User prompt
The game should slow down a bit when the player gets the star assets
User prompt
add a new asset and it becomes a superpower
User prompt
add superpower to an asset other than coin
User prompt
Special powers like coins will appear at random times so that you don't get stuck in obstacles when you get them.
User prompt
Every time you reach 20 coins, a super power potion that helps you avoid obstacles will appear in a random place.
User prompt
Coins will randomly give you between 1 and 5 coins
User prompt
add coin counter top right
User prompt
Right and left movements can be made from anywhere on the screen
User prompt
coins should not go over obstacles
User prompt
slower at the beginning, faster as the score increases
Code edit (1 edits merged)
Please save this source code
User prompt
Ice Run
Initial prompt
make ice run game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Coin class: collectible
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinAsset = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = coinAsset.width;
self.height = coinAsset.height;
self.lane = 1; // will be set on spawn
self.speed = 16; // will be set by game for difficulty
self.update = function () {
self.y += self.speed;
// Optional: spin effect
self.rotation += 0.15;
};
return self;
});
// Obstacle class: cracks, snow piles, ice blocks
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Randomly pick obstacle type
var type = Math.floor(Math.random() * 3); // 0: crack, 1: snow, 2: block
var assetId = type === 0 ? 'crack' : type === 1 ? 'snow' : 'block';
var obstacleAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = assetId;
self.width = obstacleAsset.width;
self.height = obstacleAsset.height;
self.lane = 1; // will be set on spawn
self.speed = 16; // will be set by game for difficulty
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player class: the sliding character
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player asset (blue ellipse for ice runner)
var playerAsset = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Set up initial properties
self.width = playerAsset.width;
self.height = playerAsset.height;
self.lane = 1; // 0: left, 1: center, 2: right
// For smooth lane transitions
self.targetX = 0;
// Update method: smoothly move to targetX
self.update = function () {
// Smoothly move towards targetX
self.x += (self.targetX - self.x) * 0.25;
};
return self;
});
// SpecialPower class: clears all obstacles when collected
var SpecialPower = Container.expand(function () {
var self = Container.call(this);
var asset = self.attachAsset('star', {
// Use new star asset for superpower
anchorX: 0.5,
anchorY: 0.5
});
self.width = asset.width;
self.height = asset.height;
self.lane = 1;
self.speed = 16;
self.update = function () {
self.y += self.speed;
self.rotation += 0.08;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x99d6f9 // Light blue for icy background
});
/****
* Game Code
****/
// new superpower asset
// --- Lane setup ---
// Tween plugin for smooth movement and animations
var laneCount = 3;
var laneWidth = 400; // Each lane is 400px wide
var laneCenters = [2048 / 2 - laneWidth,
// left
2048 / 2,
// center
2048 / 2 + laneWidth // right
];
// --- Player setup ---
var player = new Player();
player.y = 2732 - 400; // Near bottom
player.lane = 1;
player.x = laneCenters[player.lane];
player.targetX = player.x;
game.addChild(player);
// --- Score and GUI ---
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Coin counter ---
var coinCount = 0;
var coinTxt = new Text2('0', {
size: 90,
fill: 0xFFE066
});
coinTxt.anchor.set(1, 0); // Anchor to right edge, top
coinTxt.x = -40; // Padding from right edge (avoid top right 100x100 for menu)
coinTxt.y = 20; // Padding from top
LK.gui.topRight.addChild(coinTxt);
// --- Game state ---
var obstacles = [];
var coins = [];
var specialPowers = [];
