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don't add the level logic
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platforms disappeared somehow fix the problem please
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doesn't work revert it back please to the simpler version
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still the same problem
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problem continues
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it is not possible to see the platforms sometimes because of the color mismatch of background and platforms
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add levels like every 100 platforms background and shape of platforms should change, the theme should change. also, always keep the jumping guy appear front of the platforms
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there are some bugs it is still not possible to get to the next platforms in some cases please fix it, also add a scoring system and keep high score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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it is not possible to get to the next platform right now please fix it
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player should start at a platform guaranteed and also it should be easier to get to the next platform platforms should be wide it shouldn't be much of a problem to get to the next platform
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create me icy tower
Code edit (1 edits merged)
Please save this source code
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Impossible Casino Puzzle
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Impossible Casino Puzzle is a minimalist, one-level brain teaser that challenges players to fit exactly six poker chips into a small, rigid case. Each chip must be carefully placed without overlapping or crossing the boundaries of the container. There's no timer, no hints — just pure logic, spatial awareness, and the satisfaction of a perfect fit. Players can rotate and move the chips freely, but the space is tight and every placement counts. The puzzle appears simple at first glance, but only one or two arrangements will work. It’s a true test of geometry and creative problem solving. Ideal for puzzle lovers and fans of elegant, compact challenges, this game delivers a focused experience in just one level — but solving it feels like cracking a code. It’s the ultimate “Aha!” moment in puzzle form. Design a single-level puzzle game called "Impossible Casino Puzzle" where the player must fit 6 circular poker chips into a small rectangular case without any overlaps or chips extending beyond the case boundaries. Game Flow: 1. Display a small rectangular case and 6 movable circular poker chips. 2. Allow the player to drag and rotate each chip freely. 3. The goal is to arrange all 6 chips inside the case without overlapping. 4. If a chip is placed outside the case or overlaps another chip, show a red outline or vibration feedback. 5. When all 6 chips are correctly placed, display a success animation and a “Puzzle Solved” message. 6. Include basic UI: restart button and optional subtle gridlines for alignment. No scoring, no timer — just a clean, single-level logic challenge focused on precise placement and spatial reasoning.
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Please continue polishing my design document.
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I was talking about this game: https://tr.aliexpress.com/item/1005005644350096.html?gatewayAdapt=glo2tur
Initial prompt
make a chips puzzle game where one tries to put 6 chips in a box
