User prompt
Hello! Please update the main menu UI colors as follows: The game title text ("Portal") should be black in color. The high score text should be black in color. The coin text should be yellow in color. Thank you!
User prompt
Hello! Please update the main menu UI with the following changes: Increase the font size and make the coin count and high score texts bold and black in color, but not too heavy (moderately bold) for clear readability. Remove the current game title text at the top ("Dimension Runner"). Instead of the title, please add a new subtitle or challenge description text, something like: "30-Second Portal Challenge" or "Beat the Clock: Enter the Portal in Time!" Feel free to choose the best wording that fits the game’s fast-paced dimension-switching theme. Thank you!
User prompt
Hello! In the main menu UI, please remove the text labels on the buttons (Play, Settings, Shop, Quit) so that the buttons have no visible text. However, keep all button functions and click areas fully working as before. A "Game Over" screen that appears when the player loses or the game restarts. This screen should clearly display: The player’s final score The time survived The number of dimensions completed (or current dimension count) When the player fails to enter the portal before time runs out, add a collapse effect: The screen should darken or fade out The portal should have a closing animation or effect indicating failure These features will improve the game feedback and player experience. Thank you! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hello! Please move the main menu buttons (Play, Settings, Shop, Quit) into the Assets section. This will help optimize the project and make the buttons reusable. Also, please enable custom design options so we can customize the buttons’ appearance and styles as we want. Thank you! ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Hello! Please add a Settings menu that includes sound options. In the sound settings, the player should be able to: Adjust volume levels (e.g., low, medium, high) Mute/unmute sounds Toggle specific sound types on or off (if possible) Thank you! ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: button.skinText.style is undefined' in or related to this line: 'button.skinText.style.fill = storage.selectedSkin === button.skinIndex ? 0x00FF00 : 0xFFFFFF;' Line Number: 554
User prompt
Please add a main menu UI that appears when the game starts. The menu should have the following buttons: Play (to start the game) Settings (for game options) Quit (to exit the game) Shop (optional, for future use) In the Shop, please prepare a system to display different versions (skins) of the player character. Currently, the game should NOT start immediately but wait until the player presses Play. Thank you! ↪💡 Consider importing and using the following plugins: @upit/storage.v1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Hello! I understand that the @upit/storage.v1 plugin import failed automatically and I cannot add it myself. Could you please manually add the @upit/storage.v1 plugin to the project? Without it, I cannot implement the main menu UI and shop system with character skins. If it is not possible to add this plugin now, please advise what alternatives I have to implement these features. Thank you very much! ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Hello! Please add a simple UI overlay to the game showing the score, timer, and current dimension name clearly on the screen. Thank you!
User prompt
Hello! Please add a sound effect that plays when the player falls down. Thank you!
User prompt
Hello! Please add background music to the game. The music should loop continuously during gameplay. Thank you!
User prompt
Hello! The game currently changes dimension every 30 seconds automatically. I want to add this rule: If the player enters the portal before 30 seconds pass, then the game should change to the next dimension normally. But if the player does NOT enter the portal within 30 seconds, the game should restart completely (reset everything to the beginning). Please add this feature. Thanks!
User prompt
Hello! Please increase the player’s jump height by 50%. Currently, the jump is a bit too low, so make the player jump 1.5 times higher than now. Thank you!
User prompt
Hello! Please add the following feature to the game: If the player falls into any gaps or empty spaces on the ground (i.e., falls below the platforms or screen), or goes above the top empty areas (like leaving the visible play area upwards), the game should automatically restart or reset the player position to the starting point. Currently, I have not found any other bugs. Thank you!
