User prompt
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
Initial prompt
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.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
****/
// 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
//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];
// 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;
}
// 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
@@ -16,9 +16,8 @@
anchorY: 0.5
});
self.speedY = 0;
self.gravity = 1;
- self.isGrounded = false;
self.jump = function () {
self.speedY = -30; // Jump strength
LK.getSound('jump').play();
};
@@ -158,9 +157,10 @@
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];
- platform.y -= scrollSpeed; // Move platform down
+ // 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;