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // PokerChip class: draggable, rotatable, circular var PokerChip = Container.expand(function () { var self = Container.call(this); // Asset id and color are passed in self.assetId = self.assetId || 'chipRed'; var chip = self.attachAsset(self.assetId, { anchorX: 0.5, anchorY: 0.5 }); // For rotation handle var handle = self.attachAsset('chipWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.18, scaleY: 0.18, y: -chip.height / 2 - 40 }); handle.alpha = 0.7; // For drag/rotate state self.isDragging = false; self.isRotating = false; self.dragOffsetX = 0; self.dragOffsetY = 0; self.startAngle = 0; self.startRotation = 0; // For hit testing self.radius = chip.width / 2; // Used to distinguish between drag and rotate self.down = function (x, y, obj) { var local = self.toLocal({ x: x, y: y }); // If touch is on handle, start rotating var dx = local.x - handle.x; var dy = local.y - handle.y; if (dx * dx + dy * dy < handle.width / 2 * (handle.width / 2)) { self.isRotating = true; // Angle from center to pointer var cx = self.x, cy = self.y; self.startAngle = Math.atan2(y - cy, x - cx); self.startRotation = self.rotation; } else { // Otherwise, start dragging self.isDragging = true; self.dragOffsetX = x - self.x; self.dragOffsetY = y - self.y; } // Bring to front if (self.parent) { self.parent.setChildIndex(self, self.parent.children.length - 1); } }; self.up = function (x, y, obj) { self.isDragging = false; self.isRotating = false; }; // No per-chip move handler; handled globally return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x18181b }); /**** * Game Code ****/ // --- Icy Tower Constants --- var highScore = storage.highScore || 0; var GAME_W = 2048; var GAME_H = 2732; var PLATFORM_W = 400; var PLATFORM_H = 40; var PLAYER_W = 120; var PLAYER_H = 120; var GRAVITY = 2.2; var JUMP_VELOCITY = -48; var MOVE_SPEED = 22; var PLATFORM_SPACING_MIN = 220; var PLATFORM_SPACING_MAX = 340; var PLATFORM_X_MARGIN = 120; var CAMERA_OFFSET = 900; // How far from bottom the player is kept // --- State --- var platforms = []; var player = null; var vy = 0; var vx = 0; var isJumping = false; var isTouching = false; var touchStartX = 0; var cameraY = 0; var maxHeight = 0; var gameOver = false; // --- Assets --- var playerAsset = LK.getAsset('chipBlue', { anchorX: 0.5, anchorY: 1, scaleX: PLAYER_W / 320, scaleY: PLAYER_H / 320 }); // Level themes: background color and platform asset per level // Platform color is always high-contrast with background for visibility var LEVEL_THEMES = [{ bg: 0x18181b, platformAsset: 'caseRect', platformColor: 0xfacc15 // bright yellow on dark bg }, { bg: 0x1e293b, platformAsset: 'chipGreen', platformColor: 0xf1f5f9 // white on blue bg }, { bg: 0x312e81, platformAsset: 'chipPurple', platformColor: 0xfacc15 // yellow on purple bg }, { bg: 0x7c2d12, platformAsset: 'chipRed', platformColor: 0xf1f5f9 // white on brown bg }, { bg: 0xfbbf24, platformAsset: 'chipYellow', platformColor: 0x22272b // dark on bright yellow bg }, { bg: 0xf1f5f9, platformAsset: 'chipWhite', platformColor: 0x22272b // dark on white bg }]; // Helper to get current theme index based on score/level function getThemeIndex(score) { return Math.floor(score / 100) % LEVEL_THEMES.length; } // Helper to get current theme object function getCurrentTheme(score) { return LEVEL_THEMES[getThemeIndex(score)]; } // Used for initial platform asset (will be replaced in createPlatform) var platformAsset = LK.getAsset('caseRect', { anchorX: 0.5, anchorY: 0.5, scaleX: PLATFORM_W / 1100, scaleY: PLATFORM_H / 700 }); // --- UI --- var scoreTxt = new Text2('0', { size: 90, fill: 0xffffff }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = GAME_W / 2; scoreTxt.y = 60; LK.gui.top.addChild(scoreTxt); var highScoreTxt = new Text2('Best: ' + highScore, { size: 60, fill: 0xfacc15 }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.x = GAME_W / 2; highScoreTxt.y = 160; LK.gui.top.addChild(highScoreTxt); // --- Helper: create a platform at (x, y) --- function createPlatform(x, y, width) { var plat = new Container(); var w = width || PLATFORM_W; // Determine theme based on current score (or maxHeight for new platforms) var score = Math.floor(maxHeight / 10) || 0; var theme = getCurrentTheme(score); var assetId = theme.platformAsset; var platformColor = theme.platformColor; var platGfx = plat.