User prompt
loop the background for entire game
User prompt
make the background as upward scroller game
User prompt
dont reset the background to zero
User prompt
add a second background asset same as first one loop them for entire game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move the backgroundLevel1 asset from top to bottom of the screen in a loop ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
spawn the campsite at end of each level and act as a save point
User prompt
add some visual effects to the game
User prompt
slightly increase the game speed
User prompt
slightly increase the spawn count snowball and rock on the game
User prompt
make the background lively
User prompt
when climber pickups the gear give him some upgrade in the game
User prompt
when the climber pickups the gear give him some upgrade
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'background.update();' Line Number: 521
User prompt
Please fix the bug: 'ReferenceError: background is not defined' in or related to this line: 'background.update();' Line Number: 519
User prompt
loop movement the background picture
Code edit (1 edits merged)
Please save this source code
Code edit (4 edits merged)
Please save this source code
User prompt
attach the smoke asset with climber asset
Code edit (1 edits merged)
Please save this source code
User prompt
adjust smoke asset position spawn from the climber's position
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(smoke, {' Line Number: 86 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add some smoke effects behind player
User prompt
fix code
User prompt
set background asset for each level individually and spawn them when that level is played by the player
/**** * 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 () { // Create smoke effect behind the player if (LK.ticks % 10 === 0) { // Emit smoke every 10 ticks var smoke = LK.getAsset('smoke', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y + self.height / 2 }); game.addChild(smoke); tween.to(smoke, { alpha: 0 }, 1000).onComplete(function () { smoke.destroy(); }); } 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; // Stop horizontal movement self.vy = 0; // Stop vertical movement self.movingToTarget = false; self.targetX = null; self.targetY = null; } } // Remove gravity effect to ensure constant upward movement self.x += self.vx; self.y += self.vy; // Allow vertical movement based on velocity // 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: 0x000000 // Always black }); /**** * Game Code ****/ function createBackgroundForLevel(level) { // Define different backgrounds for each level var backgroundAssetId; switch (level) { case 1: backgroundAssetId = 'backgroundLevel1'; break; case 2: backgroundAssetId = 'backgroundLevel2'; break; case 3: backgroundAssetId = 'backgroundLevel3'; break; case 4: backgroundAssetId = 'backgroundLevel4'; break; case 5: backgroundAssetId = 'backgroundLevel5'; break; } // Create and position the background var background = LK.getAsset(backgroundAssetId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); background.zIndex = -1; // Ensure background is behind other elements } function adjustGameDynamics() { // Increase scroll speed with altitude scrollSpeed = 2 + Math.floor(altitude / 1000); // Adjust hazard spawn rate based on altitude if (altitude > 2000) { pathGap = 200; } else if (altitude > 4000) { pathGap = 180; } // Modify oxygen usage rate based on altitude if (altitude > 3000) { oxygenUseRate = 0.15 - storage.gearUpgrades.oxygenEfficiency * 0.01; } else if (altitude > 5000) { oxygenUseRate = 0.2 - storage.gearUpgrades.oxygenEfficiency * 0.01; } } // 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 and spawn background for each level when played createBackgroundForLevel(level); // Create mountains createMountains(); // Continuously spawn mountains every 5 seconds function spawnMountain() { var newMountain = new Mountain(); newMountain.x = 2048 / 2; newMountain.y = camera.y - 500; // Position above the current view mountains.push(newMountain); game.addChild(newMountain); } LK.setInterval(spawnMountain, 5000); // Schedule the mountain spawn every 5 seconds spawnMountain(); // Start the mountain spawning process immediately // 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(); // Adjust game dynamics based on altitude adjustGameDynamics(); // 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 * 0.5 * (1 + weatherEffect); // Reduce oxygen consumption rate // 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 altitude += scrollAmount; // Create new paths as needed while (nextPathY > camera.y - 2732 / 2) { createPathAt(nextPathY); nextPathY -= pathGap + Math.random() * 50; } } else { // Always scroll the game elements upwards var scrollAmount = scrollSpeed; camera.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 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); // Reset altitude for next level altitude = 0; // Reset paths, hazards, and collectables for new level paths = []; hazards = []; collectables = []; campsites = []; nextPathY = 2600; // Reset start position for first path // 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.vx = dx > 0 ? climber.speed : -climber.speed; // Set horizontal speed based on touch position 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
@@ -46,8 +46,24 @@
self.movingToTarget = false;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
+ // Create smoke effect behind the player
+ if (LK.ticks % 10 === 0) {
+ // Emit smoke every 10 ticks
+ var smoke = LK.getAsset('smoke', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.x,
+ y: self.y + self.height / 2
+ });
+ game.addChild(smoke);
+ tween.to(smoke, {
+ alpha: 0
+ }, 1000).onComplete(function () {
+ smoke.destroy();
+ });
+ }
self.lastX = self.x;
self.lastY = self.y;
if (self.movingToTarget && self.targetX !== null) {
var dx = self.targetX - self.x;
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.