User prompt
Fix the platform movement logic: Platforms should start moving upward **immediately** from the beginning of the game. Their upward speed should **gradually increase** as the player's score (number of successful bounces) increases. - Start with a slow upward movement speed at bounce 0 - Slightly increase the speed every 10 bounces - Make sure the increase is smooth and does not push the ball off-screen - Do not pause or delay platform movement at the beginning Ensure the platforms always move upward and create pressure, but not too fast to break gameplay.
User prompt
increase initial upward movement of the platforms
User prompt
Please remove the previous logic that keeps the platforms static for the first 3 bounces. Platforms should start moving slowly upward immediately from the beginning of the game. Do not delay or pause their movement based on bounce count. Make sure platform movement speed is handled by the difficulty progression logic, not by a bounce threshold.
User prompt
Please remove the previous logic that keeps the platforms static for the first 3 bounces. Platforms should start moving upward immediately from the beginning of the game. Do not delay or pause their movement based on bounce count. Make sure platform movement speed is handled by the difficulty progression logic, not by a bounce threshold.
User prompt
Please fix the following issue: After playing for a while, the platforms start moving upward too fast, causing the ball to go off the top of the screen and become invisible. To fix this, reduce the upward movement speed of the platforms so that the ball always remains visible on screen. The platform speed should increase more gradually over time and stay within limits that keep gameplay fair and visually trackable. The ball must never exit the top of the screen during normal gameplay.
User prompt
we should limit the horizontal movement of the platforms, it harms the experience since we can't move ball horizontally, only let them move slightly
Code edit (1 edits merged)
Please save this source code
User prompt
make the platforms drastically slower
User prompt
increase ball speed after first 3 bounces
User prompt
add less speed to platforms and a tiny bit more for the balls
User prompt
change it to first 3 bounces
User prompt
platforms slide upwards too fast and ball is a bit slow, make the platforms stable for the first 10, after that add them movement slowly accordingly to our difficulty tresholds
User prompt
first platform should be place lower side of the screen to give player time to react
User prompt
the platforms should disappear after the ball bounces on them with the matching color
User prompt
platforms should start from the bottom
Code edit (1 edits merged)
Please save this source code
User prompt
Color Bounce
Initial prompt
Build a complete, mobile-friendly rhythm-reaction game called **Color Bounce** with the following specifications: 🎮 Core Mechanics: 1. A ball automatically bounces downward onto colored platforms. 2. Each platform has one of 4 colors: red, blue, yellow and green. 3. The player must tap to **cycle the ball's color** in the order: red → blue → yellow → green → red... 4. When the ball lands on a platform: - ✅ If the color matches: it bounces again and the game continues. - ❌ If the color doesn't match: the game ends. 5. The ball falls faster as the game progresses — **increase tempo over time.** 🎯 Controls: - Single-tap input anywhere on screen = cycle ball color to next one. 🧠 Difficulty Progression: - Start with 4 colored platforms, slow tempo. - Every 10 bounces, increase fall speed slightly. - After 20 bounces, introduce *moving* platforms (horizontal slide). - After 40 bounces, introduce random gaps (platform missing). - Cap difficulty at 80 bounces for now. 🌈 Visual & Audio Feedback: - Each color has a **distinct glow and trail**. - Add a **particle burst** on successful bounce (small confetti or glow). - Add a **shake + screen flash** on failure. - Add SFX: - Bounce success = pitch-matched ping - Color switch = soft click - Fail = low thud + screen flash 🏆 Score & Game Flow: - Show **score as total successful bounces**. - At game over, show: - Final score - Best score - Retry button ✨ Cosmetic System: - Add **coin pickup items** that appear randomly on platforms (10% chance). - Player earns coins to unlock: - Ball skins (change ball appearance) - Trail styles (fire, smoke, sparkles) - Background themes (night, neon, pixel) - Add a basic **shop UI** with 6 total unlockable items (2 per category).
