User prompt
all shields give 10 second protection
User prompt
use sound "gameover" when game ends
User prompt
use sound "gameover" after last life
User prompt
use gameover sound
User prompt
use sound "gameover" when all lives finished
User prompt
use sound "gameover" when game finished
User prompt
use sound "gameover" when game finishes
User prompt
all shields protect
User prompt
no obstacles on screen sides
User prompt
no objects on sides
User prompt
use sound "collect" when collecting coins
User prompt
use "hitbear" sound when crashed to a bear
User prompt
spawn less shield
User prompt
all shields give protection
User prompt
spawn lesser shields
User prompt
spawn lesser boosts
User prompt
spawn lesser shields but all works
User prompt
remove shields that don't give protection
User prompt
all shields give protection
User prompt
shield gives protection for five seconds
User prompt
when shield hit get protection from damage for 5 secs ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when shield picked up effective for 5 seconds and shown on lower right ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
use sound "hittree" when chrashed to a tree
User prompt
use sound "hitrock" when crashed into a rock
User prompt
speedup sound heard louder
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BearObstacle class (spawns bear image) var BearObstacle = Container.expand(function () { var self = Container.call(this); var bear = self.attachAsset('bear', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bear.width * 0.45; self.speed = 0; // Set by game // Walking animation: scaleX alternates to simulate walking function startBearWalkAnim() { // Reset scale bear.scaleX = 1; // Animate scaleX to 0.85 and back to 1.15, then repeat tween(bear, { scaleX: 0.85 }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { tween(bear, { scaleX: 1.15 }, { duration: 120, easing: tween.linear, onFinish: startBearWalkAnim }); } }); } startBearWalkAnim(); return self; }); // Obstacle class (tree or rock) var Obstacle = Container.expand(function () { var self = Container.call(this); self.type = Math.random() < 0.6 ? 'tree' : 'rock'; var assetId = self.type === 'tree' ? 'tree' : 'rock'; var obs = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.radius = obs.width * 0.45; self.speed = 0; // Set by game return self; }); // Powerup class (shield, boost, or coin) var Powerup = Container.expand(function () { var self = Container.call(this); self.kind = Math.random() < 0.5 ? 'shield' : 'boost'; var assetId = self.kind === 'shield' ? 'shield' : 'boost'; // Handle coin type if set externally if (self.kind === 'coin') { assetId = 'coin'; } var pu = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.radius = pu.width * 0.45; self.speed = 0; // Set by game return self; }); // Rock2Obstacle class (spawns rock2 image) var Rock2Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('rock2', { anchorX: 0.5, anchorY: 0.5 }); self.radius = obs.width * 0.45; self.speed = 0; // Set by game return self; }); // Snowboarder (player) class var Snowboarder = Container.expand(function () { var self = Container.call(this); var sb = self.attachAsset('snowboarder', { anchorX: 0.5, anchorY: 0.5 }); self.radius = sb.width * 0.45; // For collision self.hasShield = false; self.shieldNode = null; // Show shield visual if active self.setShield = function (active) { self.hasShield = active; if (active && !self.shieldNode) { self.shieldNode = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3, alpha: 0.5 }); } else if (!active && self.shieldNode) { self.shieldNode.destroy(); self.shieldNode = null; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff // White for snow }); /**** * Game