var gameSpeed = 16; // Initial speed
var ticksSinceLastObstacle = 0;
var ticksSinceLastCoin = 0;
var ticksSinceLastPower = 0;
var nextPowerInterval = 300 + Math.floor(Math.random() * 300); // Random interval for next power
var obstacleInterval = 60; // Frames between obstacles
var coinInterval = 90; // Frames between coins
var isDragging = false;
var dragStartX = 0;
var dragStartLane = 1;
// --- Asset initialization (shapes) ---
// --- Touch/drag controls ---
game.down = function (x, y, obj) {
isDragging = true;
dragStartX = x;
dragStartLane = player.lane;
};
game.move = function (x, y, obj) {
if (!isDragging) return;
// Calculate drag offset
var dx = x - dragStartX;
// If drag exceeds half lane width, move lane
var laneDelta = 0;
if (dx > laneWidth / 2) laneDelta = 1;
if (dx < -laneWidth / 2) laneDelta = -1;
var newLane = dragStartLane + laneDelta;
if (newLane < 0) newLane = 0;
if (newLane > 2) newLane = 2;
if (newLane !== player.lane) {
player.lane = newLane;
player.targetX = laneCenters[player.lane];
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
// --- Main game update loop ---
game.update = function () {
// Scale speed and intervals with score for dynamic difficulty
// Start slow, increase speed as score increases
if (game.slowDownActive && LK.ticks < game.slowDownRestoreTick) {
gameSpeed = 6 + Math.floor(score / 60); // Slower speed during effect
if (gameSpeed > 20) gameSpeed = 20;
obstacleInterval = 90;
coinInterval = 120;
} else {
if (game.slowDownActive) {
// Restore normal speed after effect
game.slowDownActive = false;
}
gameSpeed = 12 + Math.floor(score / 30) * 2;
if (gameSpeed > 40) gameSpeed = 40;
obstacleInterval = 60 - Math.floor(score / 20) * 5;
if (obstacleInterval < 30) obstacleInterval = 30;
coinInterval = 90 - Math.floor(score / 25) * 5;
if (coinInterval < 50) coinInterval = 50;
}
// Player update (smooth lane movement)
player.update();
// --- Spawn obstacles ---
ticksSinceLastObstacle++;
if (ticksSinceLastObstacle >= obstacleInterval) {
ticksSinceLastObstacle = 0;
var obs = new Obstacle();
obs.lane = Math.floor(Math.random() * laneCount);
obs.x = laneCenters[obs.lane];
obs.y = -120;
obs.speed = gameSpeed; // Always use current gameSpeed
obstacles.push(obs);
game.addChild(obs);
}
// --- Spawn coins ---
ticksSinceLastCoin++;
if (ticksSinceLastCoin >= coinInterval) {
ticksSinceLastCoin = 0;
// Try to spawn coin in a lane without an obstacle at the spawn Y
var availableLanes = [0, 1, 2];
// Remove lanes where an obstacle is at the spawn Y (within 200px above)
for (var i = 0; i < obstacles.length; i++) {
var obs = obstacles[i];
if (Math.abs(obs.y + 100) < 200) {
// Obstacle is close to coin spawn Y
var idx = availableLanes.indexOf(obs.lane);
if (idx !== -1) availableLanes.splice(idx, 1);
}
}
if (availableLanes.length > 0) {
var coin = new Coin();
coin.lane = availableLanes[Math.floor(Math.random() * availableLanes.length)];
coin.x = laneCenters[coin.lane];
coin.y = -100;
coin.speed = gameSpeed; // Always use current gameSpeed
coin.value = 1 + Math.floor(Math.random() * 5); // Random value 1-5
coins.push(coin);
game.addChild(coin);
}
}
// --- Update obstacles ---
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Remove if off screen
if (obs.y > 2732 + 200) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with player
if (obs.lane === player.lane) {
var dy = Math.abs(obs.y - player.y);
if (dy < obs.height / 2 + player.height / 2 - 30) {
// Game over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
}
// --- Update coins ---
for (var j = coins.length - 1; j >= 0; j--) {
var coin = coins[j];
coin.update();
// Remove if off screen
if (coin.y > 2732 + 120) {
coin.destroy();
coins.splice(j, 1);
continue;
}
// Collect coin
if (coin.lane === player.lane) {
var dy = Math.abs(coin.y - player.y);
if (dy < coin.height / 2 + player.height / 2 - 40) {
coinCount += coin.value || 1;
coinTxt.setText(coinCount);
