User prompt
let the player step on the other platforms like before to collect coins in it, it stuck on their edges. and the movement when climbing on ladders is slow so add some speed for that.
User prompt
remove diagonal movement let only vertical or horizontal when holding mouse button.
User prompt
add vertical movment for the player it can't go up to the ladder!
User prompt
let the player climb the ladder when reach it!
User prompt
fix the player after finishing distance of ladder it outs and continue moving till out from the screen! it must step on the terrains when finishing climbing the ladder not to continue going up!.
User prompt
Limit the distance of player movement to be in the terrains or in ladder only so it will not out of it or from the screen, the enemies must not change their area from terrain to another, let 4 enemies only each one in its area and they can't teleport to another terrain, the enemies can move horizontal and add vertical movement tow.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 253
Code edit (1 edits merged)
Please save this source code
User prompt
Platform Climber
Initial prompt
Create a 2D game have 5 terrains platform like 2x2 large by 500x200px and one in the middle of the 4 terrains, add ladders to reach each area by climbing ladders, add coin at the middle of each terrain from above, add player, add 1 enemy in level1, add 'background1' for 'level1'.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
// Gentle floating animation
self.floatOffset = 0;
self.originalY = 0;
self.update = function () {
if (!self.collected) {
self.floatOffset += 0.1;
self.y = self.originalY + Math.sin(self.floatOffset) * 5;
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 1.5;
self.direction = 1;
self.verticalSpeed = 1;
self.verticalDirection = 1;
self.platformBounds = {
left: 0,
right: 500,
top: 0,
bottom: 0
};
self.assignedPlatform = 0;
self.update = function () {
// Horizontal movement
self.x += self.speed * self.direction;
// Bounce off platform edges horizontally
if (self.x <= self.platformBounds.left || self.x >= self.platformBounds.right) {
self.direction *= -1;
}
// Vertical movement within platform area
self.y += self.verticalSpeed * self.verticalDirection;
// Bounce off platform edges vertically
if (self.y <= self.platformBounds.top || self.y >= self.platformBounds.bottom) {
self.verticalDirection *= -1;
}
};
return self;
});
var Ladder = Container.expand(function () {
var self = Container.call(this);
var ladderGraphics = self.attachAsset('ladder', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 4;
self.climbSpeed = 3;
self.isClimbing = false;
self.currentPlatform = null;
self.targetY = 0;
self.update = function () {
// Handle climbing movement
if (self.isClimbing) {
if (Math.abs(self.y - self.targetY) > 2) {
if (self.y > self.targetY) {
self.y -= self.climbSpeed;
} else {
self.y += self.climbSpeed;
}
} else {
// Snap exactly to target platform position
self.y = self.targetY;
self.isClimbing = false;
// Clear any movement flags to prevent continued movement
moveUp = false;
moveDown = false;
}
} else {
// Check if player is at a ladder and should start climbing
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
if (Math.abs(self.x - ladder.x) < 50 && Math.abs(self.y - ladder.y) < 100) {
// Player is at a ladder, determine which direction to climb
var targetPlatformIndex = -1;
var closestDistance = Infinity;
// Find closest platform that's connected by this ladder
for (var j = 0; j < platforms.length; j++) {
if (Math.abs(platforms[j].x - ladder.x) < 100 && platforms[j].y !== self.y) {
var distance = Math.abs(platforms[j].y - self.y);
if (distance < closestDistance) {
closestDistance = distance;
targetPlatformIndex = j;
}
}
}
if (targetPlatformIndex !== -1) {
self.isClimbing = true;
self.x = ladder.x; // Snap to ladder
self.targetY = platforms[targetPlatformIndex].y;
self.currentPlatform = targetPlatformIndex;
break;
}
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state variables
var currentLevel = 1;
var coinsCollected = 0;
var totalCoins = 5;
var platforms = [];
var ladders = [];
var coins = [];
var enemies = [];
var player;
// Platform positions (central hub + 4 outer platforms in 2x2 grid)
var platformPositions = [{
x: 1024,
y: 1366
},
// Center platform
{
x: 524,
y: 1066
},
// Top-left
{
x: 1524,
y: 1066
},
// Top-right
{
x: 524,
y: 1666
},
// Bottom-left
{
x: 1524,
y: 1666
} // Bottom-right
];
// Add background
var background = game.attachAsset('background1', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
// Create platforms
for (var i = 0; i < platformPositions.length; i++) {
var platform = new Platform();
platform.x = platformPositions[i].x;
platform.y = platformPositions[i].y;
platforms.push(platform);
game.addChild(platform);
}
// Create ladders connecting platforms
var ladderConnections = [{
from: 0,
to: 1
},
// Center to top-left
{
from: 0,
to: 2
},
// Center to top-right
{
from: 0,
to: 3
},
// Center to bottom-left
{
from: 0,
to: 4
} // Center to bottom-right
];
