User prompt
when playing mobile after the game ends it show final score:0 on the screen can we show the score there instead
User prompt
play the shout sound only if the double jump is successful
User prompt
player is right now able to release finger and press again to enter a infinite double jump loop, we should prevent this
User prompt
enhance the movement logic, player shouldn't keep finger on screen and move all the time when right side of the screen is pressed he should move to the right and vice versa
User prompt
add double jump back to both walls
User prompt
can't double jump now
User prompt
Enhance the player movements to be smoother and don’t allow double jumps from the same wall two times in a row, even if the screen is released in between
User prompt
first two platforms have different spacing than the rest please fix this and also on mobile it shows final score:0 no matter what the score is after the gam over fix that as well
User prompt
player should release the screen after a double jump otherwise s/he can double jump infinitely by holding one side of the screen
User prompt
it doesn't work right now
User prompt
double jump feature when hitting walls doesnt work
User prompt
It's still so hard to move in mobile, it sometimes doesn't move even if I press the left or right side of the screen, reaction time is so slow most of the times
User prompt
there is a problem with the movement logic in mobile, I have to press and hold too much to the screen so that character moves, it should be much faster and smoother
User prompt
first two platforms are closer to each other fix this
User prompt
keep the proximity of each platform the same to one another during the whole game
User prompt
make the beggining even smoother as some platforms in the beginning have different proximity to each other
User prompt
don't allow double jumps two times in a row from the same wall opposite walls are fine
User prompt
Prevent infinite jumping by requiring player to release before next jump
User prompt
In mobile I can jump infinitely when I press left or right side of the screen constantly please fix it
User prompt
can't move the player right now, fix it
User prompt
optimize the movement for mobile
User prompt
don't change color during jump animation
User prompt
make the jump animation better
User prompt
when it's certain that the player is going to die play the fall sound
User prompt
make the char shout only when it hits walls
/**** * 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 ****/ // --- Icy Tower Constants --- // Additional chip assets for more levels // was chipBlack // was chipBrown // was chipCyan // was chipPink // was chipPurple // was chipYellow // was chipGreen // was chipOrange // was chipWhite // Grass // Forest // Mud // Magic // Candy // Night // Stone // Ice // Metal // Neon // Gold // gold coin, value 1 // purple coin, value 3 // blue coin, value 5 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 }, { // 11 Special (chipPlatform11) bg: 0x22223b, platformAsset: 'chipPlatform11', platformColor: 0xffffff }]; // 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; // --- Score & Coins UI --- // Create a container for the UI background and labels var uiContainer = new Container(); // Add a black rectangle background behind the UI (covers full top width, rectangle shape) var uiBgRect = LK.getAsset('uiTopBgRect', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: GAME_W / 100, scaleY: 1 }); uiContainer.addChild(uiBgRect); var uiBgWidth = GAME_W; var uiBgHeight = 110; // "Coins: <number>" label (first, left) var coinsLabelTxt = new Text2('Coins: 0', { size: 70, fill: 0xFFE066, font: "Impact" }); coinsLabelTxt.anchor.set(0, 0.5); // left aligned, vertically centered coinsLabelTxt.x = 60; coinsLabelTxt.y = uiBgHeight / 2; // "Score:" label (right of coins, with extra spacing) var scoreLabelTxt = new Text2('Score:', { size: 70, fill: "#fff", font: "Impact" }); scoreLabelTxt.anchor.set(0, 0.5); // left aligned, vertically centered scoreLabelTxt.x = coinsLabelTxt.x + coinsLabelTxt.width + 80; scoreLabelTxt.y = uiBgHeight / 2; // Score value (right of label, with spacing) var scoreTxt = new Text2('0', { size: 80, fill: "#fff", font: "Impact" }); scoreTxt.anchor.set(0, 0.5); // left aligned, vertically centered scoreTxt.x = scoreLabelTxt.x + scoreLabelTxt.width + 30; scoreTxt.y = uiBgHeight / 2; // Add all to container in new order: coins, score label, score value uiContainer.addChild(coinsLabelTxt); uiContainer.addChild(scoreLabelTxt); uiContainer.addChild(scoreTxt); // Center the UI container at the top of the screen uiContainer.x = 0; uiContainer.y = 0; // Add to GUI overlay (top center) LK.gui.top.addChild(uiContainer); 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: swipe for jump direction and strength --- var swipeStartX = 0; var swipeStartY = 0; var swipeStartTime = 0; var SWIPE_MIN_DIST = 60; // Minimum swipe distance to trigger jump var SWIPE_MAX_DIST = 600; // Cap swipe distance for max jump var SWIPE_MAX_TIME = 500; // Max time (ms) for a swipe to count as a jump game.down = function (x, y, obj) { if (gameOver) return; isTouching = true; swipeStartX = x; swipeStartY = y; swipeStartTime = Date.now(); }; game.up = function (x, y, obj) { isTouching = false; var dx = x - swipeStartX; var dy = y - swipeStartY; var dt = Date.now() - swipeStartTime; var dist = Math.sqrt(dx * dx + dy * dy); // Only trigger jump if swipe is quick and long enough if (!isJumping && dist > SWIPE_MIN_DIST && dt < SWIPE_MAX_TIME) { // Cap distance for max jump var cappedDist = Math.min(dist, SWIPE_MAX_DIST); // Calculate jump strength (vertical) and direction (horizontal) var angle = Math.atan2(dy, dx); // Only allow upward swipes (angle between -150deg and -30deg) if (angle < -Math.PI / 6 && angle > -5 * Math.PI / 6) { // Jump velocity scales with swipe length vy = JUMP_VELOCITY * (0.7 + 0.7 * (cappedDist / SWIPE_MAX_DIST)); // Horizontal velocity scales with swipe direction vx = MOVE_SPEED * Math.max(-1, Math.min(1, dx / cappedDist)); isJumping = true; } } }; game.move = function (x, y, obj) { // No continuous movement; jump is handled on swipe up }; // --- Main update loop --- game.update = function () { if (gameOver) return; // Physics if (typeof player.lastVy === "undefined") player.lastVy = vy; 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; } }); } // Play shout sound when hitting left wall, with cooldown if (typeof game.lastShoutTime === "undefined") game.lastShoutTime = 0; var nowWall = Date.now(); if (nowWall - game.lastShoutTime > 500) { LK.getSound('shout').play(); game.lastShoutTime = nowWall; } // 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; } }); } // Play shout sound when hitting right wall, with cooldown if (typeof game.lastShoutTime === "undefined") game.lastShoutTime = 0; var nowWall = Date.now(); if (nowWall - game.lastShoutTime > 500) { LK.getSound('shout').play(); game.lastShoutTime = nowWall; } // 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]; // Squash down, stretch wide, add a little rotation (no color change) tween(pGfx, { scaleY: 0.7, scaleX: 1.25, rotation: 0.18 }, { duration: 90, onFinish: function onFinish() { // Stretch up, squash in, overshoot a bit for bounce tween(pGfx, { scaleY: 1.18 * PLAYER_H / 320, scaleX: 0.88 * PLAYER_W / 320, rotation: -0.08 }, { duration: 90, onFinish: function onFinish() { // Return to normal tween(pGfx, { scaleY: PLAYER_H / 320, scaleX: PLAYER_W / 320, rotation: 0 }, { duration: 90 }); } }); } }); } } else { isJumping = true; // No shout or fall sound here } // --- 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()); // Update coins label to show current coins collected coinsLabelTxt.setText('Coins: ' + coinsCollected); // 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; // Play fall sound when it's certain the player is going to die LK.getSound('fall').play(); // Show game over after short delay LK.setTimeout(function () { LK.showGameOver(); }, 1200); } // Update lastVy for next frame player.lastVy = vy; }; // --- Start game --- resetGame();
===================================================================
--- original.js
+++ change.js
@@ -542,9 +542,8 @@
vx = MOVE_SPEED * Math.max(-1, Math.min(1, dx / cappedDist));
isJumping = true;
}
}
- vx = 0;
};
game.move = function (x, y, obj) {
// No continuous movement; jump is handled on swipe up
};
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