User prompt
Remove the platforms at the very top of the screen
User prompt
The player can't spawn at the top of the screen
User prompt
The player can't spawn in the top or bottom corners
User prompt
The player can't spawn at the very top of the screen
User prompt
Make sure all platforms are on screen
User prompt
Make sure every platform is within jumping or double jumping distance with its nahbor
User prompt
Add a double jump
User prompt
Every time the player falls off spawn the player on a random platform without a guitar pick
User prompt
Make the player spawn on a random platform without a guitar pick upon starting the game
User prompt
Make all the platforms close enough to jump from one to another but not so close that some platforms are unaccessible .
User prompt
The player should not be able to spawn on the same platform as a guitar pick
User prompt
Remove the ability to win by picking up ten guitar picks
User prompt
Guitar picks can only spawn on top of platforms
User prompt
Make it so that the player will not win instead the game starts over when the player falls off
User prompt
Make sure there are always 12 guitar picks
User prompt
You win when you get 100 points
User prompt
Make the platforms closer to the player spawn point
User prompt
Stop making the game impossible by having so much space between platforms
User prompt
Make it playable with a keyboard using the arrow keys
User prompt
The platforms are still too far away from each other
User prompt
Make the platforms closer together
User prompt
The screen shouldn't scroll up or down
User prompt
The player should always spawn at the bottom of the map and work there way up
User prompt
The score should only go up by one
User prompt
Make the score only go up when a guitar pick is collected
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Guitar = Container.expand(function () {
var self = Container.call(this);
var guitarGraphics = self.attachAsset('guitar', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.isJumping = false;
self.canJump = true;
self.hasDoubleJump = true; // Flag to track double jump availability
self.isDoubleJumping = false; // Flag to track if currently in double jump
self.gravity = 0.75; // Slightly reduced gravity for longer air time
self.jumpForce = -20; // Adjusted jump force to match new platform spacing
self.moveSpeed = 15; // Increased horizontal movement for better platform navigation
self.hasWhammy = false;
self.hasAmp = false;
self.ampTimer = 0;
self.whammyTimer = 0;
self.jump = function () {
if (self.canJump) {
// First jump
self.vy = self.jumpForce;
self.isJumping = true;
self.canJump = false;
LK.getSound('jump').play();
} else if (self.hasDoubleJump && !self.isDoubleJumping) {
// Double jump - stronger to ensure reaching higher platforms
self.vy = self.jumpForce * 0.9; // Increased from 0.8 to 0.9 for better height
self.isDoubleJumping = true;
self.hasDoubleJump = false;
LK.getSound('jump').play();
}
};
self.update = function () {
// Apply gravity
self.vy += self.gravity;
// Move guitar
self.y += self.vy;
// Update powerup timers
if (self.hasAmp) {
self.ampTimer--;
if (self.ampTimer <= 0) {
self.hasAmp = false;
guitarGraphics.tint = 0xFFFFFF;
}
}
if (self.hasWhammy) {
self.whammyTimer--;
if (self.whammyTimer <= 0) {
self.hasWhammy = false;
guitarGraphics.alpha = 1;
}
}
};
self.activateAmplifier = function () {
self.hasAmp = true;
self.ampTimer = 300; // 5 seconds at 60fps
guitarGraphics.tint = 0xFF00FF; // Change color to indicate amplified
};
self.activateWhammy = function () {
self.hasWhammy = true;
self.whammyTimer = 300; // 5 seconds at 60fps
guitarGraphics.alpha = 0.6; // Fade to indicate whammy bar protection
};
self.reset = function () {
self.vx = 0;
self.vy = 0;
self.isJumping = false;
self.isDoubleJumping = false; // Reset double jump status
self.hasDoubleJump = true; // Reset double jump availability
self.canJump = true;
self.hasWhammy = false;
self.hasAmp = false;
guitarGraphics.tint = 0xFFFFFF;
guitarGraphics.alpha = 1;
};
return self;
});
var GuitarPick = Container.expand(function () {
var self = Container.call(this);
var pickGraphics = self.attachAsset('guitarPick', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Move at the same speed as platforms
self.active = true;
self.collected = false;
self.update = function () {
if (self.active && !self.collected) {
self.y += scrollSpeed;
// Rotation for nice visual effect
