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 off-screen (above or below) if (self.y > 2832 || self.y < -100) { 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 } 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 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) { var randomPlatform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.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 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) { var randomPlatform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.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
@@ -18,11 +18,11 @@
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 = 0.8;
- self.jumpForce = -22; // Increased jump force to match new platform spacing
- self.moveSpeed = 12; // Slightly faster movement for better maneuverability
+ 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;
@@ -33,10 +33,10 @@
self.isJumping = true;
self.canJump = false;
LK.getSound('jump').play();
} else if (self.hasDoubleJump && !self.isDoubleJumping) {
- // Double jump
- self.vy = self.jumpForce * 0.8; // Slightly weaker second jump
+ // 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();
}
@@ -262,12 +262,12 @@
}
}
if (highestPlatform) {
// Place new platform above the highest one with appropriate spacing
- // 180 pixels is a good jump distance - not too close, not too far
- platform.y = highestY - 180;
+ // 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() * 40 - 20; // +/- 20 pixels of variation
+ platform.y += Math.random() * 20 - 10; // Reduced to +/- 10 pixels for more predictable jumps
} else {
platform.y = 2732 / 2;
}
} else {
@@ -563,11 +563,11 @@
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 * 180; // 180 pixels is a good jump distance
- // Add small random variation
- startingPlatform.y += Math.random() * 40 - 20; // +/- 20 pixels
+ 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
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