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Just delete the idea
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Make a start screen, but just with a start button
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Just delete the whole start screen
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so basically what should happen is I press the start button and it starts the game but it’s not working
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Make a start screen
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Make the game a little hard
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Make the slider a separate asset
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Replace the camera with a blue background
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Yes, but when the fireball is going, make it have less projectiles
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Make the fireball power up an asset
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I have an idea make a fireball power up and basically what it does is it shoots tiny fireball projectiles for about between five and 10 seconds and can kill obstacles
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OK, I have an idea. I want to make a power up called the fireball basically what it does is once you get it for about like five or 10 seconds you shoot, tiny fireball projectiles that instantly kill enemies or obstacles
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Do you know why just disable the the whole shop it’s not working out
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Can you just like disable that feature cause I don’t like it
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so thing isn’t working, so I have a new idea basically what I’m thinking is it keeps your score on top in the shop and see how much points you have earned in all and then when you go to select your skin, your player automatically goes to that ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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so basically it’s not working. Can you please fix it?
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OK so one thing I’ve noticed is when you’re in the menu and you’re trying to get skins and you have got this certain amount of skins to afford it. It does not let you I pressed on it and it doesn’t automatically give me it either.
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Create like new Skins in that menu and make them selectable to players that reach Eastern amount of points ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage.getItem is not a function. (In 'storage.getItem('ownedSkins')', 'storage.getItem' is undefined)' in or related to this line: 'if (storage.getItem('ownedSkins')) {' Line Number: 339 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage.get is not a function. (In 'storage.get('ownedSkins')', 'storage.get' is undefined)' in or related to this line: 'if (storage.get('ownedSkins')) {' Line Number: 339
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I like customize, so here’s my idea, idea what if there’s like a little circle in the top right of the screen so when you press on it and show you skins that you can buy for certain in the amount of points
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The collectible is still not reachable. If you make the bar longer I’ll be able to reach even the hardest Jesus.
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Hi, I want to change the game a little bit. I wanna give a control option a try where there’s just like a slider that you slide the player back-and-forth
Code edit (1 edits merged)
Please save this source code
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Face Dash: Smile Runner
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
// Collectible class: moves downward, destroys itself off screen
var Collectible = Container.expand(function () {
	var self = Container.call(this);
