User prompt
add a play/pause button for the music and also add a basic volume switch next to it. place them in top left corner.
User prompt
let's add it
User prompt
always make the first ball same color with the first platform
User prompt
increase initial ball speed slightly
User prompt
increase a bit more
User prompt
increase ball speed slightly for all levels
User prompt
increase the speed more at first interval
User prompt
increase a bit more
User prompt
increase initial platform speed slightly
User prompt
increase platform movement speed a small amount for each difficulty level
User prompt
let's change the difficulty increase interval to 7 from 10 and add more levels with smooth transitions
User prompt
yes please
User prompt
Fix the platform spawning logic to ensure there is always at least one visible platform below the ball. The issue is that when multiple platforms are removed quickly, no new platforms are spawned in time, creating a gap and causing the player to fall with nothing to bounce on. To solve this: - Before removing any platforms that leave the screen, check the current number of visible platforms. - If fewer than 3 platforms are visible, immediately spawn a new one before removal happens. - The new platform should always be placed just below the current lowest platform (lowestY + 250 or a fixed gap). - Never allow a moment when there are 0 platforms on screen or below the ball. This must happen **before** the ball lands again to prevent a game over due to missing ground.
User prompt
Fix the platform spawning logic so that new platforms are always placed consistently below the last visible one. Currently, when all platforms are removed too quickly, the system uses a hardcoded Y value (like 1600) to place the next platform. This creates large gaps and breaks the flow. To fix this: - Always keep track of the lowest Y position among all existing platforms. - If no platforms exist (edge case), reuse the last known platform Y value instead of falling back to a hardcoded number. - Spawn the next platform at a fixed distance below the lowest platform (e.g., lowestY + 250). - Ensure the gap between platforms remains consistent throughout the game. The platform spawn position must be reliable and continuous, with no sudden gaps, even when platforms are being removed quickly.
User prompt
Fix the platform spawning system: Currently, only 8 platforms are generated at the start and no new ones are added later. Update the system so that: - When a platform moves off the top of the screen, it is either destroyed or reused. - A new platform is spawned at the bottom of the screen (just below the lowest existing platform) to replace the one that left. - The platform spawn system must be continuous, maintaining a consistent gap between each platform. - The total number of active platforms can remain limited (e.g. 8–10) for performance, but they must cycle endlessly to create an infinite level flow. Make sure the player always has platforms to land on as they bounce.
User prompt
Fix the platform spawning logic: As platforms move upward and leave the screen, new platforms must be spawned at the bottom of the screen to keep the gameplay continuous. - Always maintain enough platforms on screen to cover the player’s next bounce. - When a platform goes off the top of the screen, immediately spawn a new one just below the lowest existing platform. - The new platform should be placed at a consistent vertical gap below the last one.
User prompt
Start the game with a higher initial speed 4
User prompt
Start the game with a higher initial speed (e.g., speed = 3)
User prompt
Please reset the camera behavior to the following: - The camera should follow the ball vertically, both up and down. - The ball should always remain centered vertically on the screen, or slightly above center. - Do not anchor the camera to the platforms. - Make sure the ball is always visible during play. - If this causes problems with platform visibility, we can adjust platform spawn positions separately. Restore proper game feel and balance. Do not use previous camera logic based on platforms.
User prompt
Update the camera system: Instead of following the ball, make the camera follow the platforms. Specifically, the camera should always be positioned so that the **lowest two platforms currently on screen** remain visible at the bottom of the screen. As new platforms spawn above and old ones move up, the camera should smoothly move upward to follow the latest platform layout, always keeping the **bottom two platforms** in view. If the ball drops below the visible area (below the bottom platform), the camera should **not move downward** to follow it. The player should lose only if the ball goes off-screen. The camera should follow upward movement smoothly, anchored to the platform system — not the ball.
User prompt
Please fix this issue: 1. The initial upward platform speed is still too slow. Increase the starting platform speed so the game feels challenging from the first bounce. Do not start with speed = 1 — start with a faster value (e.g., speed = 2 or 3).
User prompt
Update the platform movement system: 1. Platforms should start moving upward immediately when the game begins. 2. The upward speed must increase more aggressively based on the number of bounces. Suggested speed logic: - Bounce 0–9: speed = 1 (slow) - Bounce 10–19: speed = 2 - Bounce 20–29: speed = 3 - Bounce 30–39: speed = 4 - Bounce 40+: cap speed at 5 Make sure this progression is smooth, not frame-skipping or stuttering. The goal is to create increasing pressure and keep the player reacting, but not so fast that the ball is pushed off-screen. Please apply this speed curve or something similar that ramps up the difficulty noticeably.