Code edit (1 edits merged)
Please save this source code
User prompt
Portal Escape Lab
User prompt
✅ LONG DESCRIPTION (TAM PARLATILMIŞ VERSİYON) Portal Escape Lab is a fast-paced 2D side-scrolling platformer where players control a character who awakens in a mysterious sci-fi laboratory. The core mechanic revolves around escaping through dimensional portals that open every 30 seconds—each leading to a bizarre new world with chaotic, physics-defying rules. Players traverse dimensions with reverse gravity, underwater float mechanics, low-gravity jumps, slippery ice platforms, and the occasional total loss of gravity. Each realm features its own surreal visual style, deadly traps, and environmental oddities—from alien discos with zero gravity to frozen corridors inhabited by bouncing jellyfish in laser helmets. The game emphasizes fast reactions, strategic movement, and platforming precision. As the clock ticks and dimensions collapse behind you, only those who can quickly adapt will survive the madness. This isn’t just a game about portals—this is a race through the laws of reality itself. ✅ GAME FLOW (GÜNCELLENMİŞ – AKICI & DENGELİ) Portal Timer: Every 30 seconds, a new dimensional portal opens while the previous one collapses, forcing rapid and continuous progression. Physics Mechanics: Each dimension introduces unique movement rules—reverse gravity, underwater floating, slippery surfaces, low gravity, and even zero gravity. Adaptive Platforming: Players must quickly learn and master each dimension's movement style to overcome traps and dynamic obstacles. Visual Chaos: Wildly themed worlds with absurd elements—alien discos, frozen laboratories, submerged chambers, and lunar landscapes. Time Pressure: Players race against a ticking countdown while dodging hazards and enemies tied to each dimension’s physics. Progressive Difficulty: Later dimensions merge multiple physics rules and introduce increasingly complex platforming challenges. Survival Focus: Missing a portal means being trapped in a collapsing dimension. Quick reflexes and adaptive movement are essential to survive.
User prompt
🧪 Portal Escape Lab – Long Description: Portal Escape Lab is a fast-paced 2D side-scrolling platformer where players control a character who awakens in a mysterious sci-fi laboratory. The core mechanic revolves around escaping through dimensional portals that open every 30 seconds, each leading to a new world with unique physics. Players experience reverse gravity dimensions where they walk on ceilings, underwater worlds with floating movement, slippery ice platforms, and low-gravity moon-like environments. Each dimension features distinct visual themes, traps, and obstacles that challenge players to adapt their movement strategy. The game emphasizes quick thinking and precise platforming as players race against time to reach each portal before it closes. But beware: each dimension doesn’t just bend the laws of physics — it laughs at them. One moment you’re running on the ceiling in an alien disco with zero gravity, the next you’re sliding across frozen floors chased by bouncing jellyfish with laser helmets. Every 30 seconds is a chaotic sprint through impossible worlds where survival means mastering nonsense. This is not just platforming. This is portal-jumping madness.
Initial prompt
Portal Escape Lab is a fast-paced 2D side-scrolling platformer where players control a character who awakens in a mysterious sci-fi laboratory. The core mechanic revolves around escaping through dimensional portals that open every 30 seconds, each leading to a new world with unique physics. Players experience reverse gravity dimensions where they walk on ceilings, underwater worlds with floating movement, slippery ice platforms, and low-gravity moon-like environments. Each dimension features distinct visual themes, traps, and obstacles that challenge players to adapt their movement strategy. The game emphasizes quick thinking and precise platforming as players race against time to reach each portal before it closes.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.moveSpeed = 2;
