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remove old player mmechanic and add this Swipe up to jump,\ndown to dive
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Swipe up to jump,\ndown to dive
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Fix player jump mechanics by ensuring the player returns to the default position after jumping
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player jump mechanics not working
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make the player jump when swipe or click
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Add player jump mechanics on swipe up or click
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Handle player jump and duck based on swipe and tap
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Add automatic movement to the right for the player remove this condition
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Add player automatic movement to the right ✅ Handle player jump and duck based on swipe and tap ✅ Ensure player stands up after swipe down ends ✅ Update player and obstacle positions and check for collisions make sure these mechanics working
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Please fix the bug: 'TypeError: player.update is not a function' in or related to this line: 'player.update();' Line Number: 299
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The player moves automatically to the right. Jump (Tap or Swipe Up): Tap anywhere on the screen to make the player jump. (Optional) Swipe up for a higher jump. Duck (Swipe Down): If the player swipes down, they should duck to avoid obstacles. When the swipe ends, the player returns to normal. Obstacles & Steps: Steps, rolling barrels, fire pits, and moving cars should still appear dynamically. Collision & Game Over: If the player hits an obstacle, the game should end.
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Add player jump functionality on click or swipe to jump over obstacles ✅ Ensure player jumps over obstacles when clicking or swiping\
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change player jump functionality to click or swipe when click or jump player should jump above the obstacles that coming further
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make the player jump functionality on click or swipe
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make the palyer jump while clickor swipe
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'type')' in or related to this line: 'if (obj.event.type === 'swipe' && obj.event.direction === 'up') {' Line Number: 202
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✅ Implement player jump functionality when swipe
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make the player jump;
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Please fix the bug: 'ReferenceError: storage is not defined' in or related to this line: 'var highScore = storage.highScore || 0;' Line Number: 248 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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clear all the errors
Code edit (1 edits merged)
Please save this source code
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Skateboard Dash FRVR
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Game Title: Skateboard Dash FRVR Game Description: Get ready for an adrenaline-pumping ride in Skateboard Dash FRVR! Navigate through a fast-moving road filled with steps, rolling barrels, fire pits, and moving cars. Jump over obstacles, duck under barriers, and test your reflexes in this endless skateboarding challenge! How far can you go without crashing? Features: 🛹 Fast-paced skateboard action 🔥 Dynamic obstacles & thrilling challenges 🎮 Easy-to-learn jump & duck controls 🏆 Endless gameplay – push your high score!
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Obstacle = Container.expand(function (type) { var self = Container.call(this); var obstacleGraphics; self.type = type || 'step'; self.speed = 0; if (self.type === 'step') { obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); } else if (self.type === 'barrier') { obstacleGraphics = self.attachAsset('barrier', { anchorX: 0.5, anchorY: 1.0 }); } else if (self.type === 'firePit') { obstacleGraphics = self.attachAsset('firePit', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'car') { obstacleGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 1.0 }); } self.update = function () { self.x -= self.speed; }; self.getCollisionBounds = function () { return { x: self.x - obstacleGraphics.width / 2, y: self.y - obstacleGraphics.height, width: obstacleGraphics.width, height: obstacleGraphics.height }; }; self.isLowObstacle = function () { return self.type === 'step' || self.type === 'firePit'; }; self.isHighObstacle = function () { return self.type === 'barrier'; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.isJumping = false; self.isDucking = false; self.defaultHeight = playerGraphics.height; self.defaultY = 0; self.jump = function () { if (!self.isJumping && !self.isDucking) { self.isJumping = true; LK.getSound('jump').play(); // Jump animation tween(self, { y: self.defaultY - 300 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Fall down animation tween(self, { y: self.defaultY }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { self.isJumping = false; } }); } }); } }; self.duck = function () { if (!self.isJumping && !self.isDucking) { self.isDucking = true; playerGraphics.height = self.defaultHeight / 2; // Auto stand up after 1 second LK.setTimeout(function () { if (self.isDucking) { playerGraphics.height = self.defaultHeight; self.isDucking = false; } }, 1000); } }; self.standUp = function () { if (self.isDucking) { playerGraphics.height = self.defaultHeight; self.isDucking = false; } }; self.getCollisionBounds = function () { return { x: self.x - playerGraphics.width / 2, y: self.y - playerGraphics.height, width: playerGraphics.width, height: playerGraphics.height }; }; self.update = function () { // Move player to the right automatically }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { self.x += gameSpeed; // Move player to the right automatically self.x -= self.speed; // Reset position when off screen if (self.x < -lineGraphics.width) { self.x = 2048 + lineGraphics.width; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black }); /**** * Game Code ****/ // Game variables var player; var obstacles = []; var roadLines = []; var gameSpeed = 10; var spawnTimer = 0; var minSpawnTime = 60; var maxSpawnTime = 120; var nextSpawnTime = 100; var distance = 0; var isGameOver = false; var shouldSpawnObstacle = true; // Create road var road = game.addChild(LK.getAsset('road', { anchorX: 0.5, anchorY: 0 })); road.x = 2048 / 2; road.y = 2732 - 600; // Create player player = game.addChild(new Player()); player.x = 300; player.y = 2732 - 600; player.defaultY = player.y; // Create road lines for (var i = 0; i < 20; i++) { var roadLine = new RoadLine(); roadLine.x = i * 200; roadLine.y = 2732 - 600 + 300; roadLine.speed = gameSpeed; roadLines.push(roadLine); game.addChild(roadLine); } // Score display var scoreTxt = new Text2('0m', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize player input function handleDown(x, y, obj) { // Jump if swiping up or clicking if (obj.event && (obj.event.type === 'swipe' && obj.event.direction === 'up' || obj.event.type === 'click')) { player.jump(); } else if (obj.event && obj.event.type === 'swipe' && obj.event.direction === 'down') { // Duck if swiping down player.duck(); } } function handleUp(x, y, obj) { // Stand up when releasing swipe down if (player.isDucking) { player.standUp(); } } // Set up input handlers game.down = handleDown; game.up = handleUp; // Check collision between player and obstacle function checkCollision(playerBounds, obstacleBounds) { return !(playerBounds.x + playerBounds.width < obstacleBounds.x || playerBounds.x > obstacleBounds.x + obstacleBounds.width || playerBounds.y + playerBounds.height < obstacleBounds.y || playerBounds.y > obstacleBounds.y + obstacleBounds.height); } // Spawn a new obstacle function spawnObstacle() { if (!shouldSpawnObstacle) { return; } var types = ['step', 'barrier', 'firePit', 'car']; var type = types[Math.floor(Math.random() * types.length)]; var obstacle = new Obstacle(type); obstacle.x = 2048 + 100; obstacle.y = 2732 - 600; // Adjust Y position based on obstacle type if (type === 'firePit') { obstacle.y += 50; } else if (type === 'car') { obstacle.x += Math.random() * 500; // Add some random extra distance for cars } obstacle.speed = gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); // Set next spawn time nextSpawnTime = minSpawnTime + Math.floor(Math.random() * (maxSpawnTime - minSpawnTime)); spawnTimer = 0; } // Handle game over function gameOver() { if (!isGameOver) { isGameOver = true; shouldSpawnObstacle = false; LK.getSound('crash').play(); // Save high score var highScore = storage.highScore || 0; if (distance > highScore) { storage.highScore = distance; } // Show game over screen LK.effects.flashScreen(0xff0000, 500); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } // Update function called each frame game.update = function () { if (isGameOver) { return; } // Increase distance score distance += 1; scoreTxt.setText(Math.floor(distance / 10) + "m"); // Gradually increase game speed if (distance % 500 === 0 && gameSpeed < 25) { gameSpeed += 0.5; // Update road line speed for (var i = 0; i < roadLines.length; i++) { roadLines[i].speed = gameSpeed; } // Update obstacle speed for (var j = 0; j < obstacles.length; j++) { obstacles[j].speed = gameSpeed; } // Decrease spawn time as game progresses if (minSpawnTime > 30) { minSpawnTime -= 2; } if (maxSpawnTime > 60) { maxSpawnTime -= 5; } } // Update road lines for (var i = 0; i < roadLines.length; i++) { roadLines[i].update(); } // Spawn obstacles spawnTimer++; if (spawnTimer >= nextSpawnTime) { spawnObstacle(); } // Update player position player.update(); // Update and check collisions with obstacles for (var j = obstacles.length - 1; j >= 0; j--) { var obstacle = obstacles[j]; obstacle.update(); // Remove obstacles that are off screen if (obstacle.x < -200) { obstacle.destroy(); obstacles.splice(j, 1); continue; } // Check collision var playerBounds = player.getCollisionBounds(); var obstacleBounds = obstacle.getCollisionBounds(); // Only check collision if: // - Player is not jumping AND obstacle is low (step/fire pit) // - Player is not ducking AND obstacle is high (barrier) var collisionDetected = false; if (!player.isJumping && obstacle.isLowObstacle()) { collisionDetected = checkCollision(playerBounds, obstacleBounds); } else if (!player.isDucking && obstacle.isHighObstacle()) { collisionDetected = checkCollision(playerBounds, obstacleBounds); } else if (obstacle.type === 'car') { // Cars always need to be jumped over collisionDetected = checkCollision(playerBounds, obstacleBounds); } if (collisionDetected) { gameOver(); break; } } }; // Start background music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.5, duration: 1000 } });
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--- original.js
+++ change.js
@@ -114,9 +114,8 @@
};
};
self.update = function () {
// Move player to the right automatically
- self.x += gameSpeed;
};
return self;
});
var RoadLine = Container.expand(function () {