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, unlockedSkins: [], selectedSkin: 0 }); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); // Ball color index: 0=red, 1=blue, 2=green, 3=yellow self.colorIndex = 0; self.colors = ['red', 'blue', 'green', 'yellow']; self.asset = null; // Attach initial asset self.setColor = function (idx) { if (self.asset) { self.removeChild(self.asset); } self.colorIndex = idx; var colorName = self.colors[self.colorIndex]; self.asset = self.attachAsset('ball_' + colorName, { anchorX: 0.5, anchorY: 0.5 }); }; self.cycleColor = function () { var next = (self.colorIndex + 1) % self.colors.length; self.setColor(next); }; // For simple trail effect (MVP: just a quick flash) self.flash = function () { tween(self.asset, { alpha: 0.5 }, { duration: 60, easing: tween.linear, onFinish: function onFinish() { tween(self.asset, { alpha: 1 }, { duration: 80 }); } }); }; // Set initial color self.setColor(0); return self; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // MVP: no animation }; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); // Color index: 0=red, 1=blue, 2=green, 3=yellow self.colorIndex = 0; self.colors = ['red', 'blue', 'green', 'yellow']; self.asset = null; // For moving platforms (future) self.vx = 0; self.setColor = function (idx) { if (self.asset) { self.removeChild(self.asset); } self.colorIndex = idx; var colorName = self.colors[self.colorIndex]; self.asset = self.attachAsset('platform_' + colorName, { anchorX: 0.5, anchorY: 0.5 }); }; // For MVP, platforms are static self.update = function () { if (self.vx !== 0) { self.x += self.vx; // Bounce off edges if (self.x < self.asset.width / 2) { self.x = self.asset.width / 2; self.vx *= -1; } if (self.x > 2048 - self.asset.width / 2) { self.x = 2048 - self.asset.width / 2; self.vx *= -1; } } }; // Set initial color self.setColor(0); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c20 }); /**** * Game Code ****/ // --- Game variables --- // Ball colors (platforms and ball) // SFX // Music (stub, not played in MVP) var ball = null; var platforms = []; var coins = []; var score = 0; var coinCount = 0; var platformSpacing = 340; // vertical distance between platforms var platformSpeed = 12; // initial fall speed var gravity = 1.1; // increases as score increases var bounceVelocity = -38; // initial bounce velocity var ballVy = 0; var isFalling = true; var currentPlatformIdx = 0; var lastTapTick = 0; var gameStarted = false; var dragNode = null; // not used, but required by guidelines var lastIntersecting = false; var canTap = true; // prevent double tap in one frame // GUI var scoreTxt = new Text2('0', { size: 120, fill: '#fff' }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var coinTxt = new Text2('0', { size: 80, fill: '#ffd700' }); coinTxt.anchor.set(1, 0); coinTxt.x = -40; coinTxt.y = 20; LK.gui.topRight.addChild(coinTxt); // --- Helper functions --- function getRandomColorIdx() { // 0=red, 1=blue, 2=green, 3=yellow return Math.floor(Math.random() * 4); } function spawnPlatform(y, colorIdx) { var plat = new Platform(); plat.setColor(colorIdx); plat.x = 2048 / 2; plat.y = y; // MVP: no moving platforms platforms.push(plat); game.addChild(plat); return plat; } function spawnCoin(x, y) { var c = new Coin(); c.x = x; c.y = y - 60; coins.push(c); game.addChild(c); return c; } function resetGameVars() { score = 0; coinCount = 0; platformSpeed = 12; gravity = 1.1; bounceVelocity = -38; ballVy = 0; isFalling = true; currentPlatformIdx = 0; lastTapTick = 0; canTap = true; gameStarted = false; lastIntersecting = false; // Remove old platforms and coins for (var i = 0; i < platforms.length; ++i) platforms[i].destroy(); for (var i = 0; i < coins.length; ++i) coins[i].destroy(); platforms = []; coins = []; // Remove ball if (ball) { ball.destroy(); ball = null; } } // --- Game start --- function startGame() { resetGameVars(); // Ball ball = new Ball(); ball.x = 2048 / 2; ball.y = 600; game.addChild(ball); // Platforms: fill screen var y = 1000; for (var i = 0; i < 8; ++i) { var colorIdx = getRandomColorIdx(); var plat = spawnPlatform(y, colorIdx); // Place a coin on every 3rd platform if (i > 0 && i % 3 === 0) { spawnCoin(plat.x, plat.y); } y += platformSpacing; } currentPlatformIdx = 0; isFalling = true; ballVy = 0; score = 0; coinCount = 0; scoreTxt.setText('0'); coinTxt.setText(storage.coins || 0); gameStarted = true; } // --- Input: tap to cycle color --- game.down = function (x, y, obj) { if (!gameStarted) { startGame(); return; } if (!canTap) return; canTap = false; if (ball) { ball.cycleColor(); ball.flash(); } lastTapTick = LK.ticks; }; game.up = function (x, y, obj) { canTap = true; }; // --- Main game loop --- game.update = function () { if (!gameStarted) return; // Ball physics if (isFalling) { ballVy += gravity; ball.y += ballVy; } // Move platforms upward to simulate ball falling var moveUp = platformSpeed; for (var i = 0; i < platforms.length; ++i) { platforms[i].y -= moveUp; platforms[i].update(); } for (var i = 0; i < coins.length; ++i) { coins[i].y -= moveUp; coins[i].update(); } // Remove platforms/coins that go off top for (var i = platforms.length - 1; i >= 0; --i) { if (platforms[i].y < -100) { platforms[i].destroy(); platforms.splice(i, 1); } } for (var i = coins.length - 1; i >= 0; --i) { if (coins[i].y < -100) { coins[i].destroy(); coins.splice(i, 1); } } // Spawn new platforms as needed var lastPlat = platforms[platforms.length - 1]; if (lastPlat && lastPlat.y < 2732 - platformSpacing) { var colorIdx = getRandomColorIdx(); var plat = spawnPlatform(lastPlat.y + platformSpacing, colorIdx); // Place a coin on every 3rd platform if ((score + platforms.length) % 3 === 0) { spawnCoin(plat.x, plat.y); } } // Ball collision with platform (only check nearest platform) var hit = false; for (var i = 0; i < platforms.length; ++i) { var plat = platforms[i]; // Only check platforms below ball if (plat.y > ball.y && plat.y - ball.y < 120) { // Check horizontal overlap var dx = Math.abs(ball.x - plat.x); if (dx < plat.asset.width / 2 - 30) { // Check vertical overlap var dy = Math.abs(ball.y - plat.y); if (dy < 90) { // Ball is landing on platform hit = true; // Only trigger bounce if falling if (ballVy > 0) { // Color match? if (ball.colorIndex === plat.colorIndex) { // Success! ballVy = bounceVelocity; isFalling = true; score += 1; scoreTxt.setText(score); LK.setScore(score); LK.getSound('bounce').play(); // Flash ball ball.flash(); // Remove platform after bounce plat.destroy(); platforms.splice(i, 1); // Increase difficulty if (score % 10 === 0) { platformSpeed += 1.5; gravity += 0.12; } } else { // Fail: wrong color LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); return; } } } } } } // Ball falls off bottom if (ball.y > 2732 + 100) { LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); return; } // Coin collection for (var i = coins.length - 1; i >= 0; --i) { var c = coins[i]; var dx = Math.abs(ball.x - c.x); var dy = Math.abs(ball.y - c.y); if (dx < 90 && dy < 90) { // Collect coin LK.getSound('coin').play(); c.destroy(); coins.splice(i, 1); coinCount += 1; storage.coins = (storage.coins || 0) + 1; coinTxt.setText(storage.coins); // Simple coin pop // (future: animate) } } }; // --- Game over / win handling is automatic by LK --- // --- Start screen: tap to start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -115,12 +115,12 @@
/****
* Game Code
****/
-// Music (stub, not played in MVP)
-// SFX
-// Ball colors (platforms and ball)
// --- Game variables ---
+// Ball colors (platforms and ball)
+// SFX
+// Music (stub, not played in MVP)
var ball = null;
var platforms = [];
var coins = [];
var score = 0;
@@ -206,18 +206,18 @@
ball = new Ball();
ball.x = 2048 / 2;
ball.y = 600;
game.addChild(ball);
- // Platforms: fill screen from the bottom up
- var y = 2732 - 120; // Start near the bottom of the screen
+ // Platforms: fill screen
+ var y = 1000;
for (var i = 0; i < 8; ++i) {
var colorIdx = getRandomColorIdx();
var plat = spawnPlatform(y, colorIdx);
// Place a coin on every 3rd platform
if (i > 0 && i % 3 === 0) {
spawnCoin(plat.x, plat.y);
}
- y -= platformSpacing;
+ y += platformSpacing;
}
currentPlatformIdx = 0;
isFalling = true;
ballVy = 0;
@@ -311,8 +311,11 @@
LK.setScore(score);
LK.getSound('bounce').play();
// Flash ball
ball.flash();
+ // Remove platform after bounce
+ plat.destroy();
+ platforms.splice(i, 1);
// Increase difficulty
if (score % 10 === 0) {
platformSpeed += 1.5;
gravity += 0.12;
blue ball. In-Game asset. 2d. High contrast. No shadows
green ball. In-Game asset. 2d. High contrast. No shadows
red ball. In-Game asset. 2d. High contrast. No shadows
yellow ball. In-Game asset. 2d. High contrast. No shadows
coin. In-Game asset. 2d. High contrast. No shadows
blue platform. In-Game asset. 2d. High contrast. No shadows
green platform. In-Game asset. 2d. High contrast. No shadows
red platform. In-Game asset. 2d. High contrast. No shadows
yellow platform. In-Game asset. 2d. High contrast. No shadows
Create a vertical-scrolling, futuristic game background for a rhythm-based mobile game. The style should be vibrant and glowing, with a deep gradient from dark purple to electric blue. Include subtle abstract shapes like floating geometric particles, soft energy lines, and a faint digital grid. The mood should feel like you're inside a pulsing rhythm tunnel or neon cyber tower. No text, no characters — just atmospheric depth and motion-friendly layers. Must loop seamlessly for vertical scrolling. Style: sleek, minimal, energetic.. In-Game asset. 2d. High contrast. No shadows