User prompt
Increase slide speed
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(self, {' Line Number: 261
User prompt
Slide faster is not working
User prompt
Swipe right side any where on the screen to slide
User prompt
Add swipe to slide faster for 200 ms and get back normal βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove hold to slide
User prompt
replace hold to slided to swipe right to slide 1 sec fasster
User prompt
swipe to slide fast for a second is not working properly
User prompt
player hit by the enemey cube for three times to game over
User prompt
replace hold to slide to right swipe to faster slide (slide 1 sec faster)
User prompt
swipe right to move 2 sec faster
User prompt
replace hold to slide to swipe to slide
User prompt
double jump should be little higher jump
User prompt
aadd double bounce to the player for double clicl
User prompt
i need enemy obstacle on the top parellel like player shooting the cubes towards the player from upside if the cubes hit the player game over
User prompt
search lights always follows thge player
User prompt
i need the cube should rotate while moving βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
particles also rotate along with cube
User prompt
cube need to rotate slowly while moving βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Sqube Darkness
Initial prompt
Key Features of Sqube Darkness: You play as a small cube (sqube) running across platforms. The game is set in a shadowy world, where the background and obstacles are dark, and the cube is often the only clear object. The gameplay involves: Running, jumping, sliding. Avoiding obstacles like spikes and lasers. Sometimes, using the shadows to hide from enemies (like searchlights or shooters). The game has a procedurally generated endless level, meaning every run is different. π¨ Aesthetic: Monochrome color palette: Mostly black, white, and gray tones. Minimal UI and a smooth, satisfying movement system. Cool audio effects and smooth transitions.
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var Obstacle = Container.expand(function (type) {
	var self = Container.call(this);
	self.type = type || 'spike';
	self.speed = 10;
	if (self.type === 'spike') {
		var spikeGraphic = self.attachAsset('spike', {
			anchorX: 0.5,
			anchorY: 1.0
		});
		self.width = spikeGraphic.width;
		self.height = spikeGraphic.height;
	} else if (self.type === 'laser') {
		var laserGraphic = self.attachAsset('laser', {
			anchorX: 0.0,
			anchorY: 0.5,
			alpha: 0.7
		});
		self.width = laserGraphic.width;
		self.height = laserGraphic.height;
		// Laser activation
		self.active = false;
		self.warningTime = 30;
		self.activeTime = 60;
		self.timer = self.warningTime;
		// Warning effect
		self.flash = function () {
			if (self.timer % 5 === 0) {
				laserGraphic.alpha = laserGraphic.alpha === 0.3 ? 0.7 : 0.3;
			}
		};
	} else if (self.type === 'searchlight') {
		var searchlightGraphic = self.attachAsset('searchlight', {
			anchorX: 0.5,
			anchorY: 0.0,
			alpha: 0.5
		});
		self.width = searchlightGraphic.width;
		self.height = searchlightGraphic.height;
	}
	self.update = function () {
		self.x -= self.speed;
		// Laser special behavior
		if (self.type === 'laser') {
			self.timer--;
			if (self.timer > 0 && !self.active) {
				// Warning phase
				self.flash();
			} else if (!self.active) {
				// Activate
				self.active = true;
				laserGraphic.alpha = 1;
				self.timer = self.activeTime;
			} else if (self.timer <= 0) {
				// Deactivate
				self.destroy();
				return true;
			}
		}
		// Searchlight follows player
		if (self.type === 'searchlight' && player) {
			// Calculate target Y position (player's position minus half the searchlight height to aim at player)
			var targetY = player.y - self.height / 2;
			// Smooth follow with easing
			self.y += (targetY - self.y) * 0.05;
		}
		// Remove if off screen
		if (self.x < -self.width) {
			self.destroy();
			return true; // Signal to remove from the array
		}
		return false;
	};
	return self;
});
var Platform = Container.expand(function () {
	var self = Container.call(this);
	var platformGraphic = self.attachAsset('platform', {
		anchorX: 0.5,
