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 ↪💡 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 ↪💡 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 ↪💡 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. 🎨 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 Enemy = Container.expand(function () { var self = Container.call(this); // Enemy visual var cube = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, tint: 0xff0000 }); self.width = cube.width; self.height = cube.height; self.speed = 7; self.shootTimer = 0; self.shootInterval = 120; // Shoot every 120 frames (2 seconds) self.update = function () { self.x -= self.speed; self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shoot(); self.shootTimer = 0; } // Remove if off screen if (self.x < -self.width) { self.destroy(); return true; // Signal to remove from the array } return false; }; self.shoot = function () { if (gameRunning && !player.isDead) { createEnemyCube(self.x, self.y); } }; return self; }); var EnemyCube = Container.expand(function () { var self = Container.call(this); // Cube visual var cube = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, tint: 0xff6666 }); self.width = cube.width * 0.6; self.height = cube.height * 0.6; // Calculate direction towards player's position self.velocity = { x: 0, y: 0 }; self.update = function () { // Move the cube self.x += self.velocity.x; self.y += self.velocity.y; // Rotate the cube for visual effect cube.rotation += 0.05; // Remove if off screen if (self.y > 2732 || self.x < -self.width || self.x > 2048 + self.width) { self.destroy(); return true; } return false; }; return self; }); 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; } } // 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.canDoubleJump = false; self.hasDoubleJumped = false; self.lastJumpTime = 0; 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 () { var currentTime = LK.ticks; if (!self.isDead) { if (!self.isJumping) { // First jump self.velocity.y = self.jumpForce; self.isJumping = true; self.canDoubleJump = true; self.hasDoubleJumped = false; self.lastJumpTime = currentTime; // 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(); } else if (self.canDoubleJump && !self.hasDoubleJumped && currentTime - self.lastJumpTime < 30) { // Double jump (only if tapped quickly after first jump) self.velocity.y = self.jumpForce * 1.2; // Higher second jump self.hasDoubleJumped = true; self.canDoubleJump = false; // Extra rotation boost for double jump tween(self, { rotationSpeed: 0.25 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { rotationSpeed: 0.05 }, { duration: 400, easing: tween.easeIn }); } }); LK.getSound('jump').play(); } } }; self.slide = function () { // Sliding functionality has been removed }; 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; self.canDoubleJump = false; self.hasDoubleJumped = 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 = []; var enemies = []; var enemyCubes = []; // 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(); } // Clear enemies and enemy cubes while (enemies.length > 0) { enemies[0].destroy(); enemies.shift(); } while (enemyCubes.length > 0) { enemyCubes[0].destroy(); enemyCubes.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\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; } // Create an enemy function createEnemy(x, y) { var enemy = new Enemy(); enemy.x = x; enemy.y = y; game.addChild(enemy); enemies.push(enemy); return enemy; } // Create an enemy cube function createEnemyCube(x, y) { var cube = new EnemyCube(); cube.x = x; cube.y = y; // Calculate direction vector towards player var dx = player.x - x; var dy = player.y - y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize and set speed cube.velocity.x = dx / distance * 12; cube.velocity.y = dy / distance * 12; game.addChild(cube); enemyCubes.push(cube); return cube; } // 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); } // Maybe spawn an enemy at the top if (Math.random() < 0.2) { var enemyX = nextSpawnX + Math.random() * 300; var enemyY = 200 + Math.random() * 300; createEnemy(enemyX, enemyY); } 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 enemy cube collisions for (var i = 0; i < enemyCubes.length; i++) { if (player.intersects(enemyCubes[i])) { 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; } for (var e = 0; e < enemies.length; e++) { enemies[e].speed = speed * 0.7; // Enemies move a bit slower than obstacles } // 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 enemies for (var m = enemies.length - 1; m >= 0; m--) { if (enemies[m].update()) { enemies.splice(m, 1); } } // Update enemy cubes for (var n = enemyCubes.length - 1; n >= 0; n--) { if (enemyCubes[n].update()) { enemyCubes.splice(n, 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(); } }; // Sliding functionality has been removed game.up = function (x, y, obj) { // No sliding functionality }; game.move = function (x, y, obj) { // No sliding functionality }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -238,36 +238,9 @@
