User prompt
quiero que le agregues musica de fondo
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al menu agregale para yo insertar imagen
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no veo el menu
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quiero ponerle imagen al menu
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agregale un menu al inicio por favor
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el menu esta desapareciendo
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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'particle.visible = false; // Ensure particle is hidden initially' Line Number: 244
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sigue desapareciendo
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fixea el problema de que el menu desaparesca sin haber iniciado
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que el menu no se quite solo, que espere a que le de clic en comenzar
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bien, agregale un menu y eso donde aparesca el record, configuraciones y boton de iniciar el juego, cuando pierda tambien quiero que aparesca un menu donde aparesca boton de iniciar de nuevo y los segundos que duro ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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que los obstaculos no sean transparentes
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y tambien que cada vez aparescan mas y mas obstaculos
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tambien quiero un contador del tiempo transcurrido en la parte superior y que entre mas tiempo pasa, mas rapido se mueven los obstaculos, mucho mas rapido
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quiero que cada vez vayan mas rapido
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quiero ponerle un fondo
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mas grande, el doble de grande
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quiero que las cosas sean mas grande, la particula tambien
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estoy notando que se pierde sin haber tocado un obstaculo
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que se vean todos los obstaculos
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quiero que cada vez sean mas fapidas y que pierda si toca alguna
Code edit (1 edits merged)
Please save this source code
User prompt
Fluye
Initial prompt
Minimalist mobile game UI concept for a relaxing game called "Fluye". The screen shows a soft glowing particle gently floating through a horizontal stream of translucent moving shapes and obstacles. The player controls the particle by dragging. The background is a smooth pastel gradient (sky blue to lavender), with abstract flow lines and a clean, modern interface. Everything feels fluid and zen-like. The particle leaves a light motion trail. Style is ultra-flat, ambient, elegant. No text, no HUD, just a visual mockup of the gameplay with obstacles and soft motion cues.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Obstacle = Container.expand(function (type) {
var self = Container.call(this);
var assetName = 'obstacle' + (type || 1);
var obstacleGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
// Obstacles are now fully opaque (removed alpha setting)
self.speed = -(currentSpeed + Math.random() * 4); // Speed increases over time - now with more variation
self.update = function () {
self.x += self.speed;
// Gentle floating motion
self.y += Math.sin(LK.ticks * 0.02 + self.x * 0.01) * 0.5;
};
return self;
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
// Add glow effect
particleGraphics.alpha = 0.9;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
// Smooth movement towards target position
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
self.x += dx * 0.15;
self.y += dy * 0.15;
// Create trail effect
if (LK.ticks % 3 === 0) {
createTrailDot(self.x, self.y);
}
};
return self;
});
var TrailDot = Container.expand(function () {
var self = Container.call(this);
var dotGraphics = self.attachAsset('trailDot', {
anchorX: 0.5,
anchorY: 0.5
});
self.life = 1.0;
self.fadeSpeed = 0.02;
self.update = function () {
self.life -= self.fadeSpeed;
dotGraphics.alpha = self.life * 0.5;
dotGraphics.scaleX = self.life;
dotGraphics.scaleY = self.life;
if (self.life <= 0) {
self.destroy();
for (var i = trailDots.length - 1; i >= 0; i--) {
if (trailDots[i] === self) {
trailDots.splice(i, 1);
break;
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
// Game variables
var particle;
var obstacles = [];
var trailDots = [];
var backgroundColors = [0x87ceeb, 0x9370db, 0xdda0dd, 0xb19cd9];
