User prompt
Craft the scene so that the cube rotates gracefully in mid-air, suspended in an ethereal dance, untethered from the ground below. Its smooth surfaces reflect ambient light, creating a mesmerizing play of shadows and glimmers as it slowly spins, capturing the imagination with its enchanting motion. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(cubeGlow).to({' Line Number: 124 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(cubeGlow).to({' Line Number: 124
User prompt
Enhance the quality and value of the assets.
User prompt
Transform the spikes into elegant triangular forms, giving them a sharper and more dynamic appearance.
User prompt
Enable access to all levels right from the beginning, allowing players to explore the entire game world without restrictions.
User prompt
Make a starting screen where there is different levels that get harder and harder
User prompt
Make the assets better
User prompt
Make you jump higher
User prompt
Make it easier
Code edit (1 edits merged)
Please save this source code
User prompt
Dash Jump
Initial prompt
Make geometry dash
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Cube = Container.expand(function () {
var self = Container.call(this);
// Glow effect (bottom layer)
var cubeGlow = self.attachAsset('cubeGlow', {
anchorX: 0.5,
anchorY: 1.0
});
cubeGlow.alpha = 0.4;
// Main cube body
var cubeGraphics = self.attachAsset('cube', {
anchorX: 0.5,
anchorY: 1.0
});
// Highlight layer
var cubeHighlight = self.attachAsset('cubeHighlight', {
anchorX: 0.5,
anchorY: 1.0
});
cubeHighlight.alpha = 0.6;
// Core layer
var cubeCore = self.attachAsset('cubeCore', {
anchorX: 0.5,
anchorY: 1.0
});
// Inner detail
var cubeInner = self.attachAsset('cubeInner', {
anchorX: 0.5,
anchorY: 1.0
});
cubeInner.alpha = 0.8;
self.velocityY = 0;
self.gravity = 0; // No gravity for ethereal floating
self.jumpForce = 0; // No jumping needed
self.maxJumpForce = 0;
self.isGrounded = false;
self.groundY = 2400;
self.etherealRotation = 0; // Track ethereal rotation separately
self.update = function () {
// Graceful ethereal rotation - slow and mesmerizing
var baseRotation = 0.008; // Very slow base rotation
var breathingRotation = Math.sin(LK.ticks * 0.02) * 0.003; // Subtle breathing effect
self.rotation += baseRotation + breathingRotation;
// Ethereal floating motion - gentle up and down
var floatAmplitude = 15; // How much it moves up/down
var floatSpeed = 0.015; // How fast it floats
var baseY = 2350; // Floating height above ground
self.y = baseY + Math.sin(LK.ticks * floatSpeed) * floatAmplitude;
// Mesmerizing glow with ambient light reflection
var glowPulse = Math.sin(LK.ticks * 0.05) * 0.2 + 0.6; // Slow, deep breathing glow
cubeGlow.alpha = glowPulse;
var glowScale = 1 + Math.sin(LK.ticks * 0.03) * 0.15; // Gentle glow scaling
cubeGlow.scaleX = glowScale;
cubeGlow.scaleY = glowScale;
// Individual layer rotations for complex light play
cubeHighlight.rotation = self.rotation * 0.7; // Slightly different rotation
cubeCore.rotation = self.rotation * 1.3; // Counter-rotating core
cubeInner.rotation = -self.rotation * 0.5; // Opposite rotation for inner detail
// Shimmer effects on highlights
cubeHighlight.alpha = 0.4 + Math.sin(LK.ticks * 0.08) * 0.3;
cubeInner.alpha = 0.6 + Math.cos(LK.ticks * 0.12) * 0.4;
// Continuous ethereal particles
if (LK.ticks % 15 === 0) {
if (typeof particles !== 'undefined') {
var trailParticle = new Particle('trail', self.x + (Math.random() - 0.5) * 60, self.y + (Math.random() - 0.5) * 40);
particles.push(trailParticle);
game.addChild(trailParticle);
}
}
// No ground collision - cube floats freely
self.isGrounded = false;
self.velocityY = 0; // No gravity or velocity
};
self.enchantedPulse = function () {
// Create an enchanting pulse effect when touched
tween(cubeGlow, {
scaleX: 2.0,
scaleY: 2.0,
alpha: 1.0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(cubeGlow, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.6
}, {
duration: 1200,
easing: tween.easeInOut
});
}
});
// Sparkle particles for magical effect
if (typeof particles !== 'undefined') {
for (var i = 0; i < 20; i++) {
var sparkle = new Particle('jump', self.x + (Math.random() - 0.5) * 80, self.y + (Math.random() - 0.5) * 60);
particles.push(sparkle);
game.addChild(sparkle);
}
}
};
return self;
});
var Ground = Container.expand(function () {
var self = Container.call(this);
// Shadow layer (bottom)
var groundShadow = self.attachAsset('groundShadow', {
anchorX: 0,
anchorY: 0
});
groundShadow.y = 32;
// Main ground body
var groundGraphics = self.attachAsset('ground', {
anchorX: 0,
anchorY: 0
});
// Pattern layer
var groundPattern = self.attachAsset('groundPattern', {
anchorX: 0,
anchorY: 0
});
groundPattern.x = 10;
groundPattern.y = 10;
// Highlight layer (top)
var groundHighlight = self.attachAsset('groundHighlight', {
anchorX: 0,
anchorY: 0
});
groundHighlight.x = 5;
groundHighlight.y = 2;
self.speed = -5;
self.update = function () {
self.x += self.speed;
};
return self;
});
var LevelButton = Container.expand(function (levelNum, config, unlocked) {
var self = Container.call(this);
self.levelNum = levelNum;
self.unlocked = unlocked;
// Button background
var buttonBg = self.attachAsset('ground', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBg.width = 300;
buttonBg.height = 120;
if (!unlocked) {
buttonBg.tint = 0x666666;
}
// Level number text
var levelText = new Text2(levelNum.toString(), {
size: 60,
fill: unlocked ? 0xFFFFFF : 0x999999
});
levelText.anchor.set(0.5, 0.3);
self.addChild(levelText);
// Level name text
var nameText = new Text2(config.name, {
size: 30,
fill: unlocked ? 0xFFFFFF : 0x999999
});
nameText.anchor.set(0.5, 0.7);
self.addChild(nameText);
self.down = function (x, y, obj) {
if (self.unlocked) {
selectedLevel = self.levelNum;
startLevel(selectedLevel);
}
};
return self;
});
var Obstacle = Container.expand(function (type) {
var self = Container.call(this);
var obstacleGraphics;
self.type = type || 'spike';
self.speed = -5;
if (self.type === 'spike') {
// Glow effect for spike
var spikeGlow = self.attachAsset('spikeGlow', {
anchorX: 0.5,
anchorY: 1.0
});
spikeGlow.alpha = 0.3;
// Create triangular spike using layered shapes
var spikeBottom = self.attachAsset('spikeBottom', {
anchorX: 0.5,
anchorY: 1.0
});
var spikeMiddle = self.attachAsset('spikeMiddle', {
anchorX: 0.5,
anchorY: 1.0
});
spikeMiddle.y = -20;
var spikeTop = self.attachAsset('spikeTop', {
anchorX: 0.5,
anchorY: 1.0
});
spikeTop.y = -40;
// Core crystal effect
var spikeCore = self.attachAsset('spikeCore', {
anchorX: 0.5,
anchorY: 1.0
});
spikeCore.y = -35;
spikeCore.alpha = 0.9;
} else if (self.type === 'barrier') {
// Glow effect for barrier
var barrierGlow = self.attachAsset('barrierGlow', {
anchorX: 0.5,
anchorY: 0.5
});
barrierGlow.alpha = 0.4;
// Main barrier
obstacleGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5
});
// Highlight layer
var barrierHighlight = self.attachAsset('barrierHighlight', {
anchorX: 0.5,
anchorY: 0.5
});
// Core metallic layer
var barrierCore = self.attachAsset('barrierCore', {
anchorX: 0.5,
anchorY: 0.5
});
barrierCore.alpha = 0.8;
}
self.update = function () {
self.x += self.speed;
// Add pulsing glow animation
if (self.type === 'spike' && spikeGlow) {
spikeGlow.alpha = 0.2 + Math.sin(LK.ticks * 0.08) * 0.15;
spikeCore.alpha = 0.7 + Math.sin(LK.ticks * 0.12) * 0.3;
} else if (self.type === 'barrier' && barrierGlow) {
barrierGlow.alpha = 0.3 + Math.sin(LK.ticks * 0.06) * 0.1;
barrierCore.alpha = 0.6 + Math.sin(LK.ticks * 0.1) * 0.2;
}
};
return self;
});
var Particle = Container.expand(function (type, startX, startY) {
var self = Container.call(this);
self.type = type;
self.lifespan = 60; // 1 second at 60fps
self.age = 0;
var particleGraphics;
if (type === 'jump') {
particleGraphics = self.attachAsset('jumpParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = (Math.random() - 0.5) * 8;
self.velocityY = Math.random() * -6 - 2;
} else if (type === 'land') {
particleGraphics = self.attachAsset('landParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = (Math.random() - 0.5) * 12;
self.velocityY = Math.random() * -4 - 1;
} else if (type === 'trail') {
particleGraphics = self.attachAsset('trailParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = (Math.random() - 0.5) * 4 - 5;
self.velocityY = (Math.random() - 0.5) * 4;
}
self.x = startX;
self.y = startY;
self.update = function () {
self.age++;
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += 0.2; // gravity
// Fade out over time
var fadeProgress = self.age / self.lifespan;
self.alpha = 1 - fadeProgress;
// Scale down over time
var scale = 1 - fadeProgress * 0.5;
self.scaleX = scale;
self.scaleY = scale;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1e3c72
});
/****
* Game Code
****/
// Particle effects assets
// Enhanced spike assets with crystal-like appearance
// Enhanced barrier assets with metallic appearance
// Enhanced ground assets with texture and depth
// Enhanced cube assets with glow effects
var cube;
var obstacles = [];
var groundTiles = [];
var particles = [];
var isJumping = false;
var jumpStartTime = 0;
var gameSpeed = 5;
var distance = 0;
var obstacleTimer = 0;
var groundTimer = 0;
// Game state management
var gameState = 'menu'; // 'menu' or 'playing'
var selectedLevel = 1;
var maxUnlockedLevel = 5;
var levelButtons = [];
// Level configurations
var levelConfigs = [{
name: "Easy Jump",
speed: 3,
obstacleFreq: 120,
gravity: 0.3
}, {
name: "Medium Hop",
speed: 5,
obstacleFreq: 90,
gravity: 0.5
}, {
name: "Hard Leap",
speed: 7,
obstacleFreq: 70,
gravity: 0.7
}, {
name: "Expert Dash",
speed: 9,
obstacleFreq: 50,
gravity: 0.9
}, {
name: "Master Jump",
speed: 12,
obstacleFreq: 40,
gravity: 1.2
}];
function createMenu() {
gameState = 'menu';
// Clear any existing game elements
clearGameElements();
// Title
var titleText = new Text2('DASH JUMP', {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 400;
game.addChild(titleText);
// Level selection title
var selectText = new Text2('SELECT LEVEL', {
size: 60,
fill: 0xFFFFFF
});
selectText.anchor.set(0.5, 0);
selectText.x = 2048 / 2;
selectText.y = 600;
game.addChild(selectText);
// Create level buttons
levelButtons = [];
for (var i = 0; i < levelConfigs.length; i++) {
var levelNum = i + 1;
var unlocked = true; // All levels are now unlocked
var button = game.addChild(new LevelButton(levelNum, levelConfigs[i], unlocked));
var row = Math.floor(i / 2);
var col = i % 2;
button.x = 2048 / 2 + (col - 0.5) * 350;
button.y = 800 + row * 200;
levelButtons.push(button);
}
}
function clearGameElements() {
// Remove all children except GUI elements
for (var i = game.children.length - 1; i >= 0; i--) {
game.children[i].destroy();
}
// Clear arrays
obstacles = [];
groundTiles = [];
levelButtons = [];
particles = [];
}
function startLevel(levelNum) {
gameState = 'playing';
var config = levelConfigs[levelNum - 1];
// Clear menu
clearGameElements();
// Apply level configuration
gameSpeed = config.speed;
// Initialize cube with ethereal floating settings
cube = game.addChild(new Cube());
cube.x = 1024; // Center horizontally for dramatic effect
cube.y = 2350; // Floating above ground
cube.gravity = 0; // No gravity for ethereal floating
// Initialize ground tiles
for (var i = 0; i < 15; i++) {
var groundTile = game.addChild(new Ground());
groundTile.x = i * 200;
groundTile.y = 2440;
groundTile.speed = -gameSpeed;
groundTiles.push(groundTile);
}
// Reset game variables
distance = 0;
obstacleTimer = 0;
groundTimer = 0;
isJumping = false;
// Update score display
scoreTxt.setText('Level ' + levelNum + ' - Distance: 0');
}
// Initialize menu instead of game
createMenu();
// Score display
var scoreTxt = new Text2('Distance: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
function spawnObstacle() {
var obstacleType = Math.random() < 0.7 ? 'spike' : 'barrier';
var obstacle = game.addChild(new Obstacle(obstacleType));
obstacle.x = 2200;
obstacle.speed = -gameSpeed;
if (obstacleType === 'spike') {
obstacle.y = 2400;
} else {
obstacle.y = Math.random() < 0.5 ? 2300 : 2200;
}
obstacles.push(obstacle);
}
function spawnGround() {
var groundTile = game.addChild(new Ground());
groundTile.x = 2200;
groundTile.y = 2440;
groundTile.speed = -gameSpeed;
groundTiles.push(groundTile);
}
game.down = function (x, y, obj) {
if (gameState === 'playing' && cube) {
// Trigger enchanted pulse effect on touch
cube.enchantedPulse();
}
};
game.up = function (x, y, obj) {
// No jump release needed for ethereal floating cube
};
game.update = function () {
if (gameState !== 'playing') return;
// Update distance
distance += 0.1;
scoreTxt.setText('Level ' + selectedLevel + ' - Distance: ' + Math.floor(distance));
// Check level completion (every 200 distance units)
if (Math.floor(distance) >= 200) {
// Level completed - return to menu
createMenu();
return;
}
var config = levelConfigs[selectedLevel - 1];
// Spawn obstacles
obstacleTimer++;
if (obstacleTimer >= config.obstacleFreq + Math.random() * 30) {
spawnObstacle();
obstacleTimer = 0;
}
// Spawn ground tiles
groundTimer++;
if (groundTimer >= 25) {
spawnGround();
groundTimer = 0;
}
// Update and check obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (obstacle.lastX === undefined) obstacle.lastX = obstacle.x;
// Remove off-screen obstacles
if (obstacle.lastX >= -100 && obstacle.x < -100) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
// Check collision with cube
if (obstacle.intersects(cube)) {
LK.getSound('death').play();
LK.effects.flashScreen(0xff0000, 500);
createMenu();
return;
}
obstacle.lastX = obstacle.x;
}
// Update and check ground tiles
for (var j = groundTiles.length - 1; j >= 0; j--) {
var ground = groundTiles[j];
if (ground.lastX === undefined) ground.lastX = ground.x;
// Remove off-screen ground tiles
if (ground.lastX >= -200 && ground.x < -200) {
ground.destroy();
groundTiles.splice(j, 1);
continue;
}
ground.lastX = ground.x;
}
// Update and manage particles
for (var k = particles.length - 1; k >= 0; k--) {
var particle = particles[k];
if (particle.age >= particle.lifespan) {
particle.destroy();
particles.splice(k, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -36,81 +36,76 @@
anchorY: 1.0
});
cubeInner.alpha = 0.8;
self.velocityY = 0;
- self.gravity = 0.5;
- self.jumpForce = -18;
- self.maxJumpForce = -24;
+ self.gravity = 0; // No gravity for ethereal floating
+ self.jumpForce = 0; // No jumping needed
+ self.maxJumpForce = 0;
self.isGrounded = false;
self.groundY = 2400;
+ self.etherealRotation = 0; // Track ethereal rotation separately
self.update = function () {
- // Store previous state for particle effects
- var wasGrounded = self.isGrounded;
- // Apply gravity
- self.velocityY += self.gravity;
- self.y += self.velocityY;
- // Enhanced rotation with speed variation
- var rotationSpeed = 0.03 + Math.abs(self.velocityY) * 0.002;
- self.rotation += rotationSpeed;
- // Pulsing glow effect
- cubeGlow.alpha = 0.3 + Math.sin(LK.ticks * 0.1) * 0.15;
- cubeGlow.scaleX = 1 + Math.sin(LK.ticks * 0.15) * 0.1;
- cubeGlow.scaleY = 1 + Math.sin(LK.ticks * 0.15) * 0.1;
- // Trail particles when moving fast
- if (Math.abs(self.velocityY) > 3 && LK.ticks % 3 === 0) {
+ // Graceful ethereal rotation - slow and mesmerizing
+ var baseRotation = 0.008; // Very slow base rotation
+ var breathingRotation = Math.sin(LK.ticks * 0.02) * 0.003; // Subtle breathing effect
+ self.rotation += baseRotation + breathingRotation;
+ // Ethereal floating motion - gentle up and down
+ var floatAmplitude = 15; // How much it moves up/down
+ var floatSpeed = 0.015; // How fast it floats
+ var baseY = 2350; // Floating height above ground
+ self.y = baseY + Math.sin(LK.ticks * floatSpeed) * floatAmplitude;
+ // Mesmerizing glow with ambient light reflection
+ var glowPulse = Math.sin(LK.ticks * 0.05) * 0.2 + 0.6; // Slow, deep breathing glow
+ cubeGlow.alpha = glowPulse;
+ var glowScale = 1 + Math.sin(LK.ticks * 0.03) * 0.15; // Gentle glow scaling
+ cubeGlow.scaleX = glowScale;
+ cubeGlow.scaleY = glowScale;
+ // Individual layer rotations for complex light play
+ cubeHighlight.rotation = self.rotation * 0.7; // Slightly different rotation
+ cubeCore.rotation = self.rotation * 1.3; // Counter-rotating core
+ cubeInner.rotation = -self.rotation * 0.5; // Opposite rotation for inner detail
+ // Shimmer effects on highlights
+ cubeHighlight.alpha = 0.4 + Math.sin(LK.ticks * 0.08) * 0.3;
+ cubeInner.alpha = 0.6 + Math.cos(LK.ticks * 0.12) * 0.4;
+ // Continuous ethereal particles
+ if (LK.ticks % 15 === 0) {
if (typeof particles !== 'undefined') {
- var trailParticle = new Particle('trail', self.x + (Math.random() - 0.5) * 20, self.y - 20);
+ var trailParticle = new Particle('trail', self.x + (Math.random() - 0.5) * 60, self.y + (Math.random() - 0.5) * 40);
particles.push(trailParticle);
game.addChild(trailParticle);
}
}
- // Ground collision
- if (self.y >= self.groundY) {
- self.y = self.groundY;
- self.velocityY = 0;
- self.isGrounded = true;
- // Landing particles
- if (!wasGrounded && typeof particles !== 'undefined') {
- for (var i = 0; i < 8; i++) {
- var landParticle = new Particle('land', self.x + (Math.random() - 0.5) * 40, self.y);
- particles.push(landParticle);
- game.addChild(landParticle);
- }
- }
- } else {
- self.isGrounded = false;
- }
+ // No ground collision - cube floats freely
+ self.isGrounded = false;
+ self.velocityY = 0; // No gravity or velocity
};
- self.jump = function (force) {
- if (self.isGrounded) {
- self.velocityY = force;
- self.isGrounded = false;
- LK.getSound('jump').play();
- // Jump particles
- if (typeof particles !== 'undefined') {
- for (var i = 0; i < 12; i++) {
- var jumpParticle = new Particle('jump', self.x + (Math.random() - 0.5) * 30, self.y);
- particles.push(jumpParticle);
- game.addChild(jumpParticle);
- }
+ self.enchantedPulse = function () {
+ // Create an enchanting pulse effect when touched
+ tween(cubeGlow, {
+ scaleX: 2.0,
+ scaleY: 2.0,
+ alpha: 1.0
+ }, {
+ duration: 800,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(cubeGlow, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ alpha: 0.6
+ }, {
+ duration: 1200,
+ easing: tween.easeInOut
+ });
}
- // Enhanced visual feedback
- tween(cubeGlow, {
- scaleX: 1.5,
- scaleY: 1.5,
- alpha: 0.8
- }, {
- duration: 200,
- onFinish: function onFinish() {
- tween(cubeGlow, {
- scaleX: 1,
- scaleY: 1,
- alpha: 0.4
- }, {
- duration: 300
- });
- }
- });
+ });
+ // Sparkle particles for magical effect
+ if (typeof particles !== 'undefined') {
+ for (var i = 0; i < 20; i++) {
+ var sparkle = new Particle('jump', self.x + (Math.random() - 0.5) * 80, self.y + (Math.random() - 0.5) * 60);
+ particles.push(sparkle);
+ game.addChild(sparkle);
+ }
}
};
return self;
});
@@ -409,13 +404,13 @@
// Clear menu
clearGameElements();
// Apply level configuration
gameSpeed = config.speed;
- // Initialize cube with level settings
+ // Initialize cube with ethereal floating settings
cube = game.addChild(new Cube());
- cube.x = 300;
- cube.y = 2400;
- cube.gravity = config.gravity;
+ cube.x = 1024; // Center horizontally for dramatic effect
+ cube.y = 2350; // Floating above ground
+ cube.gravity = 0; // No gravity for ethereal floating
// Initialize ground tiles
for (var i = 0; i < 15; i++) {
var groundTile = game.addChild(new Ground());
groundTile.x = i * 200;
@@ -459,26 +454,15 @@
groundTile.speed = -gameSpeed;
groundTiles.push(groundTile);
}
game.down = function (x, y, obj) {
- if (gameState === 'playing' && !isJumping) {
- isJumping = true;
- jumpStartTime = LK.ticks;
+ if (gameState === 'playing' && cube) {
+ // Trigger enchanted pulse effect on touch
+ cube.enchantedPulse();
}
};
game.up = function (x, y, obj) {
- if (gameState === 'playing' && isJumping) {
- var holdDuration = LK.ticks - jumpStartTime;
- var jumpForce = cube.jumpForce;
- // Increase jump force based on hold duration (max 30 ticks)
- if (holdDuration > 5) {
- var extraForce = Math.min(holdDuration - 5, 25) * 0.2;
- jumpForce = cube.jumpForce - extraForce;
- jumpForce = Math.max(jumpForce, cube.maxJumpForce);
- }
- cube.jump(jumpForce);
- isJumping = false;
- }
+ // No jump release needed for ethereal floating cube
};
game.update = function () {
if (gameState !== 'playing') return;
// Update distance