		anchorY: 0.0
	});
	self.width = platformGraphic.width;
	self.height = platformGraphic.height;
	self.speed = 10;
	self.update = function () {
		self.x -= self.speed;
		// Remove if off screen
		if (self.x < -self.width) {
			self.destroy();
			return true; // Signal to remove from the array
		}
		return false;
	};
	return self;
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	// Player states
	self.isJumping = false;
	self.isSliding = false;
	self.isHiding = false;
	self.isDead = false;
	self.velocity = {
		x: 0,
		y: 0
	};
	self.gravity = 1.2;
	self.jumpForce = -25;
	self.groundY = 2200;
	// Visual components
	var cube = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set initial rotation and rotation speed
	self.rotationSpeed = 0.05;
	self.currentRotation = 0;
	// Particle system for the player's trail
	self.particles = [];
	// Player controls
	self.jump = function () {
		if (!self.isJumping && !self.isDead) {
			self.velocity.y = self.jumpForce;
			self.isJumping = true;
			// Increase rotation speed temporarily when jumping
			tween(self, {
				rotationSpeed: 0.15
			}, {
				duration: 300,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					tween(self, {
						rotationSpeed: 0.05
					}, {
						duration: 500,
						easing: tween.easeIn
					});
				}
			});
			LK.getSound('jump').play();
		}
	};
	self.slide = function () {
		if (!self.isSliding && !self.isJumping && !self.isDead) {
			self.isSliding = true;
			cube.scaleY = 0.5;
			cube.y = 25;
			// Increase rotation speed during slide
			tween(self, {
				rotationSpeed: 0.2
			}, {
				duration: 200,
				easing: tween.easeOut
			});
			LK.getSound('slide').play();
			// Cancel slide after a duration
			LK.setTimeout(function () {
				if (self.isSliding) {
					self.isSliding = false;
					cube.scaleY = 1;
					cube.y = 0;
					// Return to normal rotation speed
					tween(self, {
						rotationSpeed: 0.05
					}, {
						duration: 300,
						easing: tween.easeIn
					});
				}
			}, 800);
		}
	};
	self.hide = function (shadow) {
		if (!self.isDead && shadow) {
			self.isHiding = true;
			cube.alpha = 0.3;
			LK.getSound('hide').play();
		}
	};
	self.unhide = function () {
		self.isHiding = false;
		cube.alpha = 1;
	};
	self.die = function () {
		if (!self.isDead) {
			self.isDead = true;
			// Stop rotation by tweening to zero
			tween(self, {
				rotationSpeed: 0
			}, {
				duration: 100
			});
			LK.getSound('death').play();
			LK.effects.flashScreen(0xff0000, 500);
			// Create death particles
			for (var i = 0; i < 20; i++) {
				var particle = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: self.x,
					y: self.y
				});
				// Random velocity for each particle
				var angle = Math.random() * Math.PI * 2;
				var speed = 5 + Math.random() * 10;
				particle.vx = Math.cos(angle) * speed;
				particle.vy = Math.sin(angle) * speed;
				game.addChild(particle);
				deathParticles.push(particle);
			}
			LK.setTimeout(function () {
				LK.showGameOver();
			}, 1000);
		}
	};
	// Physics update
	self.updatePhysics = function () {
		if (self.isDead) {
			return;
		}
		// Apply gravity
		self.velocity.y += self.gravity;
		// Update position
		self.y += self.velocity.y;
		// Check floor collision
		if (self.y >= self.groundY) {
			self.y = self.groundY;
			self.velocity.y = 0;
			self.isJumping = false;
		}
		// Update cube rotation when moving
		if (gameRunning && !self.isDead) {
			self.currentRotation += self.rotationSpeed;
			cube.rotation = self.currentRotation;
		}
		// Create trail particles
		if (gameRunning && LK.ticks % 5 === 0) {
			var particle = LK.getAsset('particle', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x - 30,
				y: self.y + (self.isSliding ? 25 : 0)
			});
			particle.alpha = 0.7;
			particle.life = 30;
			game.addChild(particle);
			self.particles.push(particle);
		}
		// Update particles
		for (var i = self.particles.length - 1; i >= 0; i--) {
			var p = self.particles[i];
			p.alpha -= 0.02;
			p.scaleX -= 0.02;
			p.scaleY -= 0.02;
			p.life--;
			if (p.life <= 0 || p.alpha <= 0) {
				p.destroy();
				self.particles.splice(i, 1);
			}
		}
	};
	return self;
});
var Shadow = Container.expand(function () {