var colorIndex = 0;
var colorTimer = 0;
var baseSpeed = 2;
var speedIncrement = 0.01;
var currentSpeed = baseSpeed;
var startTime = Date.now();
// Game state management
var gameState = 'menu'; // 'menu', 'playing', 'gameOver'
var bestTime = storage.bestTime || 0;
var currentGameTime = 0;
var gameInitialized = false;
// Menu elements
var mainMenu;
var gameOverMenu;
var startButton;
var recordText;
var settingsButton;
var restartButton;
var gameOverTimeText;
// Create timer display
var timerText = new Text2('0s', {
size: 80,
fill: 0xFFFFFF
});
timerText.anchor.set(0.5, 0);
timerText.visible = false; // Hide timer initially
LK.gui.top.addChild(timerText);
// Create main menu
mainMenu = new Container();
game.addChild(mainMenu);
// Menu title
var titleText = new Text2('DODGE GAME', {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 800;
mainMenu.addChild(titleText);
// Start button
startButton = new Container();
var startBg = LK.getAsset('obstacle1', {
anchorX: 0.5,
anchorY: 0.5
});
startBg.tint = 0x00ff00;
startButton.addChild(startBg);
var startText = new Text2('INICIAR', {
size: 60,
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startButton.addChild(startText);
startButton.x = 2048 / 2;
startButton.y = 1200;
mainMenu.addChild(startButton);
// Record display
recordText = new Text2('Record: ' + bestTime + 's', {
size: 50,
fill: 0xFFFFFF
});
recordText.anchor.set(0.5, 0.5);
recordText.x = 2048 / 2;
recordText.y = 1400;
mainMenu.addChild(recordText);
// Settings button
settingsButton = new Container();
var settingsBg = LK.getAsset('obstacle2', {
anchorX: 0.5,
anchorY: 0.5
});
settingsBg.tint = 0x0080ff;
settingsButton.addChild(settingsBg);
var settingsText = new Text2('CONFIG', {
size: 50,
fill: 0xFFFFFF
});
settingsText.anchor.set(0.5, 0.5);
settingsButton.addChild(settingsText);
settingsButton.x = 2048 / 2;
settingsButton.y = 1600;
mainMenu.addChild(settingsButton);
// Start button interaction
startButton.down = function (x, y, obj) {
startGame();
};
// Settings button interaction (placeholder)
settingsButton.down = function (x, y, obj) {
// Settings functionality can be added here
};
// Add background image
var backgroundImage = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(backgroundImage);
// Create game over menu
gameOverMenu = new Container();
game.addChild(gameOverMenu);
// Game over title
var gameOverTitle = new Text2('GAME OVER', {
size: 100,
fill: 0xff0000
});
gameOverTitle.anchor.set(0.5, 0.5);
gameOverTitle.x = 2048 / 2;
gameOverTitle.y = 900;
gameOverMenu.addChild(gameOverTitle);
// Game over time display
gameOverTimeText = new Text2('Tiempo: 0s', {
size: 70,
fill: 0xFFFFFF
});
gameOverTimeText.anchor.set(0.5, 0.5);
gameOverTimeText.x = 2048 / 2;
gameOverTimeText.y = 1100;
gameOverMenu.addChild(gameOverTimeText);
// Restart button
restartButton = new Container();
var restartBg = LK.getAsset('obstacle3', {
anchorX: 0.5,
anchorY: 0.5
});
restartBg.tint = 0xffaa00;
restartButton.addChild(restartBg);
var restartText = new Text2('REINICIAR', {
size: 50,
fill: 0xFFFFFF
});
restartText.anchor.set(0.5, 0.5);
restartButton.addChild(restartText);
restartButton.x = 2048 / 2;
restartButton.y = 1350;
gameOverMenu.addChild(restartButton);
// Restart button interaction
restartButton.down = function (x, y, obj) {
startGame();
};
// Create particle first (before trying to access its properties)
particle = game.addChild(new Particle());
particle.x = 300;
particle.y = 2732 / 2;
particle.targetX = particle.x;
particle.targetY = particle.y;
particle.visible = false; // Hide particle until game starts
// Initially show main menu, hide game over menu and ensure game stays in menu state
mainMenu.visible = true;
gameOverMenu.visible = false;
timerText.visible = false; // Ensure timer is hidden initially
// Game state functions
function startGame() {
gameState = 'playing';
gameInitialized = true;
mainMenu.visible = false;
gameOverMenu.visible = false;
timerText.visible = true;
// Reset game variables
startTime = Date.now();
currentSpeed = baseSpeed;
colorIndex = 0;
colorTimer = 0;
// Clear obstacles and trail dots
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
}
obstacles = [];
for (var j = trailDots.length - 1; j >= 0; j--) {
trailDots[j].destroy();
}
trailDots = [];
// Reset and show particle
particle.x = 300;
particle.y = 2732 / 2;
particle.targetX = particle.x;
particle.targetY = particle.y;
particle.visible = true;
}
function showGameOver() {
gameState = 'gameOver';
currentGameTime = Math.floor((Date.now() - startTime) / 1000);
// Update best time if current time is better
if (currentGameTime > bestTime) {
bestTime = currentGameTime;
storage.bestTime = bestTime;
recordText.setText('Record: ' + bestTime + 's');