Code ****/ // Game constants // Snowboarder (player) // Tree obstacle // Rock obstacle // Shield powerup // Speed boost powerup var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLAY_AREA_MARGIN = 60; // px, left/right margin for obstacles (reduced for denser spread) var OBSTACLE_MIN_Y_DIST = 320; // Minimum vertical distance between obstacles (denser) var OBSTACLE_MAX_Y_DIST = 540; // Maximum vertical distance between obstacles (denser) var OBSTACLE_MIN_X = PLAY_AREA_MARGIN; var OBSTACLE_MAX_X = GAME_WIDTH - PLAY_AREA_MARGIN; var POWERUP_CHANCE = 0.12; // Chance to spawn a powerup instead of obstacle // Intensity increase after 1000 points var INTENSITY_SCORE_THRESHOLD = 1000; var INTENSE_OBSTACLE_MIN_Y_DIST = 160; // Denser in intense mode var INTENSE_OBSTACLE_MAX_Y_DIST = 320; var INTENSE_POWERUP_CHANCE = 0.16; // Game state var snowboarder; var obstacles = []; var powerups = []; var dragNode = null; var dragOffsetX = 0; var dragStartX = 0; var dragStartSnowboarderX = 0; var lastObstacleY = 0; var speed = 18; // Initial speed (pixels per frame) var maxSpeed = 48; var speedIncreaseEvery = 600; // Increase speed every N ticks var ticksSinceStart = 0; var distance = 0; // Distance traveled (score) var scoreTxt; var shieldTimer = 0; var boostTimer = 0; var isBoosting = false; // Add tree images to both sides of the screen as static background elements var leftTrees = []; var rightTrees = []; var treeSpacingY = 320 * 0.95; // Increase tree intensity by reducing spacing by 5% var treeY = 0; while (treeY < GAME_HEIGHT + 200) { // Left side var leftTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: PLAY_AREA_MARGIN / 2, y: treeY }); game.addChild(leftTree); leftTrees.push(leftTree); // Right side var rightTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH - PLAY_AREA_MARGIN / 2, y: treeY }); game.addChild(rightTree); rightTrees.push(rightTree); treeY += treeSpacingY; } // GUI: Score scoreTxt = new Text2('0', { size: 120, fill: "#222" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // GUI: Lives var lives = 3; var livesTxt = new Text2('❤❤❤', { size: 100, fill: "#d22" }); // Anchor to right edge, top (anchorX: 1, anchorY: 0) livesTxt.anchor.set(1, 0); // Add to top right of GUI LK.gui.topRight.addChild(livesTxt); // GUI: Shield Timer var shieldTimerTxt = new Text2('', { size: 80, fill: 0x00AAFF }); // Anchor to right edge, bottom (anchorX: 1, anchorY: 1) shieldTimerTxt.anchor.set(1, 1); // Add to bottom right of GUI LK.gui.bottomRight.addChild(shieldTimerTxt); // Initialize player snowboarder = new Snowboarder(); game.addChild(snowboarder); snowboarder.x = GAME_WIDTH / 2; snowboarder.y = GAME_HEIGHT * 0.12; // Start playing action music LK.playMusic('actionmusic'); // Helper: Clamp value function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // Helper: Distance between two objects function dist(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; return Math.sqrt(dx * dx + dy * dy); } // Spawn an obstacle or powerup function spawnObstacleOrPowerup(y) { // Determine if intensity should be increased var scoreVal = Math.floor(distance / 10); var minYDist = OBSTACLE_MIN_Y_DIST; var maxYDist = OBSTACLE_MAX_Y_DIST; var powerupChance = POWERUP_CHANCE; if (scoreVal >= INTENSITY_SCORE_THRESHOLD) { minYDist = INTENSE_OBSTACLE_MIN_Y_DIST; maxYDist = INTENSE_OBSTACLE_MAX_Y_DIST; powerupChance = INTENSE_POWERUP_CHANCE; } if (Math.random() < 0.45) { // Coin (collectible for score) var coin = new Powerup(); coin.kind = 'coin'; // Override to be a coin coin.x = Math.random() * (OBSTACLE_MAX_X - OBSTACLE_MIN_X) + OBSTACLE_MIN_X; coin.y = y; coin.speed = speed; powerups.push(coin); game.addChild(coin); } else if (Math.random() < powerupChance) { // Powerup