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: w / 1100, scaleY: PLATFORM_H / 700, color: platformColor }); plat.x = x; plat.y = y; plat.width = w; plat.height = PLATFORM_H; game.addChild(plat); platforms.push(plat); return plat; } // --- Helper: find a safe X for a new platform, given previous platform --- function getSafePlatformX(prevPlat, width) { // Always keep new platform horizontally reachable from previous var minX = Math.max(PLATFORM_X_MARGIN + width / 2, prevPlat ? prevPlat.x - 400 : PLATFORM_X_MARGIN + width / 2); var maxX = Math.min(GAME_W - PLATFORM_X_MARGIN - width / 2, prevPlat ? prevPlat.x + 400 : GAME_W - PLATFORM_X_MARGIN - width / 2); if (minX > maxX) minX = maxX = prevPlat ? prevPlat.x : GAME_W / 2; return minX + Math.random() * (maxX - minX); } // --- Helper: reset game state --- function resetGame() { // Remove old platforms for (var i = 0; i < platforms.length; ++i) { platforms[i].destroy(); } platforms = []; // Remove player if (player) player.destroy(); // Create player player = new Container(); var pGfx = player.attachAsset('chipBlue', { anchorX: 0.5, anchorY: 1, scaleX: PLAYER_W / 320, scaleY: PLAYER_H / 320 }); player.x = GAME_W / 2; player.y = GAME_H - 400; player.width = PLAYER_W; player.height = PLAYER_H; game.addChild(player); vy = 0; vx = 0; isJumping = false; isTouching = false; cameraY = 0; maxHeight = 0; gameOver = false; // Create initial platforms var y = GAME_H - 200; // First platform: centered and wide, guaranteed under player var firstPlat = createPlatform(GAME_W / 2, y); y -= 260; // Consistent spacing for first jump // Place player directly above first platform player.x = firstPlat.x; player.y = firstPlat.y - PLATFORM_H / 2; // Make platforms much wider and closer for easy jumps var EASY_PLATFORM_W = 820; var EASY_PLATFORM_SPACING_MIN = 120; var EASY_PLATFORM_SPACING_MAX = 160; var prevPlat = firstPlat; for (var i = 1; i < 12; ++i) { var px = getSafePlatformX(prevPlat, EASY_PLATFORM_W); var plat = createPlatform(px, y, EASY_PLATFORM_W); plat.width = EASY_PLATFORM_W; plat.children[0].scale.x = EASY_PLATFORM_W / 1100; prevPlat = plat; y -= Math.random() * (EASY_PLATFORM_SPACING_MAX - EASY_PLATFORM_SPACING_MIN) + EASY_PLATFORM_SPACING_MIN; } // Sort platforms by y platforms.sort(function (a, b) { return a.y - b.y; }); // Score scoreTxt.setText('0'); highScoreTxt.setText('Best: ' + highScore); // Reset theme and background game.lastThemeIndex = -1; game.setBackgroundColor(LEVEL_THEMES[0].bg); } // --- Helper: check collision between player and platform --- function playerOnPlatform() { for (var i = 0; i < platforms.length; ++i) { var plat = platforms[i]; // Only check if player is falling if (vy >= 0) { var px = player.x; var py = player.y; var platTop = plat.y - PLATFORM_H / 2; var platLeft = plat.x - PLATFORM_W / 2; var platRight = plat.x + PLATFORM_W / 2; // Check if player's feet are just above platform if (py >= platTop && py <= platTop + vy + 8) { if (px > platLeft && px < platRight) { return plat; } } } } return null; } // --- Touch controls: left/right jump --- game.down = function (x, y, obj) { if (gameOver) return; isTouching = true; touchStartX = x; // If player is on ground/platform, jump if (!isJumping) { vy = JUMP_VELOCITY; // Direction: left or right half of screen if (x < GAME_W / 2) { vx = -MOVE_SPEED; } else { vx = MOVE_SPEED; } isJumping = true; } }; game.up = function (x, y, obj) { isTouching = false; vx = 0; }; game.move = function (x, y, obj) { // Optionally, allow swiping to control direction if (isTouching && !gameOver) { if (x < GAME_W / 2) { vx = -MOVE_SPEED; } else { vx = MOVE_SPEED; } } }; // --- Main update loop --- game.update = function () { if (gameOver) return; // Physics vy += GRAVITY; player.x += vx; player.y += vy; // Clamp player to screen if (player.x < PLAYER_W / 2) player.x = PLAYER_W / 2; if (player.x > GAME_W - PLAYER_W / 2) player.x = GAME_W - PLAYER_W / 2; // Platform collision var plat = playerOnPlatform(); if (plat && vy > 0) { player.y = plat.y - PLATFORM_H / 2; vy = JUMP_VELOCITY; isJumping = false; } else { isJumping = true; } // Camera follows player upward if (player.y < GAME_H - CAMERA_OFFSET) { var diff = GAME_H - CAMERA_OFFSET - player.y; cameraY += diff; // Move all platforms and player down by diff for (var i = 0; i < platforms.length; ++i) { platforms[i].y += diff; } player.y += diff; maxHeight += diff; } // Always keep player in front of platforms if (player.parent && player.parent.children.indexOf(player) !