User prompt
el piso es continuo y el enemigo solo avanza hacia el jugador
User prompt
el piso esta completo y no hay vacio
User prompt
ahora agrega otro personaje
User prompt
el color del personaje es el original
User prompt
elimina la seleccion de personajes y agrega otro personaje nuevo que se pueda eligir en el menu de inicio
User prompt
elimina los personajes de otros colores
User prompt
otros personajes diferentes
User prompt
doble salto
User prompt
el boton de salto esta visible en todo momento
User prompt
boton de salto que si lo presionas dos veces haces un doble salto
User prompt
tienes un doble salto y bloques que al romperlos te dan un potenciador que te hace invencible por 10 segundos genera obstaculos que sean posibles de pasar para el jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
elimina los muros mas velocidad al saltar
User prompt
la pared solo se puede pisar cuando estas encima de el
User prompt
muros que se pueden pisar menor cantidad de obtaculos se gana el juego a los 10000 metros
Code edit (1 edits merged)
Please save this source code
User prompt
Runner Jump: Endless Adventure
Initial prompt
un juego de correr y saltar obstaculos hoyos enemigos y con un menu de inicio en el que puedes personalizar tu personaje
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var GroundSegment = Container.expand(function () { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0, anchorY: 0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Hole = Container.expand(function () { var self = Container.call(this); var holeGraphics = self.attachAsset('hole', { anchorX: 0, anchorY: 0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.isJumping = false; self.jumpSpeed = 0; self.gravity = 0.8; self.jumpPower = -25; self.groundY = 0; self.customColor = 0x4CAF50; self.jumpCount = 0; self.maxJumps = 2; self.characterType = 'player'; self.jump = function () { if (self.jumpCount < self.maxJumps) { if (!self.isJumping) { self.isJumping = true; } self.jumpSpeed = self.jumpPower; self.jumpCount++; LK.getSound('jump').play(); } }; self.setColor = function (color) { self.customColor = color; playerGraphics.tint = color; }; self.setCharacter = function (characterType) { self.characterType = characterType; playerGraphics.destroy(); playerGraphics = self.attachAsset(characterType, { anchorX: 0.5, anchorY: 1.0 }); }; self.update = function () { if (self.isJumping) { self.jumpSpeed += self.gravity; self.y += self.jumpSpeed; var landingY = self.groundY; if (self.y >= landingY) { self.y = landingY; self.isJumping = false; self.jumpSpeed = 0; self.jumpCount = 0; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var gameState = 'customization'; // 'customization', 'playing', 'gameOver' var player; var groundSegments = []; var holes = []; var enemies = []; var obstacles = []; var gameSpeed = 8; var spawnTimer = 0; var distance = 0; var groundY = 2400; // UI Elements var customizeText = new Text2('Choose Your Character', { size: 60, fill: 0xFFFFFF }); customizeText.anchor.set(0.5, 0.5); customizeText.x = 1024; customizeText.y = 800; var character1Button = LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5 }); character1Button.x = 800; character1Button.y = 1200; character1Button.scaleX = 0.5; character1Button.scaleY = 0.5; var character2Button = LK.getAsset('player2', { anchorX: 0.5, anchorY: 0.5 }); character2Button.x = 1248; character2Button.y = 1200; character2Button.scaleX = 0.5; character2Button.scaleY = 0.5; var startText = new Text2('Tap a Character to Start!', { size: 50, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1600; var distanceText = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distanceText.anchor.set(0.5, 0); LK.gui.top.addChild(distanceText); // Initialize player player = new Player(); player.x = 400; player.y = groundY; player.groundY = groundY; game.addChild(player); // Initialize ground segments for (var i = 0; i < 15; i++) { var ground = new GroundSegment(); ground.x = i * 200; ground.y = groundY; groundSegments.push(ground); game.addChild(ground); } function