User prompt
Make the score 0
User prompt
Make the score 0 when we pause the game
User prompt
When we get out of the game make the score 0
User prompt
Put the button a little down
User prompt
Make the button a arrow your making me mad
User prompt
Make the button a arrow that is facing up not a block
User prompt
Make the jump button a arrow
User prompt
Make the jump button a arrow that is pointing upwards and put the jump button on the right side
Code edit (1 edits merged)
Please save this source code
User prompt
Jump Block!
Initial prompt
Make a game that there is a block there is a jump arrow if you press it the block will jump
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // The main block the player controls var JumpBlock = Container.expand(function () { var self = Container.call(this); // Attach the block asset (a box) var block = self.attachAsset('jumpBlock', { anchorX: 0.5, anchorY: 0.5 }); // Block state self.isJumping = false; self.jumpHeight = 500; // How high the block jumps (in px) self.jumpDuration = 350; // ms for jump up self.fallDuration = 400; // ms for fall down // Store ground Y for reset self.groundY = 0; // Method to trigger jump self.jump = function (_onFinish) { if (self.isJumping) return; self.isJumping = true; // Animate up tween(self, { y: self.y - self.jumpHeight }, { duration: self.jumpDuration, easing: tween.cubicOut, onFinish: function onFinish() { // Animate down tween(self, { y: self.groundY }, { duration: self.fallDuration, easing: tween.bounceOut, onFinish: function onFinish() { self.isJumping = false; if (_onFinish) _onFinish(); } }); } }); }; return self; }); // The jump arrow button var JumpButton = Container.expand(function () { var self = Container.call(this); // Attach a large ellipse as the button var btn = self.attachAsset('jumpArrowBtn', { anchorX: 0.5, anchorY: 0.5 }); // Attach an up arrow (triangle) var arrow = self.attachAsset('jumpArrow', { anchorX: 0.5, anchorY: 0.5 }); arrow.width = btn.width * 0.32; arrow.height = btn.height * 0.32; arrow.rotation = 0; // Upwards arrow.y = 0; // Visual feedback on press self.flash = function () { tween(btn, { scaleX: 0.92, scaleY: 0.92 }, { duration: 60, easing: tween.easeIn, onFinish: function onFinish() { tween(btn, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.easeOut }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222a36 }); /**** * Game Code ****/ // Score text // Create block asset (box) // Create jump button asset (ellipse) // Create arrow asset (box, will be rotated) var scoreTxt = new Text2('0', { size: 140, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Center block horizontally, place at bottom with margin var block = new JumpBlock(); game.addChild(block); block.x = 2048 / 2; block.groundY = 2732 - 220; block.y = block.groundY; // Place jump button above bottom, right side var jumpBtn = new JumpButton(); game.addChild(jumpBtn); // Position jump button on the right side, with a margin from the edge and a bit lower above the bottom jumpBtn.x = 2048 - 320; // 320px margin from right edge, fits button width jumpBtn.y = 2732 - 280; // moved further down (closer to bottom) // Score var score = 0; // Touch/click handling for jump button var isBtnPressed = false; // Helper: check if point (x, y) is inside jumpBtn function isInsideJumpBtn(x, y) { // Use ellipse hit test var dx = x - jumpBtn.x; var dy = y - jumpBtn.y; var rx = jumpBtn.width / 2; var ry = jumpBtn.height / 2; return dx * dx / (rx * rx) + dy * dy / (ry * ry) <= 1; } // Main move handler function handleMove(x, y, obj) { // No drag needed, just visual feedback if finger is on button if (isBtnPressed) { if (!isInsideJumpBtn(x, y)) { isBtnPressed = false; } } } // Down event: check if jumpBtn is pressed game.down = function (x, y, obj) { if (isInsideJumpBtn(x, y) && !block.isJumping) { isBtnPressed = true; jumpBtn.flash(); block.jump(function () { // On landing, increment score score += 1; LK.setScore(score); scoreTxt.setText(score); }); } }; // Up event: reset press state game.up = function (x, y, obj) { isBtnPressed = false; }; // Move event: for touch feedback game.move = handleMove; // Game update: not needed for this simple game, but required for future expansion game.update = function () { // No per-frame logic needed };
===================================================================
--- original.js
+++ change.js
@@ -115,11 +115,11 @@
block.y = block.groundY;
// Place jump button above bottom, right side
var jumpBtn = new JumpButton();
game.addChild(jumpBtn);
-// Position jump button on the right side, with a margin from the edge and above the bottom
+// Position jump button on the right side, with a margin from the edge and a bit lower above the bottom
jumpBtn.x = 2048 - 320; // 320px margin from right edge, fits button width
-jumpBtn.y = 2732 - 420; // same vertical as before
+jumpBtn.y = 2732 - 280; // moved further down (closer to bottom)
// Score
var score = 0;
// Touch/click handling for jump button
var isBtnPressed = false;