pickGraphics.rotation += 0.02;
// Remove if off-screen (above or below)
if (self.y > 2832 || self.y < -100) {
self.active = false;
}
}
};
self.collect = function () {
self.collected = true;
self.visible = false;
LK.getSound('pickCollect').play();
};
self.reset = function () {
self.active = true;
self.collected = false;
self.visible = true;
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Default platform speed
self.active = true;
self.update = function () {
if (self.active) {
self.y += scrollSpeed;
// Remove platform if it's completely off-screen (above or below)
// Adjusted to account for platform height (30px)
if (self.y > 2832 + platformGraphics.height / 2 || self.y < -100 - platformGraphics.height / 2) {
self.active = false;
}
}
};
self.reset = function () {
self.active = true;
};
return self;
});
var PowerUp = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'amplifier'; // Default to amplifier
var powerupGraphics = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Move at the same speed as platforms
self.active = true;
self.collected = false;
self.update = function () {
if (self.active && !self.collected) {
self.y += scrollSpeed;
// Rotation for nice visual effect
powerupGraphics.rotation += 0.01;
// Remove if off-screen (above or below)
if (self.y > 2832 || self.y < -100) {
self.active = false;
}
}
};
self.collect = function () {
self.collected = true;
self.visible = false;
LK.getSound('powerUp').play();
};
self.reset = function () {
self.active = true;
self.collected = false;
self.visible = true;
};
return self;
});
var StringCutter = Container.expand(function () {
var self = Container.call(this);
var cutterGraphics = self.attachAsset('stringCutter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7; // Slightly faster than platforms
self.active = true;
self.update = function () {
if (self.active) {
self.y += scrollSpeed + 2;
// Simple animation
cutterGraphics.rotation += 0.04;
// Remove if off-screen (above or below)
if (self.y > 2832 || self.y < -100) {
self.active = false;
}
}
};
self.reset = function () {
self.active = true;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x202020
});
/****
* Game Code
****/
// Game state variables
var scrollSpeed = 0; // Set to 0 to stop screen scrolling
var score = 0;
var gameRunning = true;
var difficulty = 1;
var platformSpawnTimer = 0;
var pickSpawnTimer = 0;
var cutterSpawnTimer = 0;
var powerupSpawnTimer = 0;
var lastPlatformY = 0;
// Arrays to hold game objects
var platforms = [];
var picks = [];
var cutters = [];
var powerups = [];
// Set up background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Create player guitar
var guitar = new Guitar();
guitar.x = 2048 / 2;
guitar.y = 2732 / 2;
game.addChild(guitar);
// Create UI elements
var scoreTxt = new Text2('SCORE: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Spawner functions
function spawnPlatform() {
// Don't spawn new platforms if scrollSpeed is 0
if (scrollSpeed === 0) {
// Create platforms throughout the screen
var platform = new Platform();
platform.x = Math.random() * (2048 - 300) + 150; // Random position within screen bounds
// Find last platform position
var lastY = 0;
if (platforms.length > 0) {
var highestPlatform = null;
var highestY = 2732;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].y < highestY) {
highestY = platforms[i].y;
highestPlatform = platforms[i];
}
}
if (highestPlatform) {
// Place new platform above the highest one with appropriate spacing
// 150 pixels is a better jump distance for regular jumps
platform.y = highestY - 150;
// Randomize a bit to make it more interesting but still jumpable
platform.y += Math.random() * 20 - 10; // Reduced to +/- 10 pixels for more predictable jumps
// Ensure platform doesn't go off the top of the screen and isn't too close to the top
platform.y = Math.max(platform.y, 200); // Increased from 50 to 200 for more space at top
} else {
platform.y = 2732 / 2;
}
} else {
platform.y = 2732 / 2;
}
platforms.push(platform);
game.addChild(platform);
// Track the Y-position for spawning objects on platforms
lastPlatformY = platform.y;
// Randomly decide if we should spawn a pick on this platform
if (Math.random() < 0.5) {
spawnPickOnPlatform(platform.x, platform.y);
}
// Randomly spawn a powerup (less frequently)
if (Math.random() < 0.15) {
spawnPowerupOnPlatform(platform.x, platform.y);
}
return;
}
var platform = new Platform();