self.direction = 1;
self.startX = 0;
self.range = 200;
self.update = function () {
self.x += self.moveSpeed * self.direction;
if (self.x > self.startX + self.range || self.x < self.startX - self.range) {
self.direction *= -1;
}
// Rotation for visual effect
obstacleGraphics.rotation += 0.1;
};
return self;
});
var Platform = Container.expand(function (width, height) {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: width / 200,
scaleY: height / 20
});
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.onGround = false;
self.moveSpeed = 8;
self.jumpPower = 15;
self.gravity = 0.8;
self.maxVelocityY = 20;
self.update = function () {
// Apply physics based on current dimension
self.applyPhysics();
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Keep player on screen horizontally
if (self.x < 20) self.x = 20;
if (self.x > 2028) self.x = 2028;
// Check platform collisions
self.checkPlatformCollisions();
// Check if player falls off screen
if (self.y > 2800) {
self.resetPosition();
}
};
self.applyPhysics = function () {
if (currentDimension === 0) {
// Normal gravity
self.velocityY += self.gravity;
} else if (currentDimension === 1) {
// Reverse gravity
self.velocityY -= self.gravity;
} else if (currentDimension === 2) {
// Underwater - slower movement
self.velocityY += self.gravity * 0.3;
self.velocityX *= 0.9;
} else if (currentDimension === 3) {
// Low gravity
self.velocityY += self.gravity * 0.4;
} else if (currentDimension === 4) {
// Ice - slippery
self.velocityY += self.gravity;
self.velocityX *= 0.98;
}
// Limit velocity
if (self.velocityY > self.maxVelocityY) self.velocityY = self.maxVelocityY;
if (self.velocityY < -self.maxVelocityY) self.velocityY = -self.maxVelocityY;
};
self.checkPlatformCollisions = function () {
self.onGround = false;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (self.intersects(platform)) {
if (currentDimension === 1) {
// Reverse gravity - land on top of platforms
if (self.velocityY < 0) {
self.y = platform.y + platform.height / 2 + self.height / 2;
self.velocityY = 0;
self.onGround = true;
}
} else {
// Normal - land on bottom of platforms
if (self.velocityY > 0) {
self.y = platform.y - platform.height / 2 - self.height / 2;
self.velocityY = 0;
self.onGround = true;
}
}
}
}
};
self.jump = function () {
if (self.onGround) {
if (currentDimension === 1) {
// Reverse gravity jump
self.velocityY = self.jumpPower;
} else {
self.velocityY = -self.jumpPower;
}
LK.getSound('jump').play();
}
};
self.moveLeft = function () {
if (currentDimension === 4) {
// Ice - reduced control
self.velocityX -= self.moveSpeed * 0.3;
} else {
self.velocityX = -self.moveSpeed;
}
};
self.moveRight = function () {
if (currentDimension === 4) {
// Ice - reduced control
self.velocityX += self.moveSpeed * 0.3;
} else {
self.velocityX = self.moveSpeed;
}
};
self.resetPosition = function () {
self.x = 200;
self.y = 1000;
self.velocityX = 0;
self.velocityY = 0;
};
return self;
});
var Portal = Container.expand(function () {
var self = Container.call(this);
var portalGraphics = self.attachAsset('portal', {
anchorX: 0.5,
anchorY: 0.5
});
self.pulseScale = 1;
self.pulseDirection = 1;
self.update = function () {
// Pulse animation
self.pulseScale += self.pulseDirection * 0.02;
if (self.pulseScale > 1.2) {
self.pulseScale = 1.2;
self.pulseDirection = -1;
} else if (self.pulseScale < 0.8) {
self.pulseScale = 0.8;
self.pulseDirection = 1;
}
portalGraphics.scaleX = self.pulseScale;
portalGraphics.scaleY = self.pulseScale;
// Rotate
portalGraphics.rotation += 0.05;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game variables
var player;
var platforms = [];
var obstacles = [];
var portal;
var currentDimension = 0;
var dimensionTimer = 0;
var maxDimensionTime = 1800; // 30 seconds at 60fps
var backgrounds = [];
var dimensionNames = ["Normal Lab", "Reverse Gravity", "Underwater", "Low Gravity", "Ice World"];
var isGameStarted = false;
var leftPressed = false;
var rightPressed = false;