	var self = Container.call(this);
	var shadowGraphic = self.attachAsset('shadow', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.5
	});
	self.width = shadowGraphic.width;
	self.height = shadowGraphic.height;
	self.speed = 10;
	self.update = function () {
		self.x -= self.speed;
		// Remove if off screen
		if (self.x < -self.width) {
			self.destroy();
			return true; // Signal to remove from the array
		}
		return false;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x111111
});
/**** 
* Game Code
****/ 
// Game state
var gameRunning = false;
var speed = 10;
var score = 0;
var highScore = storage.highScore || 0;
var platformY = 2200;
var spawnDistance = 800;
var nextSpawnX = 2048 + 200;
var difficultyTimer = 0;
var difficultyInterval = 1000;
// Game elements
var player;
var platforms = [];
var obstacles = [];
var shadows = [];
var deathParticles = [];
// UI elements
var scoreTxt;
var highScoreTxt;
var tapToStartTxt;
// Initialize the game
function initGame() {
	gameRunning = false;
	speed = 10;
	score = 0;
	platformY = 2200;
	spawnDistance = 800;
	nextSpawnX = 2048 + 200;
	difficultyTimer = 0;
	// Clear existing elements
	while (platforms.length > 0) {
		platforms[0].destroy();
		platforms.shift();
	}
	while (obstacles.length > 0) {
		obstacles[0].destroy();
		obstacles.shift();
	}
	while (shadows.length > 0) {
		shadows[0].destroy();
		shadows.shift();
	}
	while (deathParticles.length > 0) {
		deathParticles[0].destroy();
		deathParticles.shift();
	}
	// Create player
	player = new Player();
	player.x = 400;
	player.y = platformY;
	game.addChild(player);
	// Create initial platform
	createPlatform(0, platformY, 2048 + 500);
	// Create UI
	if (!scoreTxt) {
		scoreTxt = new Text2('Score: 0', {
			size: 60,
			fill: 0xFFFFFF
		});
		scoreTxt.anchor.set(0, 0);
		LK.gui.topRight.addChild(scoreTxt);
		scoreTxt.x = -250;
		scoreTxt.y = 50;
	}
	if (!highScoreTxt) {
		highScoreTxt = new Text2('High Score: ' + highScore, {
			size: 40,
			fill: 0xAAAAAA
		});
		highScoreTxt.anchor.set(0, 0);
		LK.gui.topRight.addChild(highScoreTxt);
		highScoreTxt.x = -250;
		highScoreTxt.y = 120;
	}
	// Create start instruction
	tapToStartTxt = new Text2('Tap to Start\nTap to Jump\nHold to Slide\nHide in Shadows', {
		size: 70,
		fill: 0xFFFFFF
	});
	tapToStartTxt.anchor.set(0.5, 0.5);
	LK.gui.center.addChild(tapToStartTxt);
	// Start the background music
	LK.playMusic('gameBgm', {
		fade: {
			start: 0,
			end: 0.4,
			duration: 1000
		}
	});
}
// Create a platform at the specified position
function createPlatform(x, y, width) {
	var platform = new Platform();
	platform.x = x;
	platform.y = y;
	if (width) {
		platform.width = width;
		platform.getChildAt(0).width = width;
	}
	game.addChild(platform);
	platforms.push(platform);
	return platform;
}
// Create an obstacle
function createObstacle(type, x, y) {
	var obstacle = new Obstacle(type);
	obstacle.x = x;
	obstacle.y = y;
	if (type === 'laser') {
		obstacle.y = Math.random() * 1500 + 500;
	}
	game.addChild(obstacle);
	obstacles.push(obstacle);
	return obstacle;
}
// Create a shadow area
function createShadow(x, y) {
	var shadow = new Shadow();
	shadow.x = x;
	shadow.y = y;
	game.addChild(shadow);
	shadows.push(shadow);
	return shadow;
}
// Spawn game elements
function spawnElements() {
	if (nextSpawnX <= 2048 + 200) {
		// Decide what to spawn
		var rand = Math.random();
		// Always spawn a platform
		var platform = createPlatform(nextSpawnX, platformY);
		// Maybe spawn an obstacle
		if (rand < 0.7) {
			if (rand < 0.4) {
				// Spawn spike
				createObstacle('spike', nextSpawnX, platformY);
			} else if (rand < 0.6) {
				// Spawn searchlight
				createObstacle('searchlight', nextSpawnX, 0);
			} else {
				// Spawn laser
				createObstacle('laser', 0, 0);
			}
		}
		// Maybe spawn a shadow
		if (Math.random() < 0.3) {
			createShadow(nextSpawnX, platformY - 40);
		}
		nextSpawnX += spawnDistance;
	}
	nextSpawnX -= speed;
}
// Check for collisions
function checkCollisions() {
	if (player.isDead) {
		return;
	}
	// Check obstacle collisions
	for (var i = 0; i < obstacles.length; i++) {
		var obstacle = obstacles[i];
		if (obstacle.type === 'laser' && !obstacle.active) {
			continue; // Skip inactive lasers
		}
		if (player.intersects(obstacle)) {
			// If in a shadow and it's a searchlight, you're safe
			if (obstacle.type === 'searchlight' && player.isHiding) {
				continue;
			}
			player.die();
			break;
		}
	}
	// Check shadow interactions
	var inShadow = false;
	for (var j = 0; j < shadows.length; j++) {
		if (player.intersects(shadows[j])) {
			inShadow = true;
			break;
		}
	}
	if (inShadow) {
		player.hide();
	} else {
		player.unhide();
	}
}
// Update score
function updateScore() {
	if (!gameRunning || player.isDead) {
		return;
	}
	score++;
	if (score > highScore) {
		highScore = score;
		storage.highScore = highScore;
		highScoreTxt.setText('High Score: ' + highScore);
	}
	if (score % 10 === 0) {
		scoreTxt.setText('Score: ' + score);
	}
}
// Increase difficulty over time
function updateDifficulty() {
	difficultyTimer++;
	if (difficultyTimer >= difficultyInterval) {
		difficultyTimer = 0;
		// Increase speed
		speed += 0.5;
		for (var i = 0; i < platforms.length; i++) {
			platforms[i].speed = speed;
		}
		for (var j = 0; j < obstacles.length; j++) {
			obstacles[j].speed = speed;
		}
		for (var k = 0; k < shadows.length; k++) {
			shadows[k].speed = speed;
		}
		// Decrease spawn distance
		spawnDistance = Math.max(400, spawnDistance - 10);
	}
}
// Main update function
game.update = function () {
	if (gameRunning) {
		// Update game elements
		player.updatePhysics();
		// Spawn new elements
		spawnElements();
		// Update existing elements
		for (var i = platforms.length - 1; i >= 0; i--) {
			if (platforms[i].update()) {
				platforms.splice(i, 1);
			}
		}
		for (var j = obstacles.length - 1; j >= 0; j--) {
			if (obstacles[j].update()) {
				obstacles.splice(j, 1);
			}
		}
		for (var k = shadows.length - 1; k >= 0; k--) {
			if (shadows[k].update()) {
				shadows.splice(k, 1);
			}
		}
		// Update death particles
		for (var l = deathParticles.length - 1; l >= 0; l--) {
			var p = deathParticles[l];
			p.x += p.vx;
			p.y += p.vy;
			p.vx *= 0.95;
			p.vy *= 0.95;
			p.vy += 0.5; // gravity
			p.alpha -= 0.02;
			if (p.alpha <= 0) {
				p.destroy();
				deathParticles.splice(l, 1);
			}
		}
		// Check for collisions
		checkCollisions();
		// Update score (every 10 ticks)
		if (LK.ticks % 10 === 0) {
			updateScore();
		}
		// Update difficulty
		updateDifficulty();
	}
};
// Event handlers
game.down = function (x, y, obj) {
	if (!gameRunning) {
		// Start the game
		gameRunning = true;
		tapToStartTxt.destroy();
		scoreTxt.setText('Score: 0');
	} else if (!player.isDead) {
		player.jump();
	}
};
var holdTimer = null;
var holdStarted = false;
game.up = function (x, y, obj) {
	if (holdTimer) {
		LK.clearTimeout(holdTimer);
		holdTimer = null;
	}
	holdStarted = false;
};
game.move = function (x, y, obj) {
	if (gameRunning && !player.isDead && !holdStarted) {
		holdStarted = true;
		holdTimer = LK.setTimeout(function () {
			player.slide();
		}, 200);
	}
};
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -64,8 +64,15 @@
 				self.destroy();
 				return true;
 			}
 		}
+		// Searchlight follows player
+		if (self.type === 'searchlight' && player) {
+			// Calculate target Y position (player's position minus half the searchlight height to aim at player)
+			var targetY = player.y - self.height / 2;
+			// Smooth follow with easing
+			self.y += (targetY - self.y) * 0.05;
+		}
 		// Remove if off screen
 		if (self.x < -self.width) {
 			self.destroy();
 			return true; // Signal to remove from the array
:quality(85)/https://cdn.frvr.ai/680f57e04b91ed99c0c931ae.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/680f7841bdccf69a90fd3c71.png%3F3) 
 square re cube with 2 eyes and spike teeths inside In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/680f7a35bdccf69a90fd3c87.png%3F3) 
 square white cube with 2 eyes and spike smily teeths inside In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/680f9165833660e79135a610.png%3F3) 
 square yellowgreen cube with 2 eyes and smily face inside In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/680f94c5833660e79135a645.png%3F3) 
 background image for sqube darkness game. In-Game asset. 2d. High contrast. No shadows