platform.x = Math.random() * (2048 - 300) + 150; // Random position within screen bounds
// Ensure platform starts just above the screen but not too far
platform.y = -50; // Start above the screen
// Track the Y-position for spawning objects on platforms
lastPlatformY = platform.y;
platforms.push(platform);
game.addChild(platform);
// Randomly decide if we should spawn a pick on this platform
if (Math.random() < 0.5) {
spawnPickOnPlatform(platform.x, platform.y);
}
// Randomly spawn a powerup (less frequently)
if (Math.random() < 0.15) {
spawnPowerupOnPlatform(platform.x, platform.y);
}
}
function spawnPickOnPlatform(x, y) {
var pick = new GuitarPick();
pick.x = x;
pick.y = y - 50; // Position slightly above the platform
picks.push(pick);
game.addChild(pick);
}
function spawnPowerupOnPlatform(x, y) {
var type = Math.random() < 0.5 ? 'amplifier' : 'whammyBar';
var powerup = new PowerUp(type);
powerup.x = x;
powerup.y = y - 70; // Position above the platform
powerups.push(powerup);
game.addChild(powerup);
}
function spawnCutter() {
var cutter = new StringCutter();
cutter.x = Math.random() * (2048 - 100) + 50; // Random position
cutter.y = -50; // Start above the screen
cutters.push(cutter);
game.addChild(cutter);
}
// Collision check functions
function checkPlatformCollisions() {
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (platform.active && guitar.vy > 0) {
// Only check when falling
if (guitar.intersects(platform)) {
// Land on the platform
guitar.y = platform.y - (platform.height / 2 + guitar.height / 2) + 10;
guitar.vy = 0;
guitar.isJumping = false;
guitar.isDoubleJumping = false; // Reset double jump status
guitar.hasDoubleJump = true; // Enable double jump again
guitar.canJump = true;
}
}
}
}
function checkPickCollisions() {
for (var i = 0; i < picks.length; i++) {
var pick = picks[i];
if (pick.active && !pick.collected && guitar.intersects(pick)) {
pick.collect();
score += 10;
scoreTxt.setText('SCORE: ' + score);
// No win condition - game continues regardless of score
}
}
}
function checkCutterCollisions() {
for (var i = 0; i < cutters.length; i++) {
var cutter = cutters[i];
if (cutter.active && guitar.intersects(cutter)) {
if (guitar.hasWhammy) {
// Whammy bar protects from one hit
guitar.hasWhammy = false;
cutter.active = false;
cutter.visible = false;
} else {
// Game over
LK.getSound('guitarSqueal').play();
LK.effects.flashScreen(0xFF0000, 500);
gameRunning = false;
LK.showGameOver();
}
}
}
}
function checkPowerupCollisions() {
for (var i = 0; i < powerups.length; i++) {
var powerup = powerups[i];
if (powerup.active && !powerup.collected && guitar.intersects(powerup)) {
powerup.collect();
if (powerup.type === 'amplifier') {
guitar.activateAmplifier();
} else if (powerup.type === 'whammyBar') {
guitar.activateWhammy();
}
}
}
}
function checkBoundaries() {
// Don't let guitar go off the sides
if (guitar.x < guitar.width / 2) {
guitar.x = guitar.width / 2;
} else if (guitar.x > 2048 - guitar.width / 2) {
guitar.x = 2048 - guitar.width / 2;
}
// Reset game if guitar goes off the top or falls off the bottom
if (guitar.y > 2732 + guitar.height || guitar.y < -guitar.height) {
LK.getSound('guitarSqueal').play();
LK.effects.flashScreen(0xFF0000, 500);
// Reset player position
guitar.reset();
// Find a random platform without a guitar pick
var availablePlatforms = platforms.filter(function (platform) {
// Check if platform doesn't have a pick on it
return platform.active && !picks.some(function (pick) {
return !pick.collected && Math.abs(pick.x - platform.x) < 10 && Math.abs(pick.y - (platform.y - 50)) < 10;
});
});
// If we have available platforms, place the guitar on a random one
if (availablePlatforms.length > 0) {
// Filter out platforms that are in corner areas
var safePlatforms = availablePlatforms.filter(function (platform) {
// Keep platforms that are not in the top corners (avoid top 200px and 300px from sides)
var notInTopCorner = !(platform.y < 200 && (platform.x < 300 || platform.x > 2048 - 300));
// Keep platforms that are not in the bottom corners (avoid bottom 200px and 300px from sides)
var notInBottomCorner = !(platform.y > 2732 - 200 && (platform.x < 300 || platform.x > 2048 - 300));
return notInTopCorner && notInBottomCorner;
});
// If we have safe platforms, use them, otherwise fall back to all available platforms
var platformsToUse = safePlatforms.length > 0 ? safePlatforms : availablePlatforms;
