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add the background as an image asset
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it doesn't play
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okay play it just before the popup but ensure that it's played until it ends
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it doesn't play
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okay so please fix it as best as you can because now it feels odd
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now it plays multiple times and cuts short
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endgame sound doesn't play please fix it
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Please fix the bug: 'TypeError: self._runningSound.pause is not a function' in or related to this line: 'self._runningSound.pause();' Line Number: 92
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add a running sound asset and also a end game sound asset
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add sound assets accordingly
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extend lanes to the left border of the screen, also adjust destination labels positioning slightly to the left
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display the highscore at the top right corner of the screen
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record the highest score and show it on the top right corner ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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add a game end mechanic that 3 total failed matches ends the game
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give runners 2 states and add image assets for each state, show states consecutively to mimic running animation
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destination images should be placed slightly higher and tiny bit to the left
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make everything a bit bigger but don't mess up the spacing, you can even increase the spacing between lanes a bit
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everything is stacked at the top of the screen, please optimise the spacings and also you can increase the height of the lanes a bit
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decrease initial runner speed, speed increase interval and also decrease speed increase value slightly
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lanes are too big, decrease their height drastically
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add image assets for each runner, lane and destination
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create assets for necessary elements
Code edit (1 edits merged)
Please save this source code
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Color Runner Dispatcher
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Build a color-sorting runner game called "Color Runner Dispatcher". Core Gameplay: 1. Create four parallel lanes leading from left to right, each ending at a different colored destination: Red, Blue, Yellow, and Green. 2. Runners spawn randomly on the left side of the screen. Each runner has a specific color (red, blue, yellow, or green). 3. The player must place each runner onto one of the four lanes. The runner will then move forward toward that lane’s destination. 4. If a runner reaches a destination that matches their color, it counts as a success and increases the score. 5. If a runner reaches the wrong destination, the player loses a life or gets a penalty. 6. The player can tap and drag any runner at any time (even mid-run) and place them onto a different lane to fix mistakes. Additional Logic: - The game should spawn runners faster over time to increase difficulty. - Only one runner can be dragged at a time. - Runners should not collide with each other — allow stacking or smooth passing. - Include a streak system: perfect deliveries without mistakes give combo bonuses. - Include a countdown timer or endless mode until failure. Visuals: - Use bright colors for lanes and runners. - Show the runner’s color clearly (body color, trail, or shirt). - Add success and fail effects (sparkles or shakes). - Include drag-and-drop animation and feedback when placing or rerouting runners. Start with 4 lanes, 4 colors, and one spawn point. Once the gameplay loop works, we’ll add score UI, power-ups, and special runner types.