scoreText = new Text2('SCORE: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
// Altitude text
altitudeText = new Text2('ALTITUDE: 0 M', {
size: 50,
fill: 0xFFFFFF
});
altitudeText.anchor.set(0.5, 0);
LK.gui.top.addChild(altitudeText);
// Level text
levelText = new Text2('LEVEL: 1', {
size: 50,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelText);
levelText.x = 120; // Offset from the top left corner to avoid UI elements
// Oxygen bar
oxygenBar = new OxygenBar();
oxygenBar.x = 200;
oxygenBar.y = 100;
LK.gui.top.addChild(oxygenBar);
}
function createMountains() {
// Create two mountains for parallax effect
var mountain1 = new Mountain();
mountain1.x = 2048 / 2;
mountain1.y = 2200;
mountains.push(mountain1);
game.addChild(mountain1);
var mountain2 = new Mountain();
mountain2.x = 2048 / 2;
mountain2.y = 700;
mountains.push(mountain2);
game.addChild(mountain2);
}
function createPathAt(yPosition) {
// Random path properties
var pathX = Math.random() * (2048 - 400) + 200;
var pathType = 'normal';
var pathTypeRoll = Math.random();
if (pathTypeRoll > 0.7) {
pathType = 'narrow';
} else if (pathTypeRoll > 0.5) {
pathType = 'slippery';
}
// Create the path
var path = new ClimbingPath(pathType);
path.x = pathX;
path.y = yPosition;
paths.push(path);
game.addChild(path);
// Chance to add collectable
if (Math.random() > 0.6) {
var collectableType = Math.random() > 0.7 ? 'gear' : 'oxygen';
var collectable = new Collectable(collectableType);
collectable.x = pathX + (Math.random() * 200 - 100);
collectable.y = yPosition - 80;
collectables.push(collectable);
game.addChild(collectable);
}
// Lower chance to add campsite
if (Math.random() > 0.9) {
var campsite = new Campsite();
campsite.x = pathX;
campsite.y = yPosition - 80;
campsites.push(campsite);
game.addChild(campsite);
}
// Chance to add hazard
if (Math.random() > 0.7) {
var hazardType;
var hazardRoll = Math.random();
if (hazardRoll > 0.6) {
hazardType = 'snowball';
} else if (hazardRoll > 0.3) {
hazardType = 'rock';
} else {
hazardType = 'gap';
}
if (hazardType === 'gap') {
// Gaps are positioned on the path
var gap = new Hazard(hazardType);
gap.x = pathX;
gap.y = yPosition - 25;
hazards.push(gap);
game.addChild(gap);
} else {
// Flying hazards are positioned above
var hazard = new Hazard(hazardType);
hazard.x = Math.random() * 2048;
hazard.y = yPosition - 500 - Math.random() * 500;
hazards.push(hazard);
game.addChild(hazard);
}
}
return path;
}
function updateGame() {
if (!gameActive) {
return;
}
// Update oxygen level
updateOxygen();
// Update climber and check collisions
updateClimber();
// Update paths and scroll
updatePathsAndScroll();
// Update hazards
updateHazards();
// Update collectables
updateCollectables();
// Update campsites
updateCampsites();
// Update UI
updateUI();
// Check for game over conditions
checkGameOver();
// Check for level complete
checkLevelComplete();
}
function updateOxygen() {
// Consume oxygen
oxygen -= oxygenUseRate * (1 + weatherEffect);
// Apply weather effects
if (altitude > level * 1000) {
weatherEffect = Math.min(1, (altitude - level * 1000) / 1000);
// Reduce weather effect based on weather resistance upgrade
weatherEffect *= 1 - weatherResistance * 0.1;
}
// Update oxygen bar
oxygenBar.updateBar(oxygen);
}
function updateClimber() {
// Update climber position
climber.update();
// Check if climber is on any path
climber.onGround = false;
climber.climbing = false;
for (var i = 0; i < paths.length; i++) {
var path = paths[i];
if (climber.intersects(path) && climber.lastY + climber.height / 2 <= path.y - path.height / 2 + 5 && climber.vy >= 0) {
climber.y = path.y - path.height / 2 - climber.height / 2 + 5;
climber.vy = 0;
climber.onGround = true;
climber.climbing = false;
// If on slippery path, add slide effect
if (path.pathType === 'slippery' && !climber.movingToTarget) {