// Create backgrounds
for (var i = 0; i < 5; i++) {
var bg = LK.getAsset('background' + (i + 1), {
anchorX: 0,
anchorY: 0,
alpha: 0
});
backgrounds.push(bg);
game.addChild(bg);
}
// Set initial background
backgrounds[0].alpha = 1;
// Create player
player = game.addChild(new Player());
player.resetPosition();
// Create initial platforms
function createPlatforms() {
// Clear existing platforms
for (var i = 0; i < platforms.length; i++) {
platforms[i].destroy();
}
platforms = [];
// Create platforms based on dimension
if (currentDimension === 0) {
// Normal platforms
platforms.push(game.addChild(new Platform(300, 20)));
platforms[0].x = 300;
platforms[0].y = 1200;
platforms.push(game.addChild(new Platform(250, 20)));
platforms[1].x = 700;
platforms[1].y = 1000;
platforms.push(game.addChild(new Platform(200, 20)));
platforms[2].x = 1200;
platforms[2].y = 800;
platforms.push(game.addChild(new Platform(300, 20)));
platforms[3].x = 1600;
platforms[3].y = 600;
} else if (currentDimension === 1) {
// Reverse gravity - platforms on top
platforms.push(game.addChild(new Platform(300, 20)));
platforms[0].x = 300;
platforms[0].y = 500;
platforms.push(game.addChild(new Platform(250, 20)));
platforms[1].x = 700;
platforms[1].y = 700;
platforms.push(game.addChild(new Platform(200, 20)));
platforms[2].x = 1200;
platforms[2].y = 900;
platforms.push(game.addChild(new Platform(300, 20)));
platforms[3].x = 1600;
platforms[3].y = 1100;
} else {
// Other dimensions - mixed platforms
platforms.push(game.addChild(new Platform(250, 20)));
platforms[0].x = 400;
platforms[0].y = 1100;
platforms.push(game.addChild(new Platform(200, 20)));
platforms[1].x = 800;
platforms[1].y = 900;
platforms.push(game.addChild(new Platform(300, 20)));
platforms[2].x = 1300;
platforms[2].y = 700;
platforms.push(game.addChild(new Platform(250, 20)));
platforms[3].x = 1700;
platforms[3].y = 500;
}
}
// Create obstacles
function createObstacles() {
// Clear existing obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
// Create 2-3 obstacles per dimension
for (var i = 0; i < 3; i++) {
var obstacle = game.addChild(new Obstacle());
obstacle.x = 500 + i * 400;
obstacle.y = 1300 - i * 200;
obstacle.startX = obstacle.x;
obstacles.push(obstacle);
}
}
// Create portal
portal = game.addChild(new Portal());
portal.x = 1800;
portal.y = 400;
// Create UI
var timerText = new Text2('30', {
size: 80,
fill: 0xFFFFFF
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
var dimensionText = new Text2('Normal Lab', {
size: 40,
fill: 0x00FFFF
});
dimensionText.anchor.set(0, 0);
dimensionText.x = 120;
dimensionText.y = 20;
LK.gui.topLeft.addChild(dimensionText);
var scoreText = new Text2('0', {
size: 60,
fill: 0xFFFF00
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
// Initialize level
createPlatforms();
createObstacles();
// Input handling
game.down = function (x, y, obj) {
if (!isGameStarted) {
isGameStarted = true;
return;
}
if (x < 1024) {
leftPressed = true;
} else if (x > 1024) {
rightPressed = true;
}
// Jump on tap
player.jump();
};
game.up = function (x, y, obj) {
leftPressed = false;
rightPressed = false;
};
// Game update loop
game.update = function () {
if (!isGameStarted) {
return;
}
// Handle input
if (leftPressed) {
player.moveLeft();
} else if (rightPressed) {
player.moveRight();
} else if (currentDimension !== 4) {
// Stop horizontal movement (except on ice)
player.velocityX = 0;
}
// Update dimension timer
dimensionTimer++;
var timeLeft = Math.ceil((maxDimensionTime - dimensionTimer) / 60);
timerText.setText(timeLeft.toString());
// Flash timer when low
if (timeLeft <= 5) {
timerText.alpha = Math.sin(LK.ticks * 0.3) * 0.5 + 0.5;
} else {
timerText.alpha = 1;
}
// Check for dimension change
if (dimensionTimer >= maxDimensionTime) {
changeDimension();
}
// Check portal collision
if (player.intersects(portal)) {
changeDimension();
}
// Check obstacle collisions
for (var i = 0; i < obstacles.length; i++) {
if (player.intersects(obstacles[i])) {
LK.getSound('hit').play();
LK.effects.flashScreen(0xff0000, 500);