}
// Update game over display
gameOverTimeText.setText('Tiempo: ' + currentGameTime + 's');
gameOverMenu.visible = true;
}
// Particle already created above
// Background gradient animation
function updateBackgroundColor() {
colorTimer++;
if (colorTimer >= 300) {
// Change color every 5 seconds at 60fps
colorTimer = 0;
colorIndex = (colorIndex + 1) % backgroundColors.length;
// Smooth color transition
var currentColor = game.backgroundColor;
var targetColor = backgroundColors[colorIndex];
tween(game, {
backgroundColor: targetColor
}, {
duration: 3000,
easing: tween.easeInOut
});
}
}
// Create trail dot function
function createTrailDot(x, y) {
var dot = new TrailDot();
dot.x = x + (Math.random() - 0.5) * 10;
dot.y = y + (Math.random() - 0.5) * 10;
trailDots.push(dot);
game.addChild(dot);
}
// Spawn obstacles
function spawnObstacle() {
var obstacleType = Math.floor(Math.random() * 3) + 1;
var obstacle = new Obstacle(obstacleType);
obstacle.x = 2048 + 100;
obstacle.y = 200 + Math.random() * (2732 - 400); // Keep obstacles within reasonable bounds
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Handle collision with game over
function handleCollision(particle, obstacle) {
// Flash the screen red briefly before game over
LK.effects.flashScreen(0xff0000, 500);
// Show game over after a brief delay
LK.setTimeout(function () {
showGameOver();
}, 300);
}
// Touch/drag controls
game.down = function (x, y, obj) {
if (gameState === 'playing') {
particle.targetX = x;
particle.targetY = y;
}
};
game.move = function (x, y, obj) {
if (gameState === 'playing') {
particle.targetX = x;
particle.targetY = y;
}
};
// Main game update
game.update = function () {
// Only update background color animation
updateBackgroundColor();
// Only run game logic if properly initialized and playing
if (gameState !== 'playing' || !gameInitialized) {
return; // Don't update game logic if not playing
}
// Update timer display
var elapsedTime = Math.floor((Date.now() - startTime) / 1000);
timerText.setText(elapsedTime + 's');
// Gradually increase speed over time - accelerates much more rapidly with elapsed time
var timeMultiplier = 1 + elapsedTime * 0.3; // Speed increases dramatically with time
currentSpeed = baseSpeed * timeMultiplier;
// Spawn obstacles periodically - frequency increases over time
var elapsedTimeForSpawn = Math.floor((Date.now() - startTime) / 1000);
var spawnRate = Math.max(30, 120 - elapsedTimeForSpawn * 2); // Start at 120 ticks (2 seconds), decrease to minimum 30 ticks (0.5 seconds)
if (LK.ticks % spawnRate === 0) {
spawnObstacle();
// Spawn additional obstacles as time progresses
if (elapsedTimeForSpawn > 10 && LK.ticks % (spawnRate * 2) === 0) {
spawnObstacle();
}
if (elapsedTimeForSpawn > 20 && LK.ticks % (spawnRate * 3) === 0) {
spawnObstacle();
}
}
// Update and clean up obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Remove obstacles that have moved off screen
if (obstacle.x < -200) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
// Check collision with particle
if (particle.intersects(obstacle)) {
handleCollision(particle, obstacle);
}
}
// Clean up old trail dots (safety check)
if (trailDots.length > 100) {
var oldDot = trailDots.shift();
if (oldDot && oldDot.parent) {
oldDot.destroy();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -226,13 +226,19 @@
// Restart button interaction
restartButton.down = function (x, y, obj) {
startGame();
};
+// Create particle first (before trying to access its properties)
+particle = game.addChild(new Particle());
+particle.x = 300;
+particle.y = 2732 / 2;
+particle.targetX = particle.x;
+particle.targetY = particle.y;
+particle.visible = false; // Hide particle until game starts
// Initially show main menu, hide game over menu and ensure game stays in menu state
mainMenu.visible = true;
gameOverMenu.visible = false;
timerText.visible = false; // Ensure timer is hidden initially
-particle.visible = false; // Ensure particle is hidden initially
// Game state functions
function startGame() {
gameState = 'playing';
gameInitialized = true;
@@ -272,15 +278,9 @@
// Update game over display
gameOverTimeText.setText('Tiempo: ' + currentGameTime + 's');
gameOverMenu.visible = true;
}
-// Create particle (will be positioned when game starts)
-particle = game.addChild(new Particle());
-particle.x = 300;
-particle.y = 2732 / 2;
-particle.targetX = particle.x;
-particle.targetY = particle.y;
-particle.visible = false; // Hide particle until game starts
+// Particle already created above
// Background gradient animation
function updateBackgroundColor() {
colorTimer++;
if (colorTimer >= 300) {
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