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only hero jumps with click
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platforms just move down
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platforms never go up
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only character jumps with clicks not the platforms
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platforms don't move when clicked
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platforms move 30 percent faster
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platforms are not affected by clicks
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reverse the movement direction
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game progresses downwards
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spawn new platforms under the existing platforms
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more platforms summon
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platforms move downwards
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character starts on top of the first platform
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there are multiple paltforms to jump to
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character starts at the top of first platform
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you can reach each platform by jumping
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Please fix the bug: 'TypeError: game.gameOver is not a function' in or related to this line: 'game.gameOver(); // Assuming game.gameOver() exists to signal game over' Line Number: 43
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the levels are reachable with jump
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the platform has multiple levels
Code edit (1 edits merged)
Please save this source code
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Climbing Chaos
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an you create me a game like donkey kong? In which there is a platform that our hero tries to climb avoiding obstacles and falling objects
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ //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.isGrounded = false; self.jump = function () { self.speedY = -30; // Jump strength LK.getSound('jump').play(); }; self.update = function () { self.speedY += self.gravity; self.y += self.speedY; // If hero falls off the bottom, trigger game over. if (self.y > 2732) { 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; } }; 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 ****/ //Storage library which should be used for persistent game data //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Only include the plugins you need to create the game. //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) // Initialize music // Initialize assets used in this game. Scale them according to what is needed for the game. 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 //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 function handleMove(x, y, obj) { if (hero) { // Move hero horizontally based on touch/mouse x position hero.x = x; } } //Mouse or touch move on game object. LK returns complex event objects. Please be aware of this. game.move = handleMove; //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 = []; score = 0; LK.setScore(0); 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; // 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); } if (!scoreTxt) { scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); // Center the score text horizontally, anchor point set at the middle of its top edge. scoreTxt.anchor.set(0.5, 0); // Add the score text to the GUI overlay, positioned at the top center, avoiding the menu icon area scoreTxt.x = LK.gui.top.x; scoreTxt.y = LK.gui.top.y + 100; // Offset from the very top LK.gui.addChild(scoreTxt); } scoreTxt.setText(LK.getScore()); 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(); // Simulate scrolling by moving platforms and obstacles up var scrollSpeed = hero.speedY * 1.3; // Scroll speed is 30% faster than hero's vertical speed // Update platforms and check for collision for (var i = platforms.length - 1; i >= 0; i--) { var platform = platforms[i]; // 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; } // 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 + scrollSpeed; // Move obstacle down, adjusted for scroll 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 } // 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 = 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 lowest existing platform var lowestPlatformY = -Infinity; for (var i = 0; i < platforms.length; i++) { if (platforms[i].y > lowestPlatformY) { lowestPlatformY = platforms[i].y; } } // Position the new platform just below the lowest existing one newPlatform.y = lowestPlatformY + 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; } // Update score based on vertical progress if (hero) { // Increase score based on the effective vertical distance climbed (simulated by scrolling) score += -scrollSpeed / 10; LK.setScore(Math.floor(score)); scoreTxt.setText(LK.getScore()); } // 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.showGameOver(); return; } // Check if hero has fallen off the bottom of the screen if (hero && hero.y > 2732) { LK.showGameOver(); return; // Stop updating if game over } };
===================================================================
--- original.js
+++ change.js
@@ -158,10 +158,8 @@
var scrollSpeed = hero.speedY * 1.3; // Scroll speed is 30% faster than hero's vertical speed
// Update platforms and check for collision
for (var i = platforms.length - 1; i >= 0; i--) {
var platform = platforms[i];
- // Platforms don't update position themselves, they are static once spawned
- platform.y += scrollSpeed; // Move platform down
// 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;