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ // Runner class: represents a colored runner moving along a lane, with animation states var Runner = Container.expand(function () { var self = Container.call(this); // Properties self.colorId = null; // 0: Red, 1: Blue, 2: Yellow, 3: Green self.lane = null; // 0-3 self.isDragging = false; self.speed = 8; // Will be set by game, increases over time // Animation state self.state = 0; // 0 or 1 self.stateTick = 0; // For animation timing // Attach runner asset (image, colorId and state) self.setColor = function (colorId) { self.colorId = colorId; // Remove previous asset if any if (self.runnerAsset) { self.removeChild(self.runnerAsset); } self.state = 0; self.stateTick = 0; self.runnerAsset = self.attachAsset('runner_' + colorId + '_0', { anchorX: 0.5, anchorY: 0.5, width: runnerSize, height: runnerSize }); }; // Swap runner asset to new state self.setState = function (state) { if (self.state === state) return; self.state = state; if (self.runnerAsset) { self.removeChild(self.runnerAsset); } self.runnerAsset = self.attachAsset('runner_' + self.colorId + '_' + state, { anchorX: 0.5, anchorY: 0.5, width: runnerSize, height: runnerSize }); }; // Called every tick self.update = function () { if (!self.isDragging) { self.x += self.speed; // Play running sound if not already playing if (!self._runningSound || self._runningSound.paused) { self._runningSound = LK.getSound('running'); self._runningSound.play(); } } else { // Pause running sound if dragging if (self._runningSound) { self._runningSound.stop(); } } // Animate runner: swap state every 8 ticks to mimic running self.stateTick++; if (self.stateTick >= 8) { var nextState = self.state === 0 ? 1 : 0; self.setState(nextState); self.stateTick = 0; } }; // For drag start self.down = function (x, y, obj) { if (!self.isDragging) { self.isDragging = true; dragRunner = self; dragOffsetY = y - self.y; // Bring to front if (self.parent) { self.parent.removeChild(self); game.addChild(self); } } }; // For drag end self.up = function (x, y, obj) { if (self.isDragging) { self.isDragging = false; dragRunner = null; // Snap to nearest lane var laneIdx = getLaneFromY(self.y); self.lane = laneIdx; self.y = getLaneY(laneIdx); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // --- Constants --- // Red, state 0 // Red, state 1 // Blue, state 0 // Blue, state 1 // Yellow, state 0 // Yellow, state 1 // Green, state 0 // Green, state 1 var NUM_LANES = 4; var laneColors = [0xd83318, 0x1e6be3, 0xf7e12c, 0x2ecc40]; // Red, Blue, Yellow, Green var laneNames = ['Red', 'Blue', 'Yellow', 'Green']; var laneWidth = 420; var laneGap = 170; // Further increased gap for more vertical spacing var laneStartX = 0; // Extend lanes to the left border var laneEndX = 2048 - 60; // Move destinations a bit more to the right var runnerSize = 170; var runnerSpawnX = 100; // Center lanes vertically with padding at top and bottom var totalLaneHeight = 0; var laneHeight = 140; // Increased lane height for better visuals var NUM_LANES = 4; totalLaneHeight = NUM_LANES * laneHeight + (NUM_LANES - 1) * laneGap; var verticalPadding = Math.floor((2732 - totalLaneHeight) / 2); var runnerMinY = verticalPadding; var runnerMaxY = 2732 - verticalPadding - laneHeight; var runnerSpawnInterval = 90; // ticks between spawns, will decrease var minSpawnInterval = 30; var speedIncreaseInterval = 480; // ticks between speed increases (decreased for faster ramp) var runnerBaseSpeed = 6; // decreased initial speed var runnerMaxSpeed = 24; var runnerSpeedStep = 1.1; // decreased speed increase value // --- State --- var runners = []; var dragRunner = null; var dragOffsetY = 0; var score = 0; var combo = 0; var bestCombo = 0; var failedMatches = 0; // Track total failed matches var spawnTimer = 0; game._endgameSoundPlayed = false; var spawnInterval = runnerSpawnInterval; var runnerSpeed = runnerBaseSpeed; var ticksSinceStart = 0; var lastLaneY = []; // cache lane Y positions // --- GUI Elements --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High score variable and text var highScore = storage.highScore || 0; var highScoreTxt = new Text2('Best: ' + highScore, { size: 70, fill: 0xFFD700 }); highScoreTxt.anchor.set(1, 0); // Top right highScoreTxt.x = 0; highScoreTxt.y = 0; LK.gui.topRight.addChild(highScoreTxt); var comboTxt = new Text2('', { size: 70, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 130; LK.gui.top.addChild(comboTxt); // --- Background Image --- var