User prompt
show the "Coins:" text next to the "Score:"
User prompt
make the text "Score:" and show it constantly during the game as well
User prompt
show number of coins collected after player falls down
User prompt
now add a scoring logic and keep track of it
User prompt
remove the score dashboard
User prompt
it shows chipPlatform11 instead of the score dashboard
User prompt
panel does not work
User prompt
on top of the screen add a panel and place a fancy dashboard where we will show 2 scores: number of platforms passed so far and coin values collected in total
User prompt
there is a problem with the jump animation sometimes it shows sometimes it does not
User prompt
coins move up as the character moves which makes the upper coins impossible to be collected. uncollected coins should disappear with the platforms
User prompt
coin logic doesn't work properly
User prompt
add collectible coins to the game and show their value as +1 or +3 or +5 as they are collected
User prompt
Please fix the bug: 'ReferenceError: coins is not defined' in or related to this line: 'for (var j = coins.length - 1; j >= 0; --j) {' Line Number: 543
User prompt
remove the coin logic completely from the game
User prompt
remove the coin class completely and add it again so that it goes with the game flow logic well
User prompt
problem persists
User prompt
coins size still changes
User prompt
don't change the size of the coins
User prompt
coins are still so big and change in size. size should be fixed but values should change from each coin asset. that should be the logic
User prompt
coins are still so wide in image. they should all appear in the same size and it should cover like 5% of the platform
User prompt
still there is a problem with the coins make them keep the original image size
User prompt
remove chipCoin asset and make chipCoin1,2,3,4 keep the image size right now they don't look like coins as the aspect ratio is too wide
User prompt
name chipOrange as chipCoin and use it for the coin class also add different assets for different values of coins
User prompt
chip level names should be related to platforms and sort should be from 1 to 10
User prompt
rename chipBlue as chipCharacter, rename chip+color names as chip+level names. create a coin class and rename its assets as chip+coin name
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// --- Coin class: collectible, always same visual size, shows value popup ---
var Coin = Container.expand(function () {
var self = Container.call(this);
// Coin type: 1, 2, or 3 (for +1, +3, +5)
self.coinType = 1;
self.value = 1;
self.assetId = 'chipCoin1';
// Set asset and value based on type
if (typeof arguments[0] === "number") {
if (arguments[0] === 1) {
self.coinType = 1;
self.value = 1;
self.assetId = 'chipCoin1';
} else if (arguments[0] === 2) {
self.coinType = 2;
self.value = 3;
self.assetId = 'chipCoin2';
} else if (arguments[0] === 3) {
self.coinType = 3;
self.value = 5;
self.assetId = 'chipCoin3';
}
}
// Always render coins at the same visual size (height 80px)
var targetHeight = 80;
var assetInfo = LK.getAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5
});
var scale = targetHeight / assetInfo.height;
var coinGfx = self.attachAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale
});
// For collision
self.radius = assetInfo.width * scale / 2;
// Show value popup when collected
self.showValuePopup = function () {
var txt = new Text2('+' + self.value, {
size: 60,
fill: self.value === 1 ? "#ffe066" : self.value === 3 ? "#a78bfa" : "#38bdf8",
font: "Impact"
});
txt.anchor.set(0.5, 0.5);
txt.x = self.x;
txt.y = self.y - 40;
game.addChild(txt);
// Ensure popup is above player
if (txt.parent && player && txt.parent.children.indexOf(txt) < txt.parent.children.indexOf(player)) {
txt.parent.setChildIndex(txt, txt.parent.children.length - 1);
}
tween(txt, {
y: txt.y - 80,
alpha: 0
}, {
duration: 700,
