User prompt
Add dash button
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Background shouldn't be black
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Make background a pixel starry night
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Make game faster
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Extend barriers to lengthen and make game faster
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Extend barriers and make game faster
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Replace the background with gorgeous pixel art cubes,rectangles and electronic theme
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Replace the background with gorgeous pixel art cubes,rectangles and electronic theme
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Change the costume button with color button
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Add menu the game. In the menu, there should be play button and coştu me button. In costume button select the characters desin
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Make this game a bit slow
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Add main menu the game
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Make game a bit slowly
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Should be printeble blocks sometimes
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On the top side should be barriers
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Make character fall slowly
Code edit (1 edits merged)
Please save this source code
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Pixel Runner: Barrier Dash
Initial prompt
Make Me a pixel side view run game with barriers
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Barrier (obstacle) var Barrier = Container.expand(function () { var self = Container.call(this); var barrierSprite = self.attachAsset('barrier', { anchorX: 0.5, anchorY: 1 }); self.width = barrierSprite.width; self.height = barrierSprite.height; self.speed = 0; // Will be set by game // Called every tick self.update = function () { self.x -= self.speed; }; return self; }); // Runner (player character) var Runner = Container.expand(function () { var self = Container.call(this); var runnerSprite = self.attachAsset('runner', { anchorX: 0.5, anchorY: 1 }); self.width = runnerSprite.width; self.height = runnerSprite.height; self.groundY = 0; // Will be set after ground is created self.isJumping = false; self.jumpStartY = 0; self.jumpStartTime = 0; self.jumpDuration = 0; self.jumpHeight = 0; self.velocityY = 0; // Physics self.gravity = 1.2; // px per tick^2 (reduced for slower fall) self.jumpVelocity = -52; // px per tick (negative is up) // Called every tick self.update = function () { // If jumping, apply velocity if (self.isJumping) { self.y += self.velocityY; self.velocityY += self.gravity; // Landed if (self.y >= self.groundY) { self.y = self.groundY; self.isJumping = false; self.velocityY = 0; } } }; // Start jump self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = self.jumpVelocity; } }; // Cancel jump (for variable jump height) self.cancelJump = function () { if (self.isJumping && self.velocityY < -18) { self.velocityY = -18; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222b3a }); /**** * Game Code ****/ // Ground: long rectangle // Barrier: tall rectangle // Character: pixelated box // Game constants var GROUND_Y = 2200; // y position of ground top var RUNNER_START_X = 400; var BARRIER_MIN_GAP = 600; var BARRIER_MAX_GAP = 950; var BARRIER_MIN_HEIGHT = 180; var BARRIER_MAX_HEIGHT = 320; var BARRIER_WIDTH = 80; var SCROLL_START_SPEED = 18; var SCROLL_MAX_SPEED = 38; var SCROLL_ACCEL = 0.012; // px per tick^2 // Game state var runner = null; var ground = null; var barriers = []; var score = 0; var scrollSpeed = SCROLL_START_SPEED; var lastBarrierX = 0; var isGameOver = false; var isTouching = false; // Score display var scoreTxt = new Text2('0', { size: 140, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create ground ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: 0, y: GROUND_Y }); game.addChild(ground); // Create runner runner = new Runner(); runner.x = RUNNER_START_X; runner.groundY = GROUND_Y; runner.y = GROUND_Y; game.addChild(runner); // Helper: spawn a barrier at x function spawnBarrier(x) { var barrier = new Barrier(); barrier.x = x; // Randomize height var h = BARRIER_MIN_HEIGHT + Math.floor(Math.random() * (BARRIER_MAX_HEIGHT - BARRIER_MIN_HEIGHT + 1)); barrier.height = h; barrier.children[0].height = h; barrier.y = 320; // Place barrier at the top of the screen (barrier height) barrier.speed = scrollSpeed; barriers.push(barrier); game.addChild(barrier); } // Helper: reset game state function resetGame() { // Remove barriers for (var i = 0; i < barriers.length; i++) { barriers[i].destroy(); } barriers = []; score = 0; scrollSpeed = SCROLL_START_SPEED; lastBarrierX = 1400; isGameOver = false; runner.x = RUNNER_START_X; runner.y = GROUND_Y; runner.isJumping = false; runner.velocityY = 0; scoreTxt.setText('0'); // Spawn initial barriers for (var i = 0; i < 3; i++) { var gap = BARRIER_MIN_GAP + Math.floor(Math.random() * (BARRIER_MAX_GAP - BARRIER_MIN_GAP + 1)); lastBarrierX += gap; spawnBarrier(lastBarrierX); } } // Start game resetGame(); // Touch/press to jump game.down = function (x, y, obj) { if (isGameOver) return; isTouching = true; runner.jump(); }; // Release to cut jump short game.up = function (x, y, obj) { if (isGameOver) return; isTouching = false; runner.cancelJump(); }; // Main update loop game.update = function () { if (isGameOver) return; // Accelerate scroll speed if (scrollSpeed < SCROLL_MAX_SPEED) { scrollSpeed += SCROLL_ACCEL; if (scrollSpeed > SCROLL_MAX_SPEED) scrollSpeed = SCROLL_MAX_SPEED; } // Update runner runner.update(); // Update barriers for (var i = barriers.length - 1; i >= 0; i--) { var barrier = barriers[i]; barrier.speed = scrollSpeed; barrier.update(); // Passed barrier if (!barrier.passed && barrier.x + BARRIER_WIDTH / 2 < runner.x - runner.width / 2) { barrier.passed = true; score += 1; scoreTxt.setText(score + ''); LK.setScore(score); } // Remove off-screen barriers if (barrier.x < -BARRIER_WIDTH) { barrier.destroy(); barriers.splice(i, 1); } } // Spawn new barriers if (barriers.length === 0 || barriers[barriers.length - 1].x < 2048 - BARRIER_MAX_GAP) { var gap = BARRIER_MIN_GAP + Math.floor(Math.random() * (BARRIER_MAX_GAP - BARRIER_MIN_GAP + 1)); var newX = 2048 + gap; spawnBarrier(newX); } // Collision detection for (var i = 0; i < barriers.length; i++) { var barrier = barriers[i]; if (runner.intersects(barrier)) { // Game over isGameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } }; // On game over, reset state for next run LK.on('gameover', function () { resetGame(); }); // Prevent elements in top left 100x100 // (All elements are placed away from this area by design)
===================================================================
--- original.js
+++ change.js
@@ -132,9 +132,9 @@
// Randomize height
var h = BARRIER_MIN_HEIGHT + Math.floor(Math.random() * (BARRIER_MAX_HEIGHT - BARRIER_MIN_HEIGHT + 1));
barrier.height = h;
barrier.children[0].height = h;
- barrier.y = GROUND_Y;
+ barrier.y = 320; // Place barrier at the top of the screen (barrier height)
barrier.speed = scrollSpeed;
barriers.push(barrier);
game.addChild(barrier);
}