initializeGame() { gameState = 'playing'; distance = 0; gameSpeed = 8; spawnTimer = 0; // Hide customization UI customizeText.visible = false; startText.visible = false; character1Button.visible = false; character2Button.visible = false; // Clear existing obstacles clearAllObstacles(); // Reset player position player.x = 400; player.y = groundY; player.isJumping = false; player.jumpSpeed = 0; player.jumpCount = 0; // Reset ground segments for (var i = 0; i < groundSegments.length; i++) { groundSegments[i].x = i * 200; groundSegments[i].speed = -gameSpeed; } } function clearAllObstacles() { for (var i = holes.length - 1; i >= 0; i--) { holes[i].destroy(); holes.splice(i, 1); } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } } function spawnObstacle() { var rand = Math.random(); var spawnX = 2200; if (rand < 0.25) { // Spawn hole var hole = new Hole(); hole.x = spawnX; hole.y = groundY; hole.speed = -gameSpeed; holes.push(hole); game.addChild(hole); } else if (rand < 0.45) { // Spawn enemy var enemy = new Enemy(); enemy.x = spawnX; enemy.y = groundY; enemy.speed = -gameSpeed; enemies.push(enemy); game.addChild(enemy); } else if (rand < 0.6) { // Spawn obstacle var obstacle = new Obstacle(); obstacle.x = spawnX; obstacle.y = groundY; obstacle.speed = -gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } } function checkCollisions() { // Check hole collisions for (var i = 0; i < holes.length; i++) { var hole = holes[i]; if (player.x > hole.x && player.x < hole.x + 150 && !player.isJumping) { gameOver(); return; } } // Check enemy collisions for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (player.intersects(enemy)) { gameOver(); return; } } // Check obstacle collisions for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; if (player.intersects(obstacle)) { gameOver(); return; } } } function gameOver() { gameState = 'gameOver'; LK.getSound('hit').play(); LK.showGameOver(); } function updateSpeed() { gameSpeed = 8 + distance / 100; for (var i = 0; i < groundSegments.length; i++) { groundSegments[i].speed = -gameSpeed; } for (var i = 0; i < holes.length; i++) { holes[i].speed = -gameSpeed; } for (var i = 0; i < enemies.length; i++) { enemies[i].speed = -gameSpeed; } for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = -gameSpeed; } } game.down = function (x, y, obj) { if (gameState === 'customization') { // Check character 1 button if (x > 650 && x < 950 && y > 1050 && y < 1350) { player.setCharacter('player'); initializeGame(); } // Check character 2 button else if (x > 1098 && x < 1398 && y > 1050 && y < 1350) { player.setCharacter('player2'); initializeGame(); } } else if (gameState === 'playing') { player.jump(); } }; game.update = function () { if (gameState === 'playing') { distance += gameSpeed / 10; distanceText.setText(Math.floor(distance) + 'm'); // Update speed based on distance updateSpeed(); // Spawn obstacles spawnTimer++; if (spawnTimer >= 120 - Math.min(distance / 15, 50)) { spawnObstacle(); spawnTimer = 0; } // Update ground segments - make continuous for (var i = 0; i < groundSegments.length; i++) { var ground = groundSegments[i]; if (ground.x < -200) { // Find the rightmost ground segment var maxX = -1000; for (var j = 0; j < groundSegments.length; j++) { if (groundSegments[j].x > maxX) { maxX = groundSegments[j].x; } } ground.x = maxX + 200; } } // Update and clean up holes for (var i = holes.length - 1; i >= 0; i--) { var hole = holes[i]; if (hole.x < -200) { hole.destroy(); holes.splice(i, 1); } } // Update and clean up enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -100) { enemy.destroy(); enemies.splice(i, 1); } } // Update and clean up obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (obstacle.x < -100) { obstacle.destroy(); obstacles.splice(i, 1); } } // Check collisions checkCollisions(); // Update score LK.setScore(Math.floor(distance)); // Check win condition if (distance >= 10000) { gameState = 'won'; LK.showYouWin(); return; } } }; // Show customization UI initially game.addChild(customizeText); game.addChild(startText); game.addChild(character1Button); game.addChild(character2Button); ;