onFinish: function onFinish() {
txt.destroy();
}
});
};
return self;
});
// 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('chipCoin1', {
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
****/
// blue coin, value 5
// purple coin, value 3
// gold coin, value 1
// Gold
// Neon
// Metal
// Ice
// Stone
// Night
// Candy
// Magic
// Mud
// Forest
// Grass
// was chipWhite
// was chipOrange
// was chipGreen
// was chipYellow
// was chipPurple
// was chipPink
// was chipCyan
// was chipBrown
// was chipBlack
// Additional chip assets for more levels
// --- Icy Tower Constants ---
var highScore = storage.highScore || 0;
var GAME_W = 2048;
var GAME_H = 2732;
var PLATFORM_W = 400;
var PLATFORM_H = 110;
var PLATFORM_SPACING_MIN = 320;
var PLATFORM_SPACING_MAX = 440;
var PLAYER_W = 120;
var PLAYER_H = 120;
var GRAVITY = 2.2;
var JUMP_VELOCITY = -48;
var MOVE_SPEED = 22;
var PLATFORM_X_MARGIN = 120;
var CAMERA_OFFSET = 900; // How far from bottom the player is kept
// --- State ---
var platforms = [];
var coins = []; // All active coins
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('chipCharacter', {
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 = [{
// 1 Grass
bg: 0x18181b,
platformAsset: 'chipPlatform1',
platformColor: 0xfacc15
}, {
// 2 Forest
bg: 0x1e293b,
platformAsset: 'chipPlatform2',
platformColor: 0xf1f5f9
}, {
// 3 Mud
bg: 0x3b1e1e,
platformAsset: 'chipPlatform3',
platformColor: 0xffffff
}, {
// 4 Magic
bg: 0x2d1e3b,
platformAsset: 'chipPlatform4',
platformColor: 0xffe066
}, {
// 5 Candy
bg: 0x3b2d1e,
platformAsset: 'chipPlatform5',
platformColor: 0x22223b
}, {
// 6 Night
bg: 0x1e3b2d,
platformAsset: 'chipPlatform6',
platformColor: 0xf8fafc
}, {
// 7 Stone
bg: 0x3b1e2d,
platformAsset: 'chipPlatform7',
platformColor: 0x22223b
}, {
// 8 Ice
bg: 0x1e2d3b,
platformAsset: 'chipPlatform8',
platformColor: 0x22223b
}, {
// 9 Metal
bg: 0x2d3b1e,
platformAsset: 'chipPlatform9',
platformColor: 0xf8fafc
}, {
// 10 Neon
bg: 0x000000,
platformAsset: 'chipPlatform10',
platformColor: 0xfacc15
}];
// Helper to get current theme index based on platformsPassed/level
function getThemeIndex(score) {
// Every level lasts for 20 platforms
var idx = Math.floor(platformsPassed / 20);
if (idx < 0) idx = 0;
if (idx >= LEVEL_THEMES.length) idx = LEVEL_THEMES.length - 1;
return idx;
}
// 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('chipPlatform8', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: PLATFORM_W / 1100,
scaleY: PLATFORM_H / 700
});
// --- UI ---
// Platform pass counter
var platformsPassed = 0;
// Track total coins collected
var coinsCollected = 0;
// --- Hide old score UI ---
var scoreTxt = {
setText: function setText() {}
}; // dummy to avoid errors
var highScoreTxt = {
setText: function setText() {}
}; // dummy to avoid errors
// --- Helper: create a platform at (x, y) ---
function createPlatform(x, y, width) {
var plat = new Container();
// Make each new platform a bit harder as level increases
// Find the last platform's width if any, otherwise use PLATFORM_W
var lastPlat = platforms.length > 0 ? platforms[platforms.length - 1] : null;
var prevW = lastPlat && lastPlat.width ? lastPlat.width : PLATFORM_W;
var level = getThemeIndex(platformsPassed);
// Platform width shrinks with level, min 220, max 1100
// Make width decrease more gradually per level (every 20 platforms)
var baseW = 820 - level * 40;
if (baseW < 220) baseW = 220;
var w;
if (typeof width === "number") {
w = width;
} else {
// Each new platform is 4% wider than the previous, but capped by baseW for the level
w = Math.min(prevW * 1.04, baseW);
}
// Determine theme based on platformsPassed for new platforms
var theme = getCurrentTheme(platformsPassed);
var assetId = theme.platformAsset;
var platformColor = theme.platformColor;
// Get original asset size for aspect ratio
var assetInfo = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