var pu = new Powerup(); pu.x = Math.random() * (OBSTACLE_MAX_X - OBSTACLE_MIN_X) + OBSTACLE_MIN_X; pu.y = y; pu.speed = speed; powerups.push(pu); game.addChild(pu); } else { // Obstacle var obs; if (scoreVal >= 1000 && Math.random() < 0.10) { // After 1000 points, 10% chance to spawn bear obs = new BearObstacle(); } else if (scoreVal >= 500 && Math.random() < 0.33) { // After 500 points, 33% chance to spawn rock2 obs = new Rock2Obstacle(); } else { obs = new Obstacle(); } obs.x = Math.random() * (OBSTACLE_MAX_X - OBSTACLE_MIN_X) + OBSTACLE_MIN_X; obs.y = y; obs.speed = speed; obstacles.push(obs); game.addChild(obs); } } // Initial obstacles lastObstacleY = snowboarder.y - 600; for (var i = 0; i < 6; i++) { lastObstacleY -= Math.random() * (OBSTACLE_MAX_Y_DIST - OBSTACLE_MIN_Y_DIST) + OBSTACLE_MIN_Y_DIST; spawnObstacleOrPowerup(lastObstacleY); } // Touch/drag controls game.down = function (x, y, obj) { // Only allow drag if touch is on lower 2/3 of screen (to avoid top menu) if (y > GAME_HEIGHT * 0.2) { dragNode = snowboarder; dragStartX = x; dragStartSnowboarderX = snowboarder.x; } }; game.move = function (x, y, obj) { if (dragNode === snowboarder) { var dx = x - dragStartX; var newX = clamp(dragStartSnowboarderX + dx, OBSTACLE_MIN_X, OBSTACLE_MAX_X); snowboarder.x = newX; // Play boarding sound when moving if (Math.abs(dx) > 5) { LK.getSound('Boarding').play(); } // Rotate snowboarder to face movement direction if (Math.abs(dx) > 8) { // Limit max angle to 30 degrees (PI/6) var maxAngle = Math.PI / 6; var angle = clamp(dx / 400, -1, 1) * maxAngle; snowboarder.rotation = angle; } else { snowboarder.rotation = 0; } } }; game.up = function (x, y, obj) { dragNode = null; if (snowboarder) snowboarder.rotation = 0; }; // Main game loop game.update = function () { ticksSinceStart++; // Increase speed over time if (ticksSinceStart % speedIncreaseEvery === 0 && speed < maxSpeed) { speed += 2; } // Speed scaling: increase by 20% every 100 points var currentScore = LK.getScore(); if (currentScore >= 100) { // Number of 100-point steps var speedSteps = Math.floor(currentScore / 100); var scaledSpeed = speed * Math.pow(1.2, speedSteps); // Apply the scaled speed but don't modify the base speed variable // Use currentSpeed calculation below instead var gameSpeed = scaledSpeed; } else { var gameSpeed = speed; } // If boosting, increase speed temporarily var currentSpeed = isBoosting ? gameSpeed * 1.7 : gameSpeed; // Move side trees up (reverse flow) for (var i = 0; i < leftTrees.length; i++) { leftTrees[i].y -= currentSpeed; // If tree goes off top, move it to bottom if (leftTrees[i].y < -200) { leftTrees[i].y += treeSpacingY * leftTrees.length; } } for (var i = 0; i < rightTrees.length; i++) { rightTrees[i].y -= currentSpeed; if (rightTrees[i].y < -200) { rightTrees[i].y += treeSpacingY * rightTrees.length; } } // Move obstacles and powerups up (reverse flow) for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.y -= currentSpeed; obs.speed = currentSpeed; // If this is a BearObstacle, move it left to right if (obs instanceof BearObstacle) { // Initialize direction and lastX if not set if (typeof obs.bearDirection === "undefined") { obs.bearDirection = 1; // 1 = right, -1 = left } if (typeof obs.lastX === "undefined") { obs.lastX = obs.x; } // Move bear horizontally var bearSpeedX = 12; // px per frame, adjust for desired speed obs.x += obs.bearDirection * bearSpeedX; // Bounce at screen edges if (obs.x > OBSTACLE_MAX_X && obs.bearDirection > 0 || obs.x < OBSTACLE_MIN_X && obs.bearDirection < 0) { obs.bearDirection *= -1; // Clamp to edge obs.x = clamp(obs.x, OBSTACLE_MIN_X, OBSTACLE_MAX_X); } obs.lastX = obs.x; } // Remove if off screen (now above screen) if (obs.y + obs.height / 2 < -100) { obs.destroy(); obstacles.splice(i, 1); } } for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; pu.y -= currentSpeed; pu.speed = currentSpeed; // Remove if off screen (now above screen) if (pu.y + pu.height / 2 < -100) { pu.destroy(); powerups.splice(i, 1); } } // Continuously spawn obstacles and powerups as the player progresses (now below player) while (lastObstacleY < snowboarder.y + 3000) { // Use more intense spawn distances after threshold var scoreVal = Math.floor(distance / 10); var minYDist = OBSTACLE_MIN_Y_DIST; var maxYDist = OBSTACLE_MAX_Y_DIST; if (scoreVal >= INTENSITY_SCORE_THRESHOLD) { minYDist = INTENSE_OBSTACLE_MIN_Y_DIST; maxYDist = INTENSE_OBSTACLE_MAX_Y_DIST; } lastObstacleY += Math.random() * (maxYDist - minYDist) + minYDist; spawnObstacleOrPowerup(lastObstacleY); } // Obstacles and powerups keep coming endlessly as the player progresses // Always ensure obstacles continue to spawn all game, even if the player is not moving if (obstacles.length < 8) { // If for any reason there are too few obstacles, spawn more to keep the game challenging var scoreVal = Math.floor(distance / 10); var minYDist = OBSTACLE_MIN_Y_DIST; var maxYDist = OBSTACLE_MAX_Y_DIST; if (scoreVal >= INTENSITY_SCORE_THRESHOLD) { minYDist = INTENSE_OBSTACLE_MIN_Y_DIST; maxYDist = INTENSE_OBSTACLE_MAX_Y_DIST; } lastObstacleY += Math.random() * (maxYDist - minYDist) + minYDist; spawnObstacleOrPowerup(lastObstacleY); } // Collision: obstacles var scoreVal = Math.floor(distance / 10); // Track if snowboarder was colliding with any obstacle last frame if (typeof snowboarder.lastWasHit === "undefined") snowboarder.lastWasHit = false; var hitThisFrame = false; for (var i = 0; i < obstacles.length; i++) { var obs = obstacles[i]; if (dist(snowboarder, obs) < snowboarder.radius + obs.radius) { if (scoreVal < 200) { // Protect from collision in first 200 points: ignore collision // Optionally, flash snowboarder to indicate invulnerability LK.effects.flashObject(snowboarder, 0x66ffcc, 300); } else { if (snowboarder.hasShield) { snowboarder.setShield(false); // Flash snowboarder LK.effects.flashObject(snowboarder, 0xffe066, 600); } else { hitThisFrame = true; } } // Only check first collision for life loss break; } } // Only deduct a life if we were not hit last frame and are hit this frame if (!snowboarder.lastWasHit && hitThisFrame) { // Play appropriate sound based on obstacle type for (var j = 0; j < obstacles.length; j++) { var obs = obstacles[j]; if (dist(snowboarder, obs) < snowboarder.radius + obs.radius) { if (obs.type === 'tree') { LK.getSound('hittree').play(); } else { LK.getSound('hitrock').play(); } break; } } lives -= 1; // Clamp lives to minimum 0 if (lives < 0) lives = 0; // Update lives display var heartStr = ''; for (var i = 0; i < lives; i++) heartStr += '❤'; livesTxt.setText(heartStr); LK.effects.flashScreen(0xff0000, 900); if (lives <= 0) { LK.showGameOver(); return; } } snowboarder.lastWasHit = hitThisFrame; // Collision: powerups for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; if (dist(snowboarder, pu) < snowboarder.radius + pu.radius) { if (pu.kind === 'coin') { // Increase score by 10 points for coin collection LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); LK.effects.flashObject(snowboarder, 0xffd700, 300); } else if (pu.kind === 'shield') { snowboarder.setShield(true); shieldTimer = 300; // 5 seconds at 60fps } else if (pu.kind === 'boost') { isBoosting = true; boostTimer = 180; // 3 seconds at 60fps // Flash snowboarder red for boost LK.effects.flashObject(snowboarder, 0xff3b3b, 400); // Play speedup sound when boost is used