player.resetPosition();
break;
}
}
// Update score
scoreText.setText(LK.getScore().toString());
};
function changeDimension() {
LK.getSound('portal').play();
LK.setScore(LK.getScore() + 10);
// Flash effect
LK.effects.flashScreen(0xffffff, 300);
// Reset timer
dimensionTimer = 0;
// Change dimension
currentDimension = (currentDimension + 1) % 5;
// Change background
for (var i = 0; i < backgrounds.length; i++) {
tween(backgrounds[i], {
alpha: i === currentDimension ? 1 : 0
}, {
duration: 500
});
}
// Update UI
dimensionText.setText(dimensionNames[currentDimension]);
// Reset player position and velocity
player.x = 200;
if (currentDimension === 1) {
player.y = 2200; // Start at bottom for reverse gravity
} else {
player.y = 1000;
}
player.velocityX = 0;
player.velocityY = 0;
// Recreate platforms and obstacles
createPlatforms();
createObstacles();
// Move portal to new position
portal.x = 1600 + Math.random() * 200;
portal.y = 300 + Math.random() * 200;
// Check win condition
if (LK.getScore() >= 100) {
LK.showYouWin();
}
} ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,409 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.moveSpeed = 2;
+ self.direction = 1;
+ self.startX = 0;
+ self.range = 200;
+ self.update = function () {
+ self.x += self.moveSpeed * self.direction;
+ if (self.x > self.startX + self.range || self.x < self.startX - self.range) {
+ self.direction *= -1;
+ }
+ // Rotation for visual effect
+ obstacleGraphics.rotation += 0.1;
+ };
+ return self;
+});
+var Platform = Container.expand(function (width, height) {
+ var self = Container.call(this);
+ var platformGraphics = self.attachAsset('platform', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: width / 200,
+ scaleY: height / 20
+ });
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.onGround = false;
+ self.moveSpeed = 8;
+ self.jumpPower = 15;
+ self.gravity = 0.8;
+ self.maxVelocityY = 20;
+ self.update = function () {
+ // Apply physics based on current dimension
+ self.applyPhysics();
+ // Update position
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ // Keep player on screen horizontally
+ if (self.x < 20) self.x = 20;
+ if (self.x > 2028) self.x = 2028;
+ // Check platform collisions
+ self.checkPlatformCollisions();
+ // Check if player falls off screen
+ if (self.y > 2800) {
+ self.resetPosition();
+ }
+ };
+ self.applyPhysics = function () {
+ if (currentDimension === 0) {
+ // Normal gravity
+ self.velocityY += self.gravity;
+ } else if (currentDimension === 1) {
+ // Reverse gravity
+ self.velocityY -= self.gravity;
+ } else if (currentDimension === 2) {
+ // Underwater - slower movement
+ self.velocityY += self.gravity * 0.3;
+ self.velocityX *= 0.9;
+ } else if (currentDimension === 3) {
+ // Low gravity
+ self.velocityY += self.gravity * 0.4;
+ } else if (currentDimension === 4) {
+ // Ice - slippery
+ self.velocityY += self.gravity;
+ self.velocityX *= 0.98;
+ }
+ // Limit velocity
+ if (self.velocityY > self.maxVelocityY) self.velocityY = self.maxVelocityY;
+ if (self.velocityY < -self.maxVelocityY) self.velocityY = -self.maxVelocityY;
+ };
+ self.checkPlatformCollisions = function () {
+ self.onGround = false;
+ for (var i = 0; i < platforms.length; i++) {
+ var platform = platforms[i];
+ if (self.intersects(platform)) {
+ if (currentDimension === 1) {
+ // Reverse gravity - land on top of platforms
+ if (self.velocityY < 0) {
+ self.y = platform.y + platform.height / 2 + self.height / 2;
+ self.velocityY = 0;
+ self.onGround = true;
+ }
+ } else {
+ // Normal - land on bottom of platforms
+ if (self.velocityY > 0) {
+ self.y = platform.y - platform.height / 2 - self.height / 2;
+ self.velocityY = 0;
+ self.onGround = true;
+ }
+ }
+ }
+ }
+ };
+ self.jump = function () {
+ if (self.onGround) {
+ if (currentDimension === 1) {
+ // Reverse gravity jump
+ self.velocityY = self.jumpPower;
+ } else {
+ self.velocityY = -self.jumpPower;
+ }
+ LK.getSound('jump').play();
+ }
+ };
+ self.moveLeft = function () {
+ if (currentDimension === 4) {