var origW = assetInfo.width;
var origH = assetInfo.height;
var scaleX = w / origW;
var scaleY = PLATFORM_H / origH;
// To preserve aspect ratio, use the smaller scale
var scale = Math.min(scaleX, scaleY);
var platGfx = plat.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale,
color: platformColor
});
plat.x = x;
plat.y = y;
plat.width = w;
plat.height = PLATFORM_H;
plat.PLATFORM_H = PLATFORM_H;
game.addChild(plat);
platforms.push(plat);
// --- Coin placement logic ---
// Don't place coins on the first platform (player start)
if (platforms.length > 1) {
// 50% chance to spawn a coin on this platform
if (Math.random() < 0.5) {
// Randomly pick coin type: 60% +1, 30% +3, 10% +5
var r = Math.random();
var coinType = 1;
if (r > 0.9) coinType = 3;else if (r > 0.6) coinType = 2;
// Place coin at center of platform, slightly above
var coin = new Coin(coinType);
coin.x = plat.x;
coin.y = plat.y - PLATFORM_H / 2 - 40;
game.addChild(coin);
coins.push(coin);
}
}
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 coins
for (var i = coins.length - 1; i >= 0; --i) {
if (coins[i] && typeof coins[i].destroy === "function") {
coins[i].destroy();
}
}
coins = [];
// 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('chipCharacter', {
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, 820);
y -= 140; // Shorter spacing for first jump
// Place player directly above first platform
player.x = firstPlat.x;
player.y = firstPlat.y - PLATFORM_H / 2 - PLAYER_H / 2 + 10; // Center player above platform, slightly above
// Make platforms much wider and closer for easy jumps, but scale with level
var level = getThemeIndex(platformsPassed);
var EASY_PLATFORM_W = 820 - level * 40;
if (EASY_PLATFORM_W < 220) EASY_PLATFORM_W = 220;
// Keep vertical spacing constant for all levels
var EASY_PLATFORM_SPACING = 240;
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);
prevPlat = plat;
y -= EASY_PLATFORM_SPACING;
}
// Sort platforms by y
platforms.sort(function (a, b) {
return a.y - b.y;
});
// Score
platformsPassed = 0;
coinsCollected = 0;
highScoreTxt.setText('Best: ' + highScore);
// Reset theme and background
game.lastThemeIndex = -1;
game.setBackgroundColor(getCurrentTheme(platformsPassed).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 - (plat.PLATFORM_H ? plat.PLATFORM_H : PLATFORM_H) / 2;
var platLeft = plat.x - plat.width / 2;
var platRight = plat.x + plat.width / 2;
// Use previous player y for more reliable collision
if (typeof player.lastY === "undefined") player.lastY = py - vy;
// Check if player's feet crossed the platform top this frame
if (player.lastY <= platTop && py >= platTop) {
// Require player to be horizontally within platform bounds (with a small margin)
if (px > platLeft + 10 && px < platRight - 10) {
player.lastY = py; // update for next frame
return plat;
}
}
}
}
if (typeof player !== "undefined") player.lastY = player.y;
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;
// (Jump animation now handled in platform collision logic)
// 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 and tumble on wall hit
if (player.x < PLAYER_W / 2) {
player.x = PLAYER_W / 2;
// Tumble: rotate player quickly
if (player && player.children && player.children.length > 0) {
var pGfx = player.children[0];
tween(pGfx, {
rotation: pGfx.rotation - Math.PI * 2
}, {
duration: 400,
onFinish: function onFinish() {
pGfx.rotation = 0;
}
});
}
// Double jump when hitting the wall
vy = JUMP_VELOCITY * 2;
isJumping = true;
}
if (player.x > GAME_W - PLAYER_W / 2) {
player.x = GAME_W - PLAYER_W / 2;
// Tumble: rotate player quickly
if (player && player.children && player.children.length > 0) {
var pGfx = player.children[0];
tween(pGfx, {
rotation: pGfx.rotation + Math.PI * 2
}, {
duration: 400,
onFinish: function onFinish() {
pGfx.rotation = 0;
}
});
}
// Double jump when hitting the wall
vy = JUMP_VELOCITY * 2;
isJumping = true;