LK.getSound('speedup').play(); } pu.destroy(); powerups.splice(i, 1); } } // Powerup timers if (snowboarder.hasShield) { shieldTimer--; // Update shield timer display var secondsLeft = Math.ceil(shieldTimer / 60); shieldTimerTxt.setText('🛡️ ' + secondsLeft); // Add pulsing animation to shield timer text if (shieldTimer % 30 === 0) { tween(shieldTimerTxt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(shieldTimerTxt, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); } if (shieldTimer <= 0) { snowboarder.setShield(false); shieldTimerTxt.setText(''); // Clear shield timer text } } else { shieldTimerTxt.setText(''); // Clear shield timer text when no shield } if (isBoosting) { boostTimer--; if (boostTimer <= 0) { isBoosting = false; } } // Snowboarder stays at the top; do not move snowboarder down the screen (reverse flow) // snowboarder.y += currentSpeed; // Score: only from coin collection (no distance scoring) distance += currentSpeed; var scoreVal = LK.getScore(); // Endless game: no win condition, continues until hit }; /* End of game code */
===================================================================
--- original.js
+++ change.js
@@ -118,14 +118,14 @@
/****
* Game Code
****/
-// Speed boost powerup
-// Shield powerup
-// Rock obstacle
-// Tree obstacle
-// Snowboarder (player)
// Game constants
+// Snowboarder (player)
+// Tree obstacle
+// Rock obstacle
+// Shield powerup
+// Speed boost powerup
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var PLAY_AREA_MARGIN = 60; // px, left/right margin for obstacles (reduced for denser spread)
var OBSTACLE_MIN_Y_DIST = 320; // Minimum vertical distance between obstacles (denser)
@@ -198,8 +198,17 @@
// Anchor to right edge, top (anchorX: 1, anchorY: 0)
livesTxt.anchor.set(1, 0);
// Add to top right of GUI
LK.gui.topRight.addChild(livesTxt);
+// GUI: Shield Timer
+var shieldTimerTxt = new Text2('', {
+ size: 80,
+ fill: 0x00AAFF
+});
+// Anchor to right edge, bottom (anchorX: 1, anchorY: 1)
+shieldTimerTxt.anchor.set(1, 1);
+// Add to bottom right of GUI
+LK.gui.bottomRight.addChild(shieldTimerTxt);
// Initialize player
snowboarder = new Snowboarder();
game.addChild(snowboarder);
snowboarder.x = GAME_WIDTH / 2;
@@ -469,9 +478,9 @@
scoreTxt.setText(LK.getScore());
LK.effects.flashObject(snowboarder, 0xffd700, 300);
} else if (pu.kind === 'shield') {
snowboarder.setShield(true);
- shieldTimer = 360; // 6 seconds at 60fps
+ shieldTimer = 300; // 5 seconds at 60fps
} else if (pu.kind === 'boost') {
isBoosting = true;
boostTimer = 180; // 3 seconds at 60fps
// Flash snowboarder red for boost
@@ -485,11 +494,36 @@
}
// Powerup timers
if (snowboarder.hasShield) {
shieldTimer--;
+ // Update shield timer display
+ var secondsLeft = Math.ceil(shieldTimer / 60);
+ shieldTimerTxt.setText('🛡️ ' + secondsLeft);
+ // Add pulsing animation to shield timer text
+ if (shieldTimer % 30 === 0) {
+ tween(shieldTimerTxt, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(shieldTimerTxt, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 150,
+ easing: tween.easeIn
+ });
+ }
+ });
+ }
if (shieldTimer <= 0) {
snowboarder.setShield(false);
+ shieldTimerTxt.setText(''); // Clear shield timer text
}
+ } else {
+ shieldTimerTxt.setText(''); // Clear shield timer text when no shield
}
if (isBoosting) {
boostTimer--;
if (boostTimer <= 0) {
pine tree seen from above. In-Game asset. 2d. High contrast. No shadows
snowboarder seen from above. In-Game asset. 2d. High contrast. No shadows
rock. In-Game asset. 2d. High contrast. No shadows
grey rock. In-Game asset. 2d. High contrast. No shadows
boost arrow. In-Game asset. 2d. High contrast. No shadows
remove background
yellow gold coin. In-Game asset. 2d. High contrast. No shadows
make blue