var randomPlatform = platformsToUse[Math.floor(Math.random() * platformsToUse.length)];
guitar.x = randomPlatform.x;
guitar.y = randomPlatform.y - 120; // Position above the platform
} else {
// Fallback to center if no platform is available
guitar.x = 2048 / 2;
guitar.y = 2732 / 2;
}
// Reset score
score = 0;
scoreTxt.setText('SCORE: ' + score);
LK.setScore(score);
}
}
// Event handlers
game.down = function (x, y, obj) {
// Jump when tapping upper half of screen
if (y < 2732 / 2) {
guitar.jump();
}
// Move left/right when tapping bottom half
else {
if (x < 2048 / 2) {
guitar.x -= guitar.moveSpeed * 6; // Move left faster for better responsiveness
} else {
guitar.x += guitar.moveSpeed * 6; // Move right faster for better responsiveness
}
}
};
game.move = function (x, y, obj) {
// No dragging implementation for now
};
game.up = function (x, y, obj) {
// Release handling
};
// Keyboard event handling for arrow keys
var keyState = {};
// Listen for keydown events
LK.on('keydown', function (obj) {
keyState[obj.event.key] = true;
// Jump with up arrow
if (obj.event.key === 'ArrowUp' && guitar.canJump) {
guitar.jump();
}
});
// Listen for keyup events
LK.on('keyup', function (obj) {
keyState[obj.event.key] = false;
});
// Function to handle keyboard movement
function handleKeyboardInput() {
// Move left with left arrow
if (keyState['ArrowLeft']) {
guitar.x -= guitar.moveSpeed * 1.2; // Slightly faster horizontal movement
}
// Move right with right arrow
if (keyState['ArrowRight']) {
guitar.x += guitar.moveSpeed * 1.2; // Slightly faster horizontal movement
}
}
// Update function
game.update = function () {
if (!gameRunning) {
return;
}
// Process keyboard input
if (gameRunning) {
handleKeyboardInput();
}
// Increase difficulty over time
if (LK.ticks % 600 === 0 && difficulty < 5) {
difficulty += 0.5;
// Keep scrollSpeed at 0 (no movement)
scrollSpeed = 0;
}
// Update guitar
guitar.update();
// Update platforms
for (var i = platforms.length - 1; i >= 0; i--) {
platforms[i].update();
if (!platforms[i].active) {
platforms[i].destroy();
platforms.splice(i, 1);
}
}
// Update picks
for (var i = picks.length - 1; i >= 0; i--) {
picks[i].update();
if (!picks[i].active || picks[i].collected) {
picks[i].destroy();
picks.splice(i, 1);
}
}
// Update cutters
for (var i = cutters.length - 1; i >= 0; i--) {
cutters[i].update();
if (!cutters[i].active) {
cutters[i].destroy();
cutters.splice(i, 1);
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
powerups[i].update();
if (!powerups[i].active || powerups[i].collected) {
powerups[i].destroy();
powerups.splice(i, 1);
}
}
// Check collisions
checkPlatformCollisions();
checkPickCollisions();
checkCutterCollisions();
checkPowerupCollisions();
checkBoundaries();
// Spawn objects
platformSpawnTimer++;
cutterSpawnTimer++;
// Make sure there are always 12 guitar picks
if (picks.length < 12 && platforms.length > 0) {
// Choose a random active platform to place the pick on
var validPlatforms = platforms.filter(function (platform) {
return platform.active;
});
if (validPlatforms.length > 0) {
var randomPlatform = validPlatforms[Math.floor(Math.random() * validPlatforms.length)];
var newPick = new GuitarPick();
newPick.x = randomPlatform.x;
newPick.y = randomPlatform.y - 50; // Position above the platform
picks.push(newPick);
game.addChild(newPick);
}
}
// Only spawn platforms if we're scrolling
if (scrollSpeed != 0 && platformSpawnTimer > 5) {
// Further reduced from 10 to 5 for more frequent platforms
spawnPlatform();
platformSpawnTimer = 0;
}
// Only spawn cutters if we're scrolling
if (scrollSpeed != 0 && score > 0 && score % 20 === 0 && cutterSpawnTimer > 60) {
spawnCutter();
cutterSpawnTimer = 0;
}
// Only guitar pick collection will increase score now
if (LK.ticks % 60 === 0) {
// Just update the global score without incrementing it
LK.setScore(score);
}
};
// Initial platform setup - platforms along the bottom portion of the screen
for (var i = 0; i < 20; i++) {
var startingPlatform = new Platform();
// Distribute platforms more evenly horizontally
startingPlatform.x = 150 + i % 4 * (1748 / 3) + Math.random() * 150;
// Better spacing vertically for proper jump height
startingPlatform.y = 2732 - 200 - i * 150; // Reduced to 150 pixels for better accessibility
// Add very small random variation to avoid making platforms unreachable
startingPlatform.y += Math.random() * 20 - 10; // Reduced to +/- 10 pixels for more predictable jumps