	var colAsset = self.attachAsset('collectible', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.radius = colAsset.width / 2;
	self.speed = 12; // Will be set by game
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
// Fireball projectile: moves upward, destroys itself off screen or on hit
var Fireball = Container.expand(function () {
	var self = Container.call(this);
	var asset = self.attachAsset('skin_gold', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 60,
		height: 60
	});
	self.radius = asset.width / 2;
	self.speed = -36; // Fast upward
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
// FireballPowerup: when collected, enables fireball shooting for a duration
var FireballPowerup = Container.expand(function () {
	var self = Container.call(this);
	var asset = self.attachAsset('fireball_powerup', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 100,
		height: 100
	});
	self.radius = asset.width / 2;
	self.speed = 12;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
// Obstacle class: moves downward, destroys itself off screen
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obsAsset = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = obsAsset.width;
	self.height = obsAsset.height;
	self.speed = 12; // Will be set by game
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
// Player class: follows face position, grows when mouth is open
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerAsset = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.radius = playerAsset.width / 2;
	// For collision, always use self.x, self.y, and self.radius
	// Animate mouth open/close (scale up/down)
	self.setMouthOpen = function (open) {
		var targetScale = open ? 1.25 : 1.0;
		tween.stop(self, {
			scaleX: true,
			scaleY: true
		});
		tween(self, {
			scaleX: targetScale,
			scaleY: targetScale
		}, {
			duration: 180,
			easing: tween.easeOut
		});
	};
	// For update, nothing needed (position is set by game)
	self.update = function () {};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x3a7eea
});
/**** 
* Game Code
****/ 
// Slider assets
// Collectible: Green circle
// Obstacle: Red rectangles
// Character: The player avatar, a bright ellipse
// Game area
var GAME_W = 2048;
var GAME_H = 2732;
// Player setup
var player = new Player();
player.x = GAME_W / 2;
player.y = GAME_H * 0.8;
player.scaleX = 1.0;
player.scaleY = 1.0;
game.addChild(player);
// Apply selected skin if not default
if (typeof selectedSkin !== 'undefined' && selectedSkin !== 'player') {
	player.removeChildren();
	var newAsset = player.attachAsset(selectedSkin, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	player.radius = newAsset.width / 2;
}
// Score display
var scoreTxt = new Text2('0', {
	size: 120,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Arrays for obstacles, collectibles, fireballs, and powerups
var obstacles = [];
var collectibles = [];
var fireballs = [];
var fireballPowerups = [];
// Fireball powerup state
var fireballActive = false;
var fireballTimer = 0;
var fireballShootTicks = 0;
// Game state
var score = 0;
var ticks = 0;
var gameSpeed = 12; // Initial speed
var spawnInterval = 60; // Frames between spawns (1 sec at 60fps)
var collectibleInterval = 180; // Frames between collectibles
// For collision detection
function circleRectIntersect(cx, cy, cr, rx, ry, rw, rh) {
	// Find closest point to circle within rectangle
	var closestX = Math.max(rx - rw / 2, Math.min(cx, rx + rw / 2));
	var closestY = Math.max(ry - rh / 2, Math.min(cy, ry + rh / 2));
	var dx = cx - closestX;
	var dy = cy - closestY;
	return dx * dx + dy * dy < cr * cr;
}
function circleCircleIntersect(x1, y1, r1, x2, y2, r2) {
	var dx = x1 - x2;
	var dy = y1 - y2;
	var distSq = dx * dx + dy * dy;
	var rSum = r1 + r2;
	return distSq < rSum * rSum;
}
// Slider control variables
var sliderBar = null;
var sliderKnob = null;
var sliderDragging = false;
var sliderBarWidth = GAME_W; // Make the slider bar as wide as the game area
var sliderBarHeight = 32;
var sliderKnobRadius = 70;
var sliderBarY = GAME_H - 220; // Place slider above bottom, visible on all screens
// Create slider bar and knob using dedicated assets
sliderBar = LK.getAsset('slider_bar', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: GAME_W / 2,
	y: sliderBarY
});
sliderKnob = LK.getAsset('slider_knob', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: GAME_W / 2,
	y: sliderBarY
});
sliderKnob.width = sliderKnobRadius * 2;
sliderKnob.height = sliderKnobRadius * 2;
game.addChild(sliderBar);
game.addChild(sliderKnob);
// Helper to clamp knob position
function clampSliderKnobX(x) {
	// Allow knob to reach the very left and right edges of the bar
	var minX = sliderBar.x - sliderBarWidth / 2 + sliderKnobRadius;
	var maxX = sliderBar.x + sliderBarWidth / 2 - sliderKnobRadius;
	// If the knob is wider than the bar, clamp to center
	if (minX > maxX) {
		return sliderBar.x;
	}
	return Math.max(minX, Math.min(maxX, x));
}
// Set initial knob position
sliderKnob.x = GAME_W / 2;
// Update player position from slider
function updatePlayerFromSlider() {
	// Map knob X to player X, allowing player to reach the very left and right edges
	var minX = player.radius;
	var maxX = GAME_W - player.radius;
	var knobMinX = sliderBar.x - sliderBarWidth / 2 + sliderKnobRadius;
	var knobMaxX = sliderBar.x + sliderBarWidth / 2 - sliderKnobRadius;
	// If the knob is wider than the bar, set t to 0.5 (center)
	var t = knobMaxX === knobMinX ? 0.5 : (sliderKnob.x - knobMinX) / (knobMaxX - knobMinX);
	player.x = minX + t * (maxX - minX);
	// Player Y is fixed
	player.y = GAME_H * 0.8;
}
// Touch/mouse events for slider
game.down = function (x, y, obj) {
	// Only start drag if touch is near knob
	var dx = x - sliderKnob.x;
	var dy = y - sliderKnob.y;
	if (dx * dx + dy * dy <= sliderKnobRadius * sliderKnobRadius * 1.2) {
		sliderDragging = true;
		// Move knob immediately
		sliderKnob.x = clampSliderKnobX(x);
		updatePlayerFromSlider();
	}
};
game.move = function (x, y, obj) {
	if (sliderDragging) {
		sliderKnob.x = clampSliderKnobX(x);
		updatePlayerFromSlider();
	}
};
game.up = function (x, y, obj) {
	sliderDragging = false;
};
// Remove facekit control entirely
// Spawning
function spawnObstacle() {
	var obs = new Obstacle();
	// Random X, avoid edges
	var margin = 80;
	obs.x = margin + Math.random() * (GAME_W - 2 * margin);
	obs.y = -obs.height / 2;
	obs.speed = gameSpeed;
	obstacles.push(obs);
	game.addChild(obs);
}
function spawnCollectible() {
	var col = new Collectible();
	var margin = 80;
	col.x = margin + Math.random() * (GAME_W - 2 * margin);
	col.y = -col.radius;
	col.speed = gameSpeed;
	collectibles.push(col);
	game.addChild(col);
}
// Fireball powerup spawner (rare)
function spawnFireballPowerup() {
	var p = new FireballPowerup();
	var margin = 80;
	p.x = margin + Math.random() * (GAME_W - 2 * margin);
	p.y = -p.radius;
	p.speed = gameSpeed;
	fireballPowerups.push(p);
	game.addChild(p);
}
// Difficulty scaling
function updateDifficulty() {
	// Every 7 points, increase speed and spawn rate (harder)
	var level = Math.floor(score / 7);
	gameSpeed = 14 + level * 2.5; // Start faster, scale faster
	spawnInterval = Math.max(18, 48 - level * 5); // Min ~0.3s, faster spawn
}
// Main update loop
game.update = function () {
	ticks++;
	// Slider control
	updatePlayerFromSlider();
	// --- Fireball Powerup Spawning (rare, every 10 seconds) ---
	if (ticks % (60 * 10) === 0) {
		if (Math.random() < 0.7) {
			// 70% chance every 10s
			spawnFireballPowerup();
		}
	}
	// Spawn obstacles
	if (ticks % spawnInterval === 0) {
		spawnObstacle();
	}
	// Spawn collectibles
	if (ticks % collectibleInterval === 0) {
		spawnCollectible();
	}
	// --- Fireball Powerup Update & Collision ---
	for (var fpi = fireballPowerups.length - 1; fpi >= 0; fpi--) {
		var p = fireballPowerups[fpi];
		p.speed = gameSpeed;
		p.update();
		// Collect powerup
		if (circleCircleIntersect(player.x, player.y, player.radius * player.scaleX, p.x, p.y, p.radius)) {
			fireballActive = true;
			// 5-10 seconds random duration
			fireballTimer = 60 * (5 + Math.floor(Math.random() * 6));
			fireballShootTicks = 0;
			LK.effects.flashObject(player, 0xffa500, 400);
			p.destroy();
			fireballPowerups.splice(fpi, 1);
			continue;
		}
		// Off screen
		if (p.y - p.radius > GAME_H + 100) {
			p.destroy();
			fireballPowerups.splice(fpi, 1);
		}
	}
	// --- Fireball Powerup Timer & Shooting ---
	if (fireballActive) {
		fireballTimer--;
		fireballShootTicks++;
		// Shoot fireball every 18 frames (~3.3/sec, less projectiles)
		if (fireballShootTicks % 18 === 0) {
			var fb = new Fireball();
			fb.x = player.x;
			fb.y = player.y - player.radius * player.scaleY - 30;
			fireballs.push(fb);
			game.addChild(fb);
		}
		if (fireballTimer <= 0) {
			fireballActive = false;
		}
	}
	// --- Fireball Update & Collision with Obstacles ---
	for (var fbi = fireballs.length - 1; fbi >= 0; fbi--) {
		var fb = fireballs[fbi];
		fb.update();
		var destroyed = false;
		// Remove if off screen
		if (fb.y + fb.radius < -100) {
			fb.destroy();
			fireballs.splice(fbi, 1);
			continue;
		}
		// Check collision with obstacles
		for (var oi = obstacles.length - 1; oi >= 0; oi--) {
			var obs = obstacles[oi];
			if (circleRectIntersect(fb.x, fb.y, fb.radius, obs.x, obs.y, obs.width, obs.height)) {
				// Destroy both fireball and obstacle
				obs.destroy();
				obstacles.splice(oi, 1);
				fb.destroy();
				fireballs.splice(fbi, 1);
				destroyed = true;
				break;
			}
		}
		if (destroyed) continue;
	}
	// Update obstacles
	for (var i = obstacles.length - 1; i >= 0; i--) {
		var obs = obstacles[i];
		obs.speed = gameSpeed;
		obs.update();
		// Collision with player
		if (circleRectIntersect(player.x, player.y, player.radius * player.scaleX, obs.x, obs.y, obs.width, obs.height)) {
			// Flash screen, game over
			LK.effects.flashScreen(0xff0000, 800);
			LK.showGameOver();
			return;
		}
		// Off screen
		if (obs.y - obs.height / 2 > GAME_H + 100) {
			obs.destroy();
			obstacles.splice(i, 1);
		}
	}
	// Update collectibles
	for (var j = collectibles.length - 1; j >= 0; j--) {
		var col = collectibles[j];
		col.speed = gameSpeed;
		col.update();
		// Collect
		if (circleCircleIntersect(player.x, player.y, player.radius * player.scaleX, col.x, col.y, col.radius)) {
			score += 1;
			LK.setScore(score);
			scoreTxt.setText(score);
			updateDifficulty();
			// Update allTimePoints in storage
			if (!storage.allTimePoints) storage.allTimePoints = 0;
			storage.allTimePoints = storage.allTimePoints + 1;
			// Flash green
			LK.effects.flashObject(player, 0x7ed957, 300);
			col.destroy();
			collectibles.splice(j, 1);
			// Win condition
			if (score >= 50) {
				LK.showYouWin();
				return;
			}
		}
		// Off screen
		if (col.y - col.radius > GAME_H + 100) {
			col.destroy();
			collectibles.splice(j, 1);
		}
	}
};
// Initial score
LK.setScore(0);
scoreTxt.setText(0);
// Place score text at top center, avoid top left 100x100
scoreTxt.y = 0;
scoreTxt.x = 0;
// Skin shop feature removed
// No drag/move events needed; all control is via facekit
// End of MVP ===================================================================
--- original.js
+++ change.js
@@ -113,27 +113,8 @@
 // Character: The player avatar, a bright ellipse
 // Game area
 var GAME_W = 2048;
 var GAME_H = 2732;
-// --- Start Screen Overlay ---
-var gameStarted = false;
-var startBtn = new Text2("START", {
-	size: 180,
-	fill: 0xFFF700,
-	font: "Impact, Arial Black, Tahoma"
-});
-startBtn.anchor.set(0.5, 0.5);
-startBtn.x = GAME_W / 2;
-startBtn.y = GAME_H / 2;
-startBtn.interactive = true;
-startBtn.buttonMode = true;
-LK.gui.center.addChild(startBtn);
-startBtn.down = function (x, y, obj) {
-	if (!gameStarted) {
-		gameStarted = true;
-		LK.gui.center.removeChild(startBtn);
-	}
-};
 // Player setup
 var player = new Player();
 player.x = GAME_W / 2;
 player.y = GAME_H * 0.8;
@@ -298,9 +279,8 @@
 	spawnInterval = Math.max(18, 48 - level * 5); // Min ~0.3s, faster spawn
 }
 // Main update loop
 game.update = function () {
-	if (!gameStarted) return;
 	ticks++;
 	// Slider control
 	updatePlayerFromSlider();
 	// --- Fireball Powerup Spawning (rare, every 10 seconds) ---