===================================================================
--- original.js
+++ change.js
@@ -13,19 +13,10 @@
anchorX: 0.5,
anchorY: 1.0
});
self.speed = -8;
- self.moveSpeed = 2;
- self.direction = 1;
- self.baseY = 0;
self.update = function () {
self.x += self.speed;
- self.y += self.direction * self.moveSpeed;
- if (self.y < self.baseY - 40) {
- self.direction = 1;
- } else if (self.y > self.baseY + 20) {
- self.direction = -1;
- }
};
return self;
});
var GroundSegment = Container.expand(function () {
@@ -179,10 +170,10 @@
player.x = 400;
player.y = groundY;
player.groundY = groundY;
game.addChild(player);
-// Initialize ground segments with overlap to ensure no gaps
-for (var i = 0; i < 20; i++) {
+// Initialize ground segments
+for (var i = 0; i < 15; i++) {
var ground = new GroundSegment();
ground.x = i * 200;
ground.y = groundY;
groundSegments.push(ground);
@@ -205,22 +196,13 @@
player.y = groundY;
player.isJumping = false;
player.jumpSpeed = 0;
player.jumpCount = 0;
- // Reset ground segments to ensure continuous coverage
+ // Reset ground segments
for (var i = 0; i < groundSegments.length; i++) {
groundSegments[i].x = i * 200;
groundSegments[i].speed = -gameSpeed;
}
- // Add extra ground segments if needed to fill screen
- while (groundSegments.length < 20) {
- var ground = new GroundSegment();
- ground.x = groundSegments.length * 200;
- ground.y = groundY;
- ground.speed = -gameSpeed;
- groundSegments.push(ground);
- game.addChild(ground);
- }
}
function clearAllObstacles() {
for (var i = holes.length - 1; i >= 0; i--) {
holes[i].destroy();
@@ -250,9 +232,8 @@
// Spawn enemy
var enemy = new Enemy();
enemy.x = spawnX;
enemy.y = groundY;
- enemy.baseY = groundY;
enemy.speed = -gameSpeed;
enemies.push(enemy);
game.addChild(enemy);
} else if (rand < 0.6) {
@@ -338,9 +319,9 @@
if (spawnTimer >= 120 - Math.min(distance / 15, 50)) {
spawnObstacle();
spawnTimer = 0;
}
- // Update ground segments and maintain continuous floor
+ // Update ground segments - make continuous
for (var i = 0; i < groundSegments.length; i++) {
var ground = groundSegments[i];
if (ground.x < -200) {
// Find the rightmost ground segment
@@ -349,9 +330,8 @@
if (groundSegments[j].x > maxX) {
maxX = groundSegments[j].x;
}
}
- // Place this segment immediately after the rightmost one
ground.x = maxX + 200;
}
}
// Update and clean up holes
un agujero hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un mounstro grande hecho con pixeles con perspectiva de lado y mas aterrador In-Game asset. 2d. High contrast. No shadows
un suelo de pasto y tierra hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
una pincho grande hecho con pixeles In-Game asset. 2d. High contrast. No shadows
una bala de pistola 9 milimetros hecha con pixeles con perspectiva lateral. In-Game asset. 2d. High contrast. No shadows
un mounstro con alas hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un puño agarrando un arma hecho con pixeles y de perspectiva lateral. In-Game asset. 2d. High contrast. No shadows
un boton rojo que en medio dice shot hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un boton cuadrado hecho con pixeles que dice play. In-Game asset. 2d. High contrast. No shadows
un hombre obrero hecho con pixeles de cuerpo completo sosteniendo un arma
un policia de cuerpo completo hecho con pixeles con persepectiva lateral apuntando con un arma I
un hombre de traje hecho con pixeles de cuerpo completo apuntando con un rifle de asalto m4
goku de dragon ball hecho con pixeles de cuepo completo con perspectiva lateral apuntando don un rifle de asalto m4 In-Game asset. 2d. High contrast. No shadows
homero simpson hecho con pixeles de cuerpo completo con perspectiva lateral apuntando con rifle de asalto m4 I
letras hechas con pixeles que dicen shot and jump las letras shot tendran un estilo medieval y tendran un color gris,las letras and color blanco con contorno negro y las letras jump de color amarillo con contorno naranja