coin.destroy();
coins.splice(j, 1);
continue;
}
}
}
// --- Special Power spawn/update ---
ticksSinceLastPower++;
if (ticksSinceLastPower >= nextPowerInterval) {
ticksSinceLastPower = 0;
nextPowerInterval = 300 + Math.floor(Math.random() * 300); // Next random interval
// Try to spawn in a lane without an obstacle at spawn Y
var availableLanes = [0, 1, 2];
for (var i = 0; i < obstacles.length; i++) {
var obs = obstacles[i];
if (Math.abs(obs.y + 100) < 200) {
var idx = availableLanes.indexOf(obs.lane);
if (idx !== -1) availableLanes.splice(idx, 1);
}
}
if (availableLanes.length > 0) {
var power = new SpecialPower();
power.lane = availableLanes[Math.floor(Math.random() * availableLanes.length)];
power.x = laneCenters[power.lane];
power.y = -100;
power.speed = gameSpeed;
specialPowers.push(power);
game.addChild(power);
}
}
// --- Update special powers ---
for (var k = specialPowers.length - 1; k >= 0; k--) {
var power = specialPowers[k];
power.update();
if (power.y > 2732 + 120) {
power.destroy();
specialPowers.splice(k, 1);
continue;
}
// Collect special power
if (power.lane === player.lane) {
var dy = Math.abs(power.y - player.y);
if (dy < power.height / 2 + player.height / 2 - 40) {
// Clear all obstacles on screen
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
// --- SLOW DOWN EFFECT ---
if (!game.slowDownActive) {
game.slowDownActive = true;
var originalGameSpeed = gameSpeed;
game.slowDownRestoreTick = LK.ticks + 90; // Slow for 1.5 seconds (90 frames)
game.slowDownOriginalSpeed = originalGameSpeed;
}
power.destroy();
specialPowers.splice(k, 1);
continue;
}
}
}
// --- Score increases with time survived ---
if (LK.ticks % 6 === 0) {
score += 1;
scoreTxt.setText(score);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -173,14 +173,25 @@
// --- Main game update loop ---
game.update = function () {
// Scale speed and intervals with score for dynamic difficulty
// Start slow, increase speed as score increases
- gameSpeed = 12 + Math.floor(score / 30) * 2;
- if (gameSpeed > 40) gameSpeed = 40;
- obstacleInterval = 60 - Math.floor(score / 20) * 5;
- if (obstacleInterval < 30) obstacleInterval = 30;
- coinInterval = 90 - Math.floor(score / 25) * 5;
- if (coinInterval < 50) coinInterval = 50;
+ if (game.slowDownActive && LK.ticks < game.slowDownRestoreTick) {
+ gameSpeed = 6 + Math.floor(score / 60); // Slower speed during effect
+ if (gameSpeed > 20) gameSpeed = 20;
+ obstacleInterval = 90;
+ coinInterval = 120;
+ } else {
+ if (game.slowDownActive) {
+ // Restore normal speed after effect
+ game.slowDownActive = false;
+ }
+ gameSpeed = 12 + Math.floor(score / 30) * 2;
+ if (gameSpeed > 40) gameSpeed = 40;
+ obstacleInterval = 60 - Math.floor(score / 20) * 5;
+ if (obstacleInterval < 30) obstacleInterval = 30;
+ coinInterval = 90 - Math.floor(score / 25) * 5;
+ if (coinInterval < 50) coinInterval = 50;
+ }
// Player update (smooth lane movement)
player.update();
// --- Spawn obstacles ---
ticksSinceLastObstacle++;
@@ -304,8 +315,15 @@
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
+ // --- SLOW DOWN EFFECT ---
+ if (!game.slowDownActive) {
+ game.slowDownActive = true;
+ var originalGameSpeed = gameSpeed;
+ game.slowDownRestoreTick = LK.ticks + 90; // Slow for 1.5 seconds (90 frames)
+ game.slowDownOriginalSpeed = originalGameSpeed;
+ }
power.destroy();
specialPowers.splice(k, 1);
continue;
}
Pixel 2d coin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel snow. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel ice block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel crack. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel potion. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Let it be turned back
2d pixel dried tree. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel rock. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Let it be in a way that can repeat itself when it moves