// Ensure platform doesn't go off the top of the screen and isn't too close to the top
startingPlatform.y = Math.max(startingPlatform.y, 200); // Increased from 50 to 200 for more space at top
platforms.push(startingPlatform);
game.addChild(startingPlatform);
// Add a pick to some of the initial platforms
if (Math.random() < 0.5) {
var initialPick = new GuitarPick();
initialPick.x = startingPlatform.x;
initialPick.y = startingPlatform.y - 50; // Position above the platform
picks.push(initialPick);
game.addChild(initialPick);
}
}
// Starting platform for player at the bottom of the map
var homePlatform = new Platform();
homePlatform.x = 2048 / 2;
homePlatform.y = 2732 - 100; // Near bottom of the screen
platforms.push(homePlatform);
game.addChild(homePlatform);
// Make sure no guitar pick spawns on the home platform
for (var i = picks.length - 1; i >= 0; i--) {
if (picks[i].x === homePlatform.x && Math.abs(picks[i].y - (homePlatform.y - 50)) < 10) {
picks[i].destroy();
picks.splice(i, 1);
}
}
// Select a random platform for the guitar to spawn on (not the home platform)
var availablePlatforms = platforms.filter(function (platform) {
// Skip home platform and check if platform doesn't have a pick on it
return platform !== homePlatform && !picks.some(function (pick) {
return Math.abs(pick.x - platform.x) < 10 && Math.abs(pick.y - (platform.y - 50)) < 10;
});
});
// If we have available platforms, place the guitar on a random one
if (availablePlatforms.length > 0) {
// Filter out platforms that are too close to the top or in corners
var safeplatforms = availablePlatforms.filter(function (platform) {
// Keep platforms that are at least 400px from the top (increased from 200px)
var notTooHigh = platform.y > 400;
// Keep platforms that are not in the top corners
var notInTopCorner = !(platform.y < 400 && (platform.x < 300 || platform.x > 2048 - 300));
// Keep platforms that are not in the bottom corners
var notInBottomCorner = !(platform.y > 2732 - 200 && (platform.x < 300 || platform.x > 2048 - 300));
return notTooHigh && notInTopCorner && notInBottomCorner;
});
// If no safe platforms, use all available platforms
if (safeplatforms.length === 0) {
safeplatforms = availablePlatforms;
}
var randomPlatform = safeplatforms[Math.floor(Math.random() * safeplatforms.length)];
guitar.x = randomPlatform.x;
guitar.y = randomPlatform.y - 120; // Position above the platform
} else {
// Fallback to home platform if no other options are available
guitar.x = homePlatform.x;
guitar.y = homePlatform.y - 120;
}
// Start the game music with a fade-in effect
LK.playMusic('rockTrack', {
fade: {
start: 0,
end: 1,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -267,10 +267,10 @@
// 150 pixels is a better jump distance for regular jumps
platform.y = highestY - 150;
// Randomize a bit to make it more interesting but still jumpable
platform.y += Math.random() * 20 - 10; // Reduced to +/- 10 pixels for more predictable jumps
- // Ensure platform doesn't go off the top of the screen
- platform.y = Math.max(platform.y, 50);
+ // Ensure platform doesn't go off the top of the screen and isn't too close to the top
+ platform.y = Math.max(platform.y, 200); // Increased from 50 to 200 for more space at top
} else {
platform.y = 2732 / 2;
}
} else {
@@ -580,10 +580,10 @@
// Better spacing vertically for proper jump height
startingPlatform.y = 2732 - 200 - i * 150; // Reduced to 150 pixels for better accessibility
// Add very small random variation to avoid making platforms unreachable
startingPlatform.y += Math.random() * 20 - 10; // Reduced to +/- 10 pixels for more predictable jumps
- // Ensure platform doesn't go off the top of the screen
- startingPlatform.y = Math.max(startingPlatform.y, 50);
+ // Ensure platform doesn't go off the top of the screen and isn't too close to the top
+ startingPlatform.y = Math.max(startingPlatform.y, 200); // Increased from 50 to 200 for more space at top
platforms.push(startingPlatform);
game.addChild(startingPlatform);
// Add a pick to some of the initial platforms
if (Math.random() < 0.5) {
Blue Electric guitar flying v. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Electric guitar Amplifier. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Guitar pick. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Whammy bar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
String cutters. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows