User prompt
create different types of platforms. for example some may be broken
User prompt
use the hit sound when game ends
User prompt
use the hit sound when hit
User prompt
character can only double jump maximum
User prompt
some platforms can collide
User prompt
score 10 points for every level
User prompt
platforms move only downwards, not with click
User prompt
arrange scoring equally
User prompt
score one point for each level
User prompt
use asset hero2 as hero when jumping
User prompt
Please fix the bug: 'TypeError: self.heroGraphics.setTexture is not a function' in or related to this line: 'self.heroGraphics.setTexture(LK.getAsset('hero', {}).texture); // Use hero texture' Line Number: 62
User prompt
use asset hero2 when jumping
User prompt
character opens legs when jumping
User prompt
each step gives one point
User prompt
score 1 point for each level reached
User prompt
remove all scoring
User prompt
score by the height reached
User prompt
each level reached scores one point
User prompt
score starts from zero
User prompt
new levels spawn above the existing ones
User prompt
Please fix the bug: 'ReferenceError: highestY is not defined' in or related to this line: 'if (hero.y < highestY) {' Line Number: 245
User prompt
score by level reached
User prompt
seperate the move
User prompt
levels move down
User prompt
levels dont jump
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var BrokenPlatform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('brokenPlatform', { anchorX: 0.5, anchorY: 0.5 }); self.isBroken = false; self.breakTimer = 0; self.fallSpeed = 8; self["break"] = function () { if (!self.isBroken) { self.isBroken = true; // Flash red to indicate breaking LK.effects.flashObject(self, 0xff0000, 300); } }; self.update = function () { if (self.isBroken) { self.breakTimer++; // Start falling after a short delay if (self.breakTimer > 20) { self.y += self.fallSpeed; } } }; return self; }); //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); // Not needed for this game var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 1; self.isJumping = false; // Track if the hero is currently jumping self.heroGraphics = heroGraphics; // Reference to the graphics for animation self.jump = function () { self.speedY = -30; // Jump strength LK.getSound('jump').play(); self.isJumping = true; // Set jumping state to true }; self.update = function () { self.speedY += self.gravity; self.y += self.speedY; // Check if the hero has landed on a platform (speedY becomes 0 after collision) if (self.speedY === 0 && self.isJumping) { self.isJumping = false; // Hero is no longer jumping } // If hero falls off the bottom, trigger game over. if (self.y > 2732) { LK.getSound('hit').play(); LK.showGameOver(); return; // Stop updating if game over } // Keep hero within horizontal bounds if (self.x < self.width / 2) { self.x = self.width / 2; } else if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; } // Change hero graphic based on jumping state if (self.isJumping) { self.heroGraphics.texture = LK.getAsset('hero2', {}).texture; // Use hero2 texture } else { self.heroGraphics.texture = LK.getAsset('hero', {}).texture; // Use hero texture } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 5; // Obstacle falling speed self.update = function () { self.y += self.speedY; }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize assets used in this game. Scale them according to what is needed for the game. // Initialize music //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) //Only include the plugins you need to create the game. //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Storage library which should be used for persistent game data game.setBackgroundColor(0x87ceeb); // Change background color to sky blue var hero; var platforms = []; var obstacles = []; var scoreTxt; var score = 0; var platformSpawnTimer = 0; var obstacleSpawnTimer = 0; var heroLastY = 0; // To track vertical progress for scoring var highestY = 0; // Initialize the highest point reached globally var highestLevel = 0; // Track the highest level reached for scoring //Declare method for handling move events on game. //Favor using a single event handler in the game scope, rather than a per class event handler //Mouse or touch move on game object. LK returns complex event objects. Please be aware of this. game.move = function (x, y, obj) { if (hero) { // Move hero horizontally based on touch/mouse x position hero.x = x; } }; //Mouse or touch down on game object game.down = function (x, y, obj) { if (hero) { hero.jump(); } }; // Initialize game elements function startGame() { // Clear existing elements if (hero) hero.destroy(); for (var i = platforms.length - 1; i >= 0; i--) platforms[i].destroy(); for (var i = obstacles.length - 1; i >= 0; i--) obstacles[i].destroy(); platforms = []; obstacles = []; platformSpawnTimer = 0; obstacleSpawnTimer = 0; hero = game.addChild(new Hero()); // Add initial platform var initialPlatform = new Platform(); initialPlatform.x = 2048 / 2; // Keep centered horizontally for the first platform initialPlatform.y = 2732 - initialPlatform.height / 2 - hero.height / 2; // Position just above the bottom platforms.push(initialPlatform); game.addChild(initialPlatform); // Position hero at the top of the first platform hero.x = initialPlatform.x; hero.y = initialPlatform.y - initialPlatform.height / 2 - hero.height / 2; heroLastY = hero.y; highestY = hero.y; // Initialize the highest point reached highestLevel = 0; // Reset level tracking for new game score = 0; // Reset score for new game LK.setScore(0); // Ensure LK score is also reset for equal progression scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreTxt); // Create several starting platforms at different positions for (var i = 0; i < 5; i++) { // Create 5 additional platforms var platform = new Platform(); platform.x = Math.random() * (2048 - platform.width) + platform.width / 2; // Random X position // Position platforms stacked above the initial one platform.y = initialPlatform.y - (i + 1) * 300; // Adjust vertical spacing between platforms platforms.push(platform); game.addChild(platform); } LK.playMusic('gameMusic'); } startGame(); // Call startGame to initialize the game // Ask LK engine to update game every game tick game.update = function () { // Update hero if (hero) hero.update(); // Platforms and obstacles move at their own fixed speeds // Update platforms and check for collision for (var i = platforms.length - 1; i >= 0; i--) { var platform = platforms[i]; // Update platform (for broken platforms to handle falling) if (platform.update) { platform.update(); } // Platforms now move only downwards at their own speed, not affected by scrollSpeed platform.y += 3; // Fixed downward speed for platforms // Check for hero landing on platform if (hero && hero.speedY > 0 && hero.intersects(platform) && hero.y < platform.y - platform.height / 2 + hero.speedY) { hero.y = platform.y - platform.height / 2 - hero.height / 2; hero.speedY = 0; // Break the platform if it's a broken platform if (platform["break"]) { platform["break"](); } } // Remove platforms that are off-screen below if (platform.y > 2732 + platform.height) { platform.destroy(); platforms.splice(i, 1); } } // Update obstacles and check for collision for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.y += obstacle.speedY; // Move obstacle down at its own speed // Check for collision with hero if (hero && hero.intersects(obstacle)) { // Hero hit by obstacle - Game Over LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); // No need to destroy elements here, LK.showGameOver will reset the game return; // Stop updating if game over } // Update score based on highest level reached if (hero && hero.y < highestY) { highestY = hero.y; // Calculate current level based on height with better distribution // Use 250 pixels per level for more even scoring progression var currentLevel = Math.floor((2732 - highestY) / 250); // Award 10 points for each new level reached if (currentLevel > highestLevel) { highestLevel = currentLevel; score = highestLevel * 10; // Score equals 10 times the highest level reached LK.setScore(score); // Update LK score system scoreTxt.setText(score); } } // Remove obstacles that are off-screen below if (obstacle.y > 2732 + obstacle.height) { obstacle.destroy(); obstacles.splice(i, 1); } } // Spawn platforms platformSpawnTimer++; if (platformSpawnTimer >= 60) { // Spawn a platform roughly every second var newPlatform; // 30% chance to spawn a broken platform if (Math.random() < 0.3) { newPlatform = new BrokenPlatform(); } else { newPlatform = new Platform(); } // Position platform off-screen at the top newPlatform.x = Math.random() * (2048 - newPlatform.width) + newPlatform.width / 2; // Random X position within screen width // Find the highest existing platform var highestPlatformY = Infinity; for (var i = 0; i < platforms.length; i++) { if (platforms[i].y < highestPlatformY) { highestPlatformY = platforms[i].y; } } // Position the new platform just above the highest existing one newPlatform.y = highestPlatformY - 300; // Adjust vertical spacing as needed platforms.push(newPlatform); game.addChild(newPlatform); platformSpawnTimer = 0; } // Spawn obstacles obstacleSpawnTimer++; if (obstacleSpawnTimer >= 90) { // Spawn an obstacle roughly every 1.5 seconds var newObstacle = new Obstacle(); // Position obstacle off-screen at the top newObstacle.x = Math.random() * (2048 - newObstacle.width) + newObstacle.width / 2; newObstacle.y = -newObstacle.height / 2; obstacles.push(newObstacle); game.addChild(newObstacle); obstacleSpawnTimer = 0; } // Prevent hero from falling off the top (if somehow possible with gravity) if (hero && hero.y < -hero.height) { // This shouldn't happen with normal gameplay, but as a safeguard: // Treat as game over if the hero goes too far off the top LK.getSound('hit').play(); LK.showGameOver(); return; } // Check if hero has fallen off the bottom of the screen if (hero && hero.y > 2732) { LK.getSound('hit').play(); LK.showGameOver(); return; // Stop updating if game over } };
===================================================================
--- original.js
+++ change.js
@@ -6,8 +6,35 @@
/****
* Classes
****/
+var BrokenPlatform = Container.expand(function () {
+ var self = Container.call(this);
+ var platformGraphics = self.attachAsset('brokenPlatform', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.isBroken = false;
+ self.breakTimer = 0;
+ self.fallSpeed = 8;
+ self["break"] = function () {
+ if (!self.isBroken) {
+ self.isBroken = true;
+ // Flash red to indicate breaking
+ LK.effects.flashObject(self, 0xff0000, 300);
+ }
+ };
+ self.update = function () {
+ if (self.isBroken) {
+ self.breakTimer++;
+ // Start falling after a short delay
+ if (self.breakTimer > 20) {
+ self.y += self.fallSpeed;
+ }
+ }
+ };
+ return self;
+});
//Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions
// var facekit = LK.import('@upit/facekit.v1'); // Not needed for this game
var Hero = Container.expand(function () {
var self = Container.call(this);
@@ -165,14 +192,22 @@
// Platforms and obstacles move at their own fixed speeds
// Update platforms and check for collision
for (var i = platforms.length - 1; i >= 0; i--) {
var platform = platforms[i];
+ // Update platform (for broken platforms to handle falling)
+ if (platform.update) {
+ platform.update();
+ }
// Platforms now move only downwards at their own speed, not affected by scrollSpeed
platform.y += 3; // Fixed downward speed for platforms
// Check for hero landing on platform
if (hero && hero.speedY > 0 && hero.intersects(platform) && hero.y < platform.y - platform.height / 2 + hero.speedY) {
hero.y = platform.y - platform.height / 2 - hero.height / 2;
hero.speedY = 0;
+ // Break the platform if it's a broken platform
+ if (platform["break"]) {
+ platform["break"]();
+ }
}
// Remove platforms that are off-screen below
if (platform.y > 2732 + platform.height) {
platform.destroy();
@@ -215,9 +250,15 @@
// Spawn platforms
platformSpawnTimer++;
if (platformSpawnTimer >= 60) {
// Spawn a platform roughly every second
- var newPlatform = new Platform();
+ var newPlatform;
+ // 30% chance to spawn a broken platform
+ if (Math.random() < 0.3) {
+ newPlatform = new BrokenPlatform();
+ } else {
+ newPlatform = new Platform();
+ }
// Position platform off-screen at the top
newPlatform.x = Math.random() * (2048 - newPlatform.width) + newPlatform.width / 2; // Random X position within screen width
// Find the highest existing platform
var highestPlatformY = Infinity;