}
}
};
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 with higher value for faster slide
- tween(self, {
- rotationSpeed: 0.3
- }, {
- duration: 150,
- easing: tween.easeOut
- });
- LK.getSound('slide').play();
- // Cancel slide after a shorter duration (800ms → 500ms) for faster slide
- 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: 200,
- easing: tween.easeIn
- });
- }
- }, 500);
- }
+ // Sliding functionality has been removed
};
self.hide = function (shadow) {
if (!self.isDead && shadow) {
self.isHiding = true;
@@ -278,33 +251,8 @@
self.unhide = function () {
self.isHiding = false;
cube.alpha = 1;
};
- self.hit = function () {
- if (!self.isDead && invulnerableTime <= 0) {
- playerLives--;
- livesTxt.setText('Lives: ' + playerLives);
- // Set invulnerability time
- invulnerableTime = invulnerableDuration;
- // Flash player effect
- var flashCount = 6;
- var flashInterval = LK.setInterval(function () {
- cube.alpha = cube.alpha === 1 ? 0.3 : 1;
- flashCount--;
- if (flashCount <= 0) {
- LK.clearInterval(flashInterval);
- cube.alpha = 1;
- }
- }, 100);
- // Check if out of lives
- if (playerLives <= 0) {
- self.die();
- } else {
- // Just flash screen red briefly
- LK.effects.flashScreen(0xff0000, 200);
- }
- }
- };
self.die = function () {
if (!self.isDead) {
self.isDead = true;
// Stop rotation by tweening to zero
@@ -427,11 +375,8 @@
var spawnDistance = 800;
var nextSpawnX = 2048 + 200;
var difficultyTimer = 0;
var difficultyInterval = 1000;
-var playerLives = 3;
-var invulnerableTime = 0;
-var invulnerableDuration = 60; // 1 second of invulnerability after being hit
// Game elements
var player;
var platforms = [];
var obstacles = [];
@@ -451,10 +396,8 @@
platformY = 2200;
spawnDistance = 800;
nextSpawnX = 2048 + 200;
difficultyTimer = 0;
- playerLives = 3;
- invulnerableTime = 0;
// Clear existing elements
while (platforms.length > 0) {
platforms[0].destroy();
platforms.shift();
@@ -497,17 +440,8 @@
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -250;
scoreTxt.y = 50;
}
- // Create lives counter
- livesTxt = new Text2('Lives: ' + playerLives, {
- size: 60,
- fill: 0xFFFFFF
- });
- livesTxt.anchor.set(0, 0);
- LK.gui.topRight.addChild(livesTxt);
- livesTxt.x = -250;
- livesTxt.y = 180;
if (!highScoreTxt) {
highScoreTxt = new Text2('High Score: ' + highScore, {
size: 40,
fill: 0xAAAAAA
@@ -517,9 +451,9 @@
highScoreTxt.x = -250;
highScoreTxt.y = 120;
}
// Create start instruction
- tapToStartTxt = new Text2('Tap to Start\nTap to Jump\nHold to Slide\nHide in Shadows', {
+ tapToStartTxt = new Text2('Tap to Start\nTap to Jump\nHide in Shadows', {
size: 70,
fill: 0xFFFFFF
});
tapToStartTxt.anchor.set(0.5, 0.5);
@@ -647,12 +581,10 @@
}
}
// Check enemy cube collisions
for (var i = 0; i < enemyCubes.length; i++) {
- if (player.intersects(enemyCubes[i]) && invulnerableTime <= 0) {
- player.hit();
- enemyCubes[i].destroy();
- enemyCubes.splice(i, 1);
+ if (player.intersects(enemyCubes[i])) {
+ player.die();
break;
}
}
// Check shadow interactions
@@ -709,12 +641,8 @@
}
// Main update function
game.update = function () {
if (gameRunning) {
- // Update invulnerability timer
- if (invulnerableTime > 0) {
- invulnerableTime--;
- }
// Update game elements
player.updatePhysics();
// Spawn new elements
spawnElements();
@@ -780,43 +708,13 @@
} else if (!player.isDead) {
player.jump();
}
};
-// No longer need holdTimer and holdStarted variables with swipe detection
+// Sliding functionality has been removed
game.up = function (x, y, obj) {
- // Reset lastX and lastY on up event to make a new swipe detection possible
- if (obj) {
- obj.lastX = null;
- obj.lastY = null;
- }
+ // No sliding functionality
};
game.move = function (x, y, obj) {
- if (gameRunning && !player.isDead) {
- // Track current position for swipe detection
- if (!obj.lastX) {
- obj.lastX = x;
- obj.lastY = y;
- obj.lastMoveTime = LK.ticks;
- } else {
- // Calculate time and distance of swipe
- var deltaX = x - obj.lastX;
- var deltaTime = LK.ticks - obj.lastMoveTime;
- // Detect right swipe (minimum 50px movement to right and fast enough)
- if (deltaX > 50 && deltaTime < 15) {
- // Increased time window for better detection
- // Right swipe detected - faster slide activation
- player.slide();
- // Reset tracking to prevent multiple triggers
- obj.lastX = null;
- obj.lastY = null;
- obj.lastMoveTime = null;
- } else {
- // Update position for continuous tracking
- obj.lastX = x;
- obj.lastY = y;
- obj.lastMoveTime = LK.ticks;
- }
- }
- }
+ // No sliding functionality
};
// Initialize the game
initGame();
\ No newline at end of file
square re cube with 2 eyes and spike teeths inside In-Game asset. 2d. High contrast. No shadows
square white cube with 2 eyes and spike smily teeths inside In-Game asset. 2d. High contrast. No shadows
square yellowgreen cube with 2 eyes and smily face inside In-Game asset. 2d. High contrast. No shadows
background image for sqube darkness game. In-Game asset. 2d. High contrast. No shadows