+ // Ice - reduced control
+ self.velocityX -= self.moveSpeed * 0.3;
+ } else {
+ self.velocityX = -self.moveSpeed;
+ }
+ };
+ self.moveRight = function () {
+ if (currentDimension === 4) {
+ // Ice - reduced control
+ self.velocityX += self.moveSpeed * 0.3;
+ } else {
+ self.velocityX = self.moveSpeed;
+ }
+ };
+ self.resetPosition = function () {
+ self.x = 200;
+ self.y = 1000;
+ self.velocityX = 0;
+ self.velocityY = 0;
+ };
+ return self;
+});
+var Portal = Container.expand(function () {
+ var self = Container.call(this);
+ var portalGraphics = self.attachAsset('portal', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.pulseScale = 1;
+ self.pulseDirection = 1;
+ self.update = function () {
+ // Pulse animation
+ self.pulseScale += self.pulseDirection * 0.02;
+ if (self.pulseScale > 1.2) {
+ self.pulseScale = 1.2;
+ self.pulseDirection = -1;
+ } else if (self.pulseScale < 0.8) {
+ self.pulseScale = 0.8;
+ self.pulseDirection = 1;
+ }
+ portalGraphics.scaleX = self.pulseScale;
+ portalGraphics.scaleY = self.pulseScale;
+ // Rotate
+ portalGraphics.rotation += 0.05;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a1a2e
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var player;
+var platforms = [];
+var obstacles = [];
+var portal;
+var currentDimension = 0;
+var dimensionTimer = 0;
+var maxDimensionTime = 1800; // 30 seconds at 60fps
+var backgrounds = [];
+var dimensionNames = ["Normal Lab", "Reverse Gravity", "Underwater", "Low Gravity", "Ice World"];
+var isGameStarted = false;
+var leftPressed = false;
+var rightPressed = false;
+// Create backgrounds
+for (var i = 0; i < 5; i++) {
+ var bg = LK.getAsset('background' + (i + 1), {
+ anchorX: 0,
+ anchorY: 0,
+ alpha: 0
+ });
+ backgrounds.push(bg);
+ game.addChild(bg);
+}
+// Set initial background
+backgrounds[0].alpha = 1;
+// Create player
+player = game.addChild(new Player());
+player.resetPosition();
+// Create initial platforms
+function createPlatforms() {
+ // Clear existing platforms
+ for (var i = 0; i < platforms.length; i++) {
+ platforms[i].destroy();
+ }
+ platforms = [];
+ // Create platforms based on dimension
+ if (currentDimension === 0) {
+ // Normal platforms
+ platforms.push(game.addChild(new Platform(300, 20)));
+ platforms[0].x = 300;
+ platforms[0].y = 1200;
+ platforms.push(game.addChild(new Platform(250, 20)));
+ platforms[1].x = 700;
+ platforms[1].y = 1000;
+ platforms.push(game.addChild(new Platform(200, 20)));
+ platforms[2].x = 1200;
+ platforms[2].y = 800;
+ platforms.push(game.addChild(new Platform(300, 20)));
+ platforms[3].x = 1600;
+ platforms[3].y = 600;
+ } else if (currentDimension === 1) {
+ // Reverse gravity - platforms on top
+ platforms.push(game.addChild(new Platform(300, 20)));
+ platforms[0].x = 300;
+ platforms[0].y = 500;
+ platforms.push(game.addChild(new Platform(250, 20)));
+ platforms[1].x = 700;
+ platforms[1].y = 700;
+ platforms.push(game.addChild(new Platform(200, 20)));
+ platforms[2].x = 1200;
+ platforms[2].y = 900;
+ platforms.push(game.addChild(new Platform(300, 20)));
+ platforms[3].x = 1600;
+ platforms[3].y = 1100;
+ } else {
+ // Other dimensions - mixed platforms
+ platforms.push(game.addChild(new Platform(250, 20)));
+ platforms[0].x = 400;
+ platforms[0].y = 1100;
+ platforms.push(game.addChild(new Platform(200, 20)));
+ platforms[1].x = 800;
+ platforms[1].y = 900;
+ platforms.push(game.addChild(new Platform(300, 20)));
+ platforms[2].x = 1300;
+ platforms[2].y = 700;
+ platforms.push(game.addChild(new Platform(250, 20)));
+ platforms[3].x = 1700;
+ platforms[3].y = 500;
+ }
+}
+// Create obstacles
+function createObstacles() {
+ // Clear existing obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ obstacles[i].destroy();
+ }
+ obstacles = [];
+ // Create 2-3 obstacles per dimension
+ for (var i = 0; i < 3; i++) {
+ var obstacle = game.addChild(new Obstacle());
+ obstacle.x = 500 + i * 400;
+ obstacle.y = 1300 - i * 200;
+ obstacle.startX = obstacle.x;
+ obstacles.push(obstacle);
+ }
+}
+// Create portal
+portal = game.addChild(new Portal());