climber.vx = Math.random() > 0.5 ? 1 : -1;
}
break;
}
}
}
function updatePathsAndScroll() {
// Scroll the screen when climber is higher
if (climber.y < 2732 / 3) {
var scrollAmount = 2732 / 3 - climber.y;
camera.y += scrollAmount;
climber.y += scrollAmount;
// Move all game elements
for (var i = 0; i < paths.length; i++) {
paths[i].y += scrollAmount;
}
for (var i = 0; i < hazards.length; i++) {
hazards[i].y += scrollAmount;
}
for (var i = 0; i < collectables.length; i++) {
collectables[i].y += scrollAmount;
}
for (var i = 0; i < campsites.length; i++) {
campsites[i].y += scrollAmount;
}
for (var i = 0; i < mountains.length; i++) {
mountains[i].y += scrollAmount * 0.5; // Parallax effect
}
// Increase altitude
altitude += scrollAmount;
// Create new paths as needed
while (nextPathY > camera.y - 2732 / 2) {
createPathAt(nextPathY);
nextPathY -= pathGap + Math.random() * 50;
}
}
// Remove paths that are off-screen
for (var i = paths.length - 1; i >= 0; i--) {
if (paths[i].y > camera.y + 2732 + 200) {
paths[i].destroy();
paths.splice(i, 1);
}
}
}
function updateHazards() {
for (var i = hazards.length - 1; i >= 0; i--) {
var hazard = hazards[i];
hazard.update();
// Check for collision with climber
if (hazard.active && climber.intersects(hazard)) {
handleHazardCollision(hazard);
}
// Remove inactive hazards
if (!hazard.active || hazard.y > camera.y + 2732 + 200) {
hazard.destroy();
hazards.splice(i, 1);
}
}
}
function handleHazardCollision(hazard) {
LK.getSound('danger').play();
if (hazard.hazardType === 'rock' || hazard.hazardType === 'snowball') {
// Falling rocks or snowballs damage oxygen
oxygen -= 20;
// Visual feedback
LK.effects.flashObject(climber, 0xff0000, 500);
// Knockback effect
climber.vy = 5;
climber.vx = climber.x < hazard.x ? -8 : 8;
// Make hazard inactive
hazard.active = false;
} else if (hazard.hazardType === 'gap') {
// Gaps are deadly if fallen into
if (climber.vy > 0 && !climber.onGround) {
gameActive = false;
}
}
}
function updateCollectables() {
for (var i = collectables.length - 1; i >= 0; i--) {
var collectable = collectables[i];
collectable.update();
// Check for collision with climber
if (collectable.active && climber.intersects(collectable)) {
handleCollectableCollision(collectable);
// Remove collected item
collectable.destroy();
collectables.splice(i, 1);
} else if (collectable.y > camera.y + 2732 + 200) {
// Remove off-screen collectables
collectable.destroy();
collectables.splice(i, 1);
}
}
}
function handleCollectableCollision(collectable) {
LK.getSound('collect').play();
if (collectable.collectableType === 'oxygen') {
// Refill oxygen
oxygen = Math.min(maxOxygen, oxygen + collectable.value);
// Visual feedback
LK.effects.flashObject(collectable, 0x00BFFF, 300);
} else if (collectable.collectableType === 'gear') {
// Collect gear
storage.gearCollected += collectable.value;
// Add to score
score += 10;
// Visual feedback
LK.effects.flashObject(collectable, 0xFFD700, 300);
}
}
function updateCampsites() {
for (var i = campsites.length - 1; i >= 0; i--) {
var campsite = campsites[i];
// Check for collision with climber
if (campsite.active && climber.intersects(campsite)) {
handleCampsiteCollision(campsite);
}
// Remove off-screen campsites
if (campsite.y > camera.y + 2732 + 200) {
campsite.destroy();
campsites.splice(i, 1);
}
}
}
function handleCampsiteCollision(campsite) {
// Rest at campsite to replenish oxygen
if (climber.onGround && campsite.active) {
LK.getSound('rest').play();
// Replenish oxygen
oxygen = Math.min(maxOxygen, oxygen + 0.5);
// Visual feedback
if (LK.ticks % 20 === 0) {
LK.effects.flashObject(campsite, 0x4CBB17, 300);
}
// Increase score for time spent at campsite
if (LK.ticks % 60 === 0) {
score += 1;
}
}
}
function updateUI() {
// Update score text
scoreText.setText('SCORE: ' + Math.floor(score));
// Update altitude text
