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: 2, anchorY: 2 }); 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 = 0; 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 = 0.1 - storage.gearUpgrades.oxygenEfficiency * 0.01; 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; 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) { 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 based on current level altitude += scrollAmount + (level - 1) * levelHeight; // Create new paths as needed while (nextPathY > camera.y - 2732 / 2) { createPathAt(nextPathY); nextPathY -= pathGap + Math.random() * 50; } } else { // If the climber is not high enough, keep moving the game elements upwards var scrollAmount = scrollSpeed; camera.y += scrollAmount; climber.y += scrollAmount; 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 } altitude += scrollAmount; 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 cumulative 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); // Maintain cumulative altitude for next level altitude = (level - 1) * levelHeight; // Reset oxygen to full for the next level oxygen = maxOxygen; // Reset paths, hazards, and collectables for new level paths = []; hazards = []; collectables = []; campsites = []; nextPathY = 2600 + (level - 1) * levelHeight; // Adjust start position for first path based on level // Create initial paths for new level for (var i = 0; i < 15; i++) { createPathAt(nextPathY); nextPathY -= pathGap; } // 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); // Move towards the target position climber.moveToPosition(position.x, position.y); climber.vy = -scrollSpeed; // Set vertical speed to move upwards }; 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
@@ -640,9 +640,9 @@
}
}
function checkLevelComplete() {
// Advance to next level when reaching required cumulative height
- if (altitude >= level * levelHeight + (level - 1) * levelHeight) {
+ if (altitude >= level * levelHeight) {
level++;
// Increase difficulty
pathGap += 20;
oxygenUseRate += 0.05;
@@ -650,17 +650,17 @@
score += level * 100;
// Flash screen for feedback
LK.effects.flashScreen(0x00ff00, 500);
// Maintain cumulative altitude for next level
- altitude -= levelHeight;
+ altitude = (level - 1) * levelHeight;
// Reset oxygen to full for the next level
oxygen = maxOxygen;
// Reset paths, hazards, and collectables for new level
paths = [];
hazards = [];
collectables = [];
campsites = [];
- nextPathY = 2600; // Reset start position for first path
+ nextPathY = 2600 + (level - 1) * levelHeight; // Adjust start position for first path based on level
// Create initial paths for new level
for (var i = 0; i < 15; i++) {
createPathAt(nextPathY);
nextPathY -= pathGap;
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.