+portal.x = 1800;
+portal.y = 400;
+// Create UI
+var timerText = new Text2('30', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+timerText.anchor.set(0.5, 0);
+LK.gui.top.addChild(timerText);
+var dimensionText = new Text2('Normal Lab', {
+ size: 40,
+ fill: 0x00FFFF
+});
+dimensionText.anchor.set(0, 0);
+dimensionText.x = 120;
+dimensionText.y = 20;
+LK.gui.topLeft.addChild(dimensionText);
+var scoreText = new Text2('0', {
+ size: 60,
+ fill: 0xFFFF00
+});
+scoreText.anchor.set(1, 0);
+LK.gui.topRight.addChild(scoreText);
+// Initialize level
+createPlatforms();
+createObstacles();
+// Input handling
+game.down = function (x, y, obj) {
+ if (!isGameStarted) {
+ isGameStarted = true;
+ return;
+ }
+ if (x < 1024) {
+ leftPressed = true;
+ } else if (x > 1024) {
+ rightPressed = true;
+ }
+ // Jump on tap
+ player.jump();
+};
+game.up = function (x, y, obj) {
+ leftPressed = false;
+ rightPressed = false;
+};
+// Game update loop
+game.update = function () {
+ if (!isGameStarted) {
+ return;
+ }
+ // Handle input
+ if (leftPressed) {
+ player.moveLeft();
+ } else if (rightPressed) {
+ player.moveRight();
+ } else if (currentDimension !== 4) {
+ // Stop horizontal movement (except on ice)
+ player.velocityX = 0;
+ }
+ // Update dimension timer
+ dimensionTimer++;
+ var timeLeft = Math.ceil((maxDimensionTime - dimensionTimer) / 60);
+ timerText.setText(timeLeft.toString());
+ // Flash timer when low
+ if (timeLeft <= 5) {
+ timerText.alpha = Math.sin(LK.ticks * 0.3) * 0.5 + 0.5;
+ } else {
+ timerText.alpha = 1;
+ }
+ // Check for dimension change
+ if (dimensionTimer >= maxDimensionTime) {
+ changeDimension();
+ }
+ // Check portal collision
+ if (player.intersects(portal)) {
+ changeDimension();
+ }
+ // Check obstacle collisions
+ for (var i = 0; i < obstacles.length; i++) {
+ if (player.intersects(obstacles[i])) {
+ LK.getSound('hit').play();
+ LK.effects.flashScreen(0xff0000, 500);
+ player.resetPosition();
+ break;
+ }
+ }
+ // Update score
+ scoreText.setText(LK.getScore().toString());
+};
+function changeDimension() {
+ LK.getSound('portal').play();
+ LK.setScore(LK.getScore() + 10);
+ // Flash effect
+ LK.effects.flashScreen(0xffffff, 300);
+ // Reset timer
+ dimensionTimer = 0;
+ // Change dimension
+ currentDimension = (currentDimension + 1) % 5;
+ // Change background
+ for (var i = 0; i < backgrounds.length; i++) {
+ tween(backgrounds[i], {
+ alpha: i === currentDimension ? 1 : 0
+ }, {
+ duration: 500
+ });
+ }
+ // Update UI
+ dimensionText.setText(dimensionNames[currentDimension]);
+ // Reset player position and velocity
+ player.x = 200;
+ if (currentDimension === 1) {
+ player.y = 2200; // Start at bottom for reverse gravity
+ } else {
+ player.y = 1000;
+ }
+ player.velocityX = 0;
+ player.velocityY = 0;
+ // Recreate platforms and obstacles
+ createPlatforms();
+ createObstacles();
+ // Move portal to new position
+ portal.x = 1600 + Math.random() * 200;
+ portal.y = 300 + Math.random() * 200;
+ // Check win condition
+ if (LK.getScore() >= 100) {
+ LK.showYouWin();
+ }
+}
\ No newline at end of file
dead logo obstacle red color. In-Game asset. 2d. High contrast. No shadows
size 200x20 PLATFORM Shape Box. In-Game asset. 2d. High contrast. No shadows
The education 2d player video game 2d player. In-Game asset. 2d. High contrast. No shadows
Video game 2D Portal image. In-Game asset. 2d. High contrast. No shadows
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Just For 2D Video Game Reverse Sky With Out Platforme`s BUt its reverse
Ice theme background 2d game video. In-Game asset. 2d. High contrast. No shadows
Under Water Background for 2d games. In-Game asset. 2d. High contrast. No shadows
Play button for portal video game. In-Game asset. 2d. High contrast. No shadows
play button for video game. In-Game asset. 2d. High contrast. No shadows
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settings button for video game have a text. In-Game asset. 2d. High contrast. No shadows
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