backgroundImg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(backgroundImg); // --- Lane & Destination Graphics --- var laneRects = []; var destRects = []; for (var i = 0; i < NUM_LANES; i++) { // Lane rectangle var laneY = getLaneY(i); lastLaneY[i] = laneY; var laneRect = LK.getAsset('lane_' + i, { anchorX: 0, anchorY: 0.5, x: laneStartX, y: laneY + laneHeight / 2, width: laneEndX - laneStartX, // Extend lane to left border height: laneHeight, color: 0x333333, shape: 'box' }); game.addChild(laneRect); laneRects.push(laneRect); // Destination circle var destCircle = LK.getAsset('dest_' + i, { anchorX: 0.5, anchorY: 0.5, x: laneEndX - 60, // Move a bit more to the left y: laneY + laneHeight / 2 - 36, // Place slightly higher width: runnerSize * 1.35, height: runnerSize * 1.35, color: laneColors[i], shape: 'ellipse' }); game.addChild(destCircle); destRects.push(destCircle); // Destination label var destLabel = new Text2(laneNames[i], { size: 68, fill: 0xFFFFFF }); destLabel.anchor.set(0.5, 0.5); destLabel.x = laneEndX - 60; // Move label slightly to the left to match destination destLabel.y = laneY + laneHeight / 2 + runnerSize * 0.7; // Slightly higher game.addChild(destLabel); } // --- Helper Functions --- function getLaneY(laneIdx) { // Lanes are now centered with verticalPadding, laneHeight, and laneGap return runnerMinY + laneIdx * (laneHeight + laneGap); } function getLaneFromY(y) { for (var i = 0; i < NUM_LANES; i++) { var laneY = lastLaneY[i]; if (y >= laneY && y < laneY + laneHeight) { return i; } } // Clamp to nearest if (y < lastLaneY[0]) return 0; if (y > lastLaneY[NUM_LANES - 1] + laneHeight) return NUM_LANES - 1; // Fallback return 0; } // Spawns a new runner at a random lane and color function spawnRunner() { var colorId = Math.floor(Math.random() * NUM_LANES); var laneIdx = Math.floor(Math.random() * NUM_LANES); var runner = new Runner(); runner.setColor(colorId); runner.lane = laneIdx; runner.x = runnerSpawnX; runner.y = getLaneY(laneIdx) + laneHeight / 2; runner.speed = runnerSpeed; runners.push(runner); game.addChild(runner); } // --- Game Event Handlers --- // Dragging logic: handled globally for all runners game.move = function (x, y, obj) { if (dragRunner) { // Clamp y to game area var newY = y - dragOffsetY; if (newY < runnerMinY) newY = runnerMinY; if (newY > runnerMaxY) newY = runnerMaxY; dragRunner.y = newY + laneHeight / 2; // Snap to nearest lane visually var laneIdx = getLaneFromY(dragRunner.y - laneHeight / 2); dragRunner.lane = laneIdx; } }; game.down = function (x, y, obj) { // Check if a runner is under the touch for (var i = runners.length - 1; i >= 0; i--) { var r = runners[i]; var dx = x - r.x; var dy = y - r.y; if (Math.abs(dx) < runnerSize / 1.2 && Math.abs(dy) < runnerSize / 1.2) { // Start drag r.down(x, y, obj); break; } } }; game.up = function (x, y, obj) { if (dragRunner) { dragRunner.up(x, y, obj); } }; // --- Main Game Loop --- game.update = function () { ticksSinceStart++; // Spawn runners spawnTimer++; if (spawnTimer >= spawnInterval) { spawnRunner(); spawnTimer = 0; } // Increase speed and difficulty over time if (ticksSinceStart % speedIncreaseInterval === 0 && spawnInterval > minSpawnInterval) { spawnInterval -= 8; if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval; runnerSpeed += runnerSpeedStep; if (runnerSpeed > runnerMaxSpeed) runnerSpeed = runnerMaxSpeed; } // Update runners for (var i = runners.length - 1; i >= 0; i--) { var r = runners[i]; r.speed = runnerSpeed; r.update(); // If runner reaches destination area if (!r.isDragging && r.x + runnerSize / 2 >= laneEndX - runnerSize * 0.6) { var laneIdx = r.lane; var destColor = laneColors[laneIdx]; if (r.colorId === laneIdx) { // Correct delivery score += 1; combo += 1; if (combo > bestCombo) bestCombo = combo; scoreTxt.setText(score); LK.getSound('correct').play(); // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } if (combo > 1) { comboTxt.setText('Combo x' + combo + '!'); LK.getSound('combo').play(); } else { comboTxt.setText(''); } // Flash destination LK.effects.flashObject(destRects[laneIdx], 0xffffff, 300); } else { // Wrong delivery combo = 0; comboTxt.setText(''); // Flash screen red LK.effects.flashScreen(0xff0000, 500); LK.getSound('wrong').play(); // Penalty: remove score if > 0 if (score > 0) score--; scoreTxt.setText(score); // Increment failed matches and check for game over failedMatches++; if (failedMatches >= 3 && !game._endgameSoundPlayed) { game._endgameSoundPlayed = true; LK.getSound('endgame').play(); LK.setTimeout(function () { LK.showGameOver(); }, 600); // Delay to allow endgame sound to play return; } } // Remove runner r.destroy(); runners.splice(i, 1); continue; } // If runner goes off screen (missed) if (r.x > 2048 + runnerSize) { // Missed runner: treat as mistake combo = 0; comboTxt.setText(''); LK.effects.flashScreen(0xff0000, 500); LK.getSound('wrong').play(); if (score > 0) score--; scoreTxt.setText(score); // Increment failed matches and check for game over failedMatches++; if (failedMatches >= 3 && !game._endgameSoundPlayed) { game._endgameSoundPlayed = true; LK.getSound('endgame').play(); LK.setTimeout(function () { LK.showGameOver(); }, 600); // Delay to allow endgame sound to play return; } r.destroy(); runners.splice(i, 1); continue; } } }; // --- Asset Initialization (images) --- // Runner image assets (one per color) // Lane image assets (one per color) // Destination image assets (one per color)
===================================================================
--- original.js
+++ change.js
@@ -109,17 +109,17 @@
/****
* Game Code
****/
-// Green, state 1
-// Green, state 0
-// Yellow, state 1
-// Yellow, state 0
-// Blue, state 1
-// Blue, state 0
-// Red, state 1
-// Red, state 0
// --- Constants ---
+// Red, state 0
+// Red, state 1
+// Blue, state 0
+// Blue, state 1
+// Yellow, state 0
+// Yellow, state 1
+// Green, state 0
+// Green, state 1
var NUM_LANES = 4;
var laneColors = [0xd83318, 0x1e6be3, 0xf7e12c, 0x2ecc40]; // Red, Blue, Yellow, Green
var laneNames = ['Red', 'Blue', 'Yellow', 'Green'];
var laneWidth = 420;
@@ -179,8 +179,18 @@
});
comboTxt.anchor.set(0.5, 0);
comboTxt.y = 130;
LK.gui.top.addChild(comboTxt);
+// --- Background Image ---
+var backgroundImg = LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732
+});
+game.addChild(backgroundImg);
// --- Lane & Destination Graphics ---
var laneRects = [];
var destRects = [];
for (var i = 0; i < NUM_LANES; i++) {
@@ -347,16 +357,12 @@
// Increment failed matches and check for game over
failedMatches++;
if (failedMatches >= 3 && !game._endgameSoundPlayed) {
game._endgameSoundPlayed = true;
- var endgameSound = LK.getSound('endgame');
- // Play sound and delay popup until sound finishes
- endgameSound.play();
- // Calculate duration in ms (fallback to 1000ms if not available)
- var duration = typeof endgameSound.end === "number" && typeof endgameSound.start === "number" ? Math.ceil((endgameSound.end - endgameSound.start) * 1000) : 1000;
+ LK.getSound('endgame').play();
LK.setTimeout(function () {
LK.showGameOver();
- }, duration);
+ }, 600); // Delay to allow endgame sound to play
return;
}
}
// Remove runner
@@ -376,16 +382,12 @@
// Increment failed matches and check for game over
failedMatches++;
if (failedMatches >= 3 && !game._endgameSoundPlayed) {
game._endgameSoundPlayed = true;
- var endgameSound = LK.getSound('endgame');
- // Play sound and delay popup until sound finishes
- endgameSound.play();
- // Calculate duration in ms (fallback to 1000ms if not available)
- var duration = typeof endgameSound.end === "number" && typeof endgameSound.start === "number" ? Math.ceil((endgameSound.end - endgameSound.start) * 1000) : 1000;
+ LK.getSound('endgame').play();
LK.setTimeout(function () {
LK.showGameOver();
- }, duration);
+ }, 600); // Delay to allow endgame sound to play
return;
}
r.destroy();
runners.splice(i, 1);
Modern App Store icon, high definition, square with rounded corners, for a game titled "Color Runner Dispatcher" and with the description "Drag and drop colored runners onto matching lanes, rerouting them in real time to deliver them to the correct colored destination. Score points for perfect matches and build combos, but avoid mistakes as the game speeds up!". No text on icon!
flat but natural looking asphalt road. In-Game asset. 2d. High contrast. No shadows
red house, open door looking left. In-Game asset. 2d. High contrast. No shadows
blue house, open door looking left. In-Game asset. 2d. High contrast. No shadows
yellow house, open door looking left. In-Game asset. 2d. High contrast. No shadows
green house, open door looking left. In-Game asset. 2d. High contrast. No shadows
red runner running. In-Game asset. 2d. High contrast. No shadows
blue runner running. In-Game asset. 2d. High contrast. No shadows
green runner running. In-Game asset. 2d. High contrast. No shadows
yellow runner running. In-Game asset. 2d. High contrast. No shadows