User prompt
increase initial vertical movement speed of platforms
User prompt
platforms should start moving upward after the second bounce
User prompt
movement should be vertical focused not horizontal
/**** * 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 () { // No horizontal movement; platforms remain centered }; // 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 = 400; // vertical distance between platforms // platformSpeed is now calculated dynamically based on score var gravity = 1; // increases as score increases (slightly higher) var bounceVelocity = -31; // initial bounce velocity (slightly higher magnitude) 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; // No horizontal movement; platforms remain centered plat.vx = 0; 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 is now calculated dynamically based on score 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 = []; // Reset lastPlatformY to initial spawn value lastPlatformY = 1600; // 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 // Place first platform lower to give player time to react var y = 1600; // Lower on screen for first platform for (var i = 0; i < 8; ++i) { var colorIdx = getRandomColorIdx(); var plat = spawnPlatform(y, colorIdx); lastPlatformY = plat.y; // 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 // Platform upward speed: increases slightly at each difficulty level for smooth progression var moveUp = 0; if (score >= 0) { // Base speed (increased a bit more) moveUp = 5.2; // For every 7 points, increase speed by 0.27, up to a max var level = Math.floor(score / 7); moveUp += Math.min(level * 0.27, 4.5); // max speed increase is 4.5 (so max moveUp = 9.7) // Prevent platforms from moving up so fast that the ball can exit the top // If the ball is within 200px of the top, pause upward movement if (ball && ball.y < 200) { moveUp = 0; } } 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 that go off top and immediately recycle/spawn new ones at the bottom to maintain infinite flow if (typeof lastPlatformY === "undefined") { var lastPlatformY = 1600; } // Remove platforms that go off top and robustly recycle to always maintain at least 3 platforms below the ball for (var i = platforms.length - 1; i >= 0; --i) { if (platforms[i].y < -100) { // Remove the platform from the game and array platforms[i].destroy(); platforms.splice(i, 1); } } // After removals, ensure at least 3 platforms exist, all spaced consistently below the lowest // Find the current lowest platform Y var lowestY = -Infinity; for (var j = 0; j < platforms.length; ++j) { if (platforms[j].y > lowestY) { lowestY = platforms[j].y; } } // If there are no platforms left, use the last known platform Y if (lowestY === -Infinity) { lowestY = lastPlatformY; } // Always keep at least 3 platforms while (platforms.length < 3) { var colorIdx = getRandomColorIdx(); var plat = spawnPlatform(lowestY + platformSpacing, colorIdx); lastPlatformY = plat.y; lowestY = plat.y; // Place a coin on every 3rd platform if ((score + platforms.length) % 3 === 0) { spawnCoin(plat.x, plat.y); } } for (var i = coins.length - 1; i >= 0; --i) { if (coins[i].y < -100) { coins[i].destroy(); coins.splice(i, 1); } } // (Platform count is now managed by recycling above. No need for extra always-ensure loop.) // 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 === 3) { // After first 3 bounces, increase ball speed gravity += 0.15; bounceVelocity -= 3; } // Difficulty increases every 7 points, with smooth transitions and more levels if (score % 7 === 0) { // Level up: increase gravity and platform speed smoothly // Add more levels with different increments for smoothness if (score < 21) { gravity += 0.07; } else if (score < 35) { gravity += 0.06; } else if (score < 56) { gravity += 0.05; } else if (score < 84) { gravity += 0.04; } else { gravity += 0.03; } } } 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
@@ -257,13 +257,13 @@
// Move platforms upward to simulate ball falling
// Platform upward speed: increases slightly at each difficulty level for smooth progression
var moveUp = 0;
if (score >= 0) {
- // Base speed (increased slightly)
- moveUp = 4.7;
- // For every 7 points, increase speed by 0.25, up to a max
+ // Base speed (increased a bit more)
+ moveUp = 5.2;
+ // For every 7 points, increase speed by 0.27, up to a max
var level = Math.floor(score / 7);
- moveUp += Math.min(level * 0.25, 4); // max speed increase is 4 (so max moveUp = 8.7)
+ moveUp += Math.min(level * 0.27, 4.5); // max speed increase is 4.5 (so max moveUp = 9.7)
// Prevent platforms from moving up so fast that the ball can exit the top
// If the ball is within 200px of the top, pause upward movement
if (ball && ball.y < 200) {
moveUp = 0;
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