}
// Platform collision
var plat = playerOnPlatform();
if (plat && vy > 0) {
player.y = plat.y - PLATFORM_H / 2;
vy = JUMP_VELOCITY;
isJumping = false;
// Always play jump animation here for consistency
if (player && player.children && player.children.length > 0) {
var pGfx = player.children[0];
tween(pGfx, {
scaleY: 0.7,
scaleX: 1.2,
rotation: 0.2,
tint: 0x00e0ff
}, {
duration: 120,
onFinish: function onFinish() {
tween(pGfx, {
scaleY: PLAYER_H / 320,
scaleX: PLAYER_W / 320,
rotation: 0,
tint: 0xffffff
}, {
duration: 120
});
}
});
}
} else {
isJumping = true;
}
// --- Coin collection ---
for (var j = coins.length - 1; j >= 0; --j) {
var coin = coins[j];
// Simple circle collision
var dx = player.x - coin.x;
var dy = player.y - PLAYER_H / 2 - coin.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < (PLAYER_W / 2 + coin.radius) * 0.7) {
// Collect coin
coin.showValuePopup();
// Add to score (platformsPassed is main score, but we can show a popup)
platformsPassed += coin.value;
// Add to coins collected
coinsCollected += coin.value;
coins.splice(j, 1);
coin.destroy();
}
}
// 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;
}
// Move all coins down by diff so they stay visually attached to their platform
for (var i = 0; i < coins.length; ++i) {
coins[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) {
// Remove any coins that are visually on this platform (within platform width and just above it)
for (var j = coins.length - 1; j >= 0; --j) {
var coin = coins[j];
// Coin is considered on this platform if its x is within platform width and y is just above platform
if (coin.x >= platforms[i].x - platforms[i].width / 2 && coin.x <= platforms[i].x + platforms[i].width / 2 && Math.abs(coin.y - (platforms[i].y - PLATFORM_H / 2 - 40)) < 60) {
coin.destroy();
coins.splice(j, 1);
}
}
platforms[i].destroy();
platforms.splice(i, 1);
// Only increment platformsPassed if not incremented by coin
platformsPassed++;
}
}
// Add new platforms if needed
while (platforms.length < 12) {
var topY = platforms[0].y;
// Make platform width and spacing harder as level increases
var level = getThemeIndex(platformsPassed);
var EASY_PLATFORM_W = 820 - level * 40;
if (EASY_PLATFORM_W < 220) EASY_PLATFORM_W = 220;
// Keep vertical spacing constant for all levels
var EASY_PLATFORM_SPACING = 240;
var newY = topY - EASY_PLATFORM_SPACING;
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 platforms passed
scoreTxt.setText(platformsPassed.toString());
// Change background color if level changes
var themeIndex = getThemeIndex(platformsPassed);
if (game.lastThemeIndex !== themeIndex) {
game.setBackgroundColor(getCurrentTheme(platformsPassed).bg);
game.lastThemeIndex = themeIndex;
}
// High score logic (still based on maxHeight climbed)
var score = Math.floor(maxHeight / 10);
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
@@ -276,8 +276,10 @@
});
// --- UI ---
// Platform pass counter
var platformsPassed = 0;
+// Track total coins collected
+var coinsCollected = 0;
// --- Hide old score UI ---
var scoreTxt = {
setText: function setText() {}
}; // dummy to avoid errors
icy tower guy. In-Game asset. 2d. High contrast. No shadows
mario or icy tower like platforms. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
icy tower advanced level platform. In-Game asset. 2d. High contrast. No shadows
diamond. In-Game asset. 2d. High contrast. No shadows
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
stuart little jumping and raised its arms. In-Game asset. 2d. High contrast. No shadows. facing camera
shout
Sound effect
fall
Sound effect
darara
Music
garavel-1
Sound effect
garavel-2
Sound effect
garavel-3
Sound effect
garavel-4
Sound effect
garavel-5
Sound effect
death-1
Sound effect
death-2
Sound effect
opening-sound
Sound effect
opening-music
Music
game-theme-song-1
Music
game-theme-song-2
Music
game-theme-song-3
Music
game-theme-song-4
Music