== player.parent.children.length - 1) { player.parent.setChildIndex(player, player.parent.children.length - 1); } // Remove platforms that are off screen, add new ones at top for (var i = platforms.length - 1; i >= 0; --i) { if (platforms[i].y > GAME_H + 100) { platforms[i].destroy(); platforms.splice(i, 1); } } // Add new platforms if needed while (platforms.length < 12) { var topY = platforms[0].y; // Use much easier spacing and width for new platforms var EASY_PLATFORM_W = 820; var EASY_PLATFORM_SPACING_MIN = 120; var EASY_PLATFORM_SPACING_MAX = 160; var newY = topY - Math.random() * (EASY_PLATFORM_SPACING_MAX - EASY_PLATFORM_SPACING_MIN) - EASY_PLATFORM_SPACING_MIN; var prevPlat = platforms[0]; var px = getSafePlatformX(prevPlat, EASY_PLATFORM_W); var plat = createPlatform(px, newY, EASY_PLATFORM_W); platforms.sort(function (a, b) { return a.y - b.y; }); } // Score: based on maxHeight climbed var score = Math.floor(maxHeight / 10); scoreTxt.setText(score.toString()); // Level theme logic removed // High score logic if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } // Game over: fall below screen if (player.y > GAME_H + 200) { gameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 800); } }; // --- Start game --- resetGame();
===================================================================
--- original.js
+++ change.js
@@ -374,40 +374,9 @@
}
// Score: based on maxHeight climbed
var score = Math.floor(maxHeight / 10);
scoreTxt.setText(score.toString());
- // Level theme change logic
- if (typeof game.lastThemeIndex === "undefined") game.lastThemeIndex = -1;
- var themeIndex = getThemeIndex(score);
- if (themeIndex !== game.lastThemeIndex) {
- // Change background color
- var theme = getCurrentTheme(score);
- game.setBackgroundColor(theme.bg);
- // Update all platforms to new asset/color
- var _loop = function _loop() {
- plat = platforms[i];
- // Remove all children (old asset) to avoid stacking invisible/duplicate assets
- while (plat.children.length > 0) {
- plat.removeChild(plat.children[0]);
- }
- // Attach new asset for the current theme
- platformColor = theme.platformColor;
- platGfx = plat.attachAsset(theme.platformAsset, {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: plat.width / 1100,
- scaleY: PLATFORM_H / 700,
- color: platformColor
- });
- };
- plat = null;
- platformColor = null;
- platGfx = null;
- for (var i = 0; i < platforms.length; ++i) {
- _loop();
- }
- game.lastThemeIndex = themeIndex;
- }
+ // Level theme logic removed
// High score logic
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
icy tower guy. In-Game asset. 2d. High contrast. No shadows
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dollar. In-Game asset. 2d. High contrast. No shadows
Design a single floating 2D game platform made of levitating crystal shards, connected by glowing magical runes or light energy. No ice or snow. The platform should feel arcane and unique. No background.. In-Game asset. 2d. High contrast. No shadows
rectangle shape jumping platform for a simple 2D game. In-Game asset. 2d. High contrast. No shadows
super mario facing camera. In-Game asset. 2d. High contrast. No shadows
blue transparent cloud. In-Game asset. 2d. High contrast. No shadows
bright transparent cloud. In-Game asset. 2d. High contrast. No shadows
fluffy transparent cloud. In-Game asset. 2d. High contrast. No shadows
orange transparent cloud. In-Game asset. 2d. High contrast. No shadows
grey transparent cloud. In-Game asset. 2d. High contrast. No shadows
star. In-Game asset. 2d. High contrast. No shadows
icy tower background without platforms, just walls. In-Game asset. 2d. High contrast. No shadows
just a start line without any text. In-Game asset. 2d. High contrast. No shadows
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garavel-2
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garavel-3
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garavel-4
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garavel-5
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death-2
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opening-sound
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opening-music
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game-theme-song-2
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game-theme-song-3
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game-theme-song-4
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