altitudeText.setText('ALTITUDE: ' + Math.floor(altitude) + ' M');
// Update level text
levelText.setText('LEVEL: ' + level);
}
function checkGameOver() {
// Game over if oxygen depletes
if (oxygen <= 0) {
gameActive = false;
oxygen = 0;
LK.effects.flashScreen(0xff0000, 1000);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
// Game over if fallen off screen
if (climber.y > camera.y + 2732 + climber.height) {
gameActive = false;
LK.effects.flashScreen(0xff0000, 1000);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
function checkLevelComplete() {
// Advance to next level when reaching required height
if (altitude >= level * levelHeight) {
level++;
// Increase difficulty
pathGap += 20;
oxygenUseRate += 0.05;
// Bonus score
score += level * 100;
// Flash screen for feedback
LK.effects.flashScreen(0x00ff00, 500);
// If reached final level (5), show win screen
if (level > 5) {
LK.setTimeout(function () {
// Update high score
if (score > storage.highScore) {
storage.highScore = Math.floor(score);
}
LK.showYouWin();
}, 1000);
}
}
}
// Interaction handlers
game.down = function (x, y, obj) {
if (!gameActive) {
return;
}
// Convert click to game coordinates
var position = game.toLocal({
x: x,
y: y
});
// When clicking/tapping, move towards that point if within reasonable range
var dx = position.x - climber.x;
var dy = position.y - climber.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only move if the target is within reachable distance
if (distance < 400) {
climber.moveToPosition(position.x, position.y);
} else {
// Jump in the direction if too far
if (climber.onGround) {
climber.vx = dx > 0 ? 8 : -8;
climber.jump();
}
}
};
game.up = function (x, y, obj) {
// Not needed for this game
};
game.move = function (x, y, obj) {
// Not needed for this game
};
// Main game loop
game.update = function () {
updateGame();
// Update score based on altitude
if (gameActive && LK.ticks % 30 === 0) {
score += 0.1 * level;
}
};
// Initialize the game
setupGame();
// Set game score
LK.setScore(Math.floor(score)); ===================================================================
--- original.js
+++ change.js
@@ -436,11 +436,12 @@
// Update climber position
climber.update();
// Check if climber is on any path
climber.onGround = false;
+ climber.climbing = false;
for (var i = 0; i < paths.length; i++) {
var path = paths[i];
- if (climber.intersects(path) && climber.lastY + climber.height / 2 <= path.y - path.height / 2 + 20 && climber.vy >= 0) {
+ if (climber.intersects(path) && climber.lastY + climber.height / 2 <= path.y - path.height / 2 + 5 && climber.vy >= 0) {
climber.y = path.y - path.height / 2 - climber.height / 2 + 5;
climber.vy = 0;
climber.onGround = true;
climber.climbing = false;
mountain ledge Single Game Texture. In-Game asset. High contrast. No shadows
mountain boulder. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bunch clouds. Single Game Texture. In-Game asset. Blank background. High contrast.
diffrent kinds of mountains. Single Game Texture. In-Game asset. High contrast
sand mountain. Single Game Texture. In-Game asset. Blank background. High contrast
snowy mountains. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
asgard. Single Game Texture. In-Game asset. Blank background. High contrast
oxygen cylinder with O2 symbol Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single cloud. Single Game Texture. In-Game asset. Blank background. High contrast
snow ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast
camptent Single Game Texture. In-Game asset. 2d. Blank background. High contrast.
single climbing gear. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
mixed infinite cloud background Single Game Texture. In-Game asset. 2d. Blank background. High contrast
Fly Through Endless JetPack Adventure,Soaring Through the Sky Single Game Texture. In-Game asset. 2d. . High contrast.