for (var i = 0; i < ladderConnections.length; i++) {
var connection = ladderConnections[i];
var fromPlatform = platforms[connection.from];
var toPlatform = platforms[connection.to];
var ladder = new Ladder();
ladder.x = (fromPlatform.x + toPlatform.x) / 2;
ladder.y = (fromPlatform.y + toPlatform.y) / 2;
ladders.push(ladder);
game.addChild(ladder);
}
// Create coins on each platform
for (var i = 0; i < platforms.length; i++) {
var coin = new Coin();
coin.x = platforms[i].x;
coin.y = platforms[i].y - 50;
coin.originalY = coin.y;
coins.push(coin);
game.addChild(coin);
}
// Create player
player = new Player();
player.x = platforms[0].x; // Start on center platform
player.y = platforms[0].y;
player.currentPlatform = 0;
game.addChild(player);
// Create enemies based on level
function spawnEnemies() {
// Clear existing enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].destroy();
}
enemies = [];
// Spawn exactly 4 enemies, one on each outer platform (excluding center platform at index 0)
for (var i = 1; i < platforms.length; i++) {
var enemy = new Enemy();
enemy.x = platforms[i].x;
enemy.y = platforms[i].y;
enemy.assignedPlatform = i;
// Set platform boundaries to keep enemy confined to its platform
enemy.platformBounds.left = platforms[i].x - 250;
enemy.platformBounds.right = platforms[i].x + 250;
enemy.platformBounds.top = platforms[i].y - 100;
enemy.platformBounds.bottom = platforms[i].y + 50;
enemies.push(enemy);
game.addChild(enemy);
}
}
// Initial enemy spawn
spawnEnemies();
// Score display
var scoreText = new Text2('Coins: 0/' + totalCoins, {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Level display
var levelText = new Text2('Level: ' + currentLevel, {
size: 50,
fill: 0xFFFFFF
});
levelText.anchor.set(1, 0);
LK.gui.topRight.addChild(levelText);
// Movement controls
var moveLeft = false;
var moveRight = false;
var moveUp = false;
var moveDown = false;
// Touch controls
game.down = function (x, y, obj) {
// Use the x, y parameters directly as they are already in game coordinates
var gamePos = {
x: x,
y: y
};
// Calculate distances for both horizontal and vertical movement
var horizontalDistance = Math.abs(gamePos.x - player.x);
var verticalDistance = Math.abs(gamePos.y - player.y);
// Reset all movement flags first
moveLeft = false;
moveRight = false;
moveUp = false;
moveDown = false;
// Check for ladder climbing first - if near ladder, only allow vertical movement
var nearLadder = false;
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
if (Math.abs(gamePos.x - ladder.x) < 80 && Math.abs(gamePos.y - ladder.y) < 100) {
nearLadder = true;
// Only vertical movement when near ladder
if (gamePos.y < player.y - 50) {
moveUp = true;
} else if (gamePos.y > player.y + 50) {
moveDown = true;
}
break;
}
}
// If not near ladder, prioritize the larger distance (horizontal vs vertical)
if (!nearLadder) {
if (horizontalDistance > verticalDistance) {
// Horizontal movement takes priority
if (gamePos.x < player.x - 50) {
moveLeft = true;
} else if (gamePos.x > player.x + 50) {
moveRight = true;
}
} else {
// Vertical movement takes priority
if (gamePos.y < player.y - 50) {
moveUp = true;
} else if (gamePos.y > player.y + 50) {
moveDown = true;
}
}
}
};
game.up = function (x, y, obj) {
moveLeft = false;
moveRight = false;
moveUp = false;
moveDown = false;
};
// Game update loop
game.update = function () {
// Handle player movement
if (!player.isClimbing) {
if (moveLeft) {
player.x -= player.speed;
}
if (moveRight) {
player.x += player.speed;
}
if (moveUp) {
player.y -= player.speed;
}
if (moveDown) {
player.y += player.speed;
}
// Keep player on current platform and within screen bounds
if (player.currentPlatform !== null) {
var currentPlatform = platforms[player.currentPlatform];
player.x = Math.max(currentPlatform.x - 250, Math.min(currentPlatform.x + 250, player.x));
}
// Keep player within screen bounds
player.x = Math.max(20, Math.min(2028, player.x));
player.y = Math.max(100, Math.min(2632, player.y));
// Additional check: if player is climbing and goes out of bounds, stop climbing
if (player.isClimbing && (player.y <= 100 || player.y >= 2632)) {
player.isClimbing = false;
moveUp = false;
moveDown = false;
// Snap to nearest platform
var nearestPlatform = platforms[0];
var nearestDistance = Math.abs(player.y - nearestPlatform.y);
for (var i = 1; i < platforms.length; i++) {
var distance = Math.abs(player.y - platforms[i].y);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestPlatform = platforms[i];
player.currentPlatform = i;
}
}
player.y = nearestPlatform.y;
}
// Check for ladder climbing
if (moveUp || moveDown) {
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
if (Math.abs(player.x - ladder.x) < 40) {
player.isClimbing = true;
player.x = ladder.x; // Snap to ladder
// Find target platform
var targetPlatformIndex = -1;
if (moveUp) {
// Find platform above
for (var j = 0; j < platforms.length; j++) {
if (platforms[j].y < player.y && Math.abs(platforms[j].x - ladder.x) < 100) {
targetPlatformIndex = j;
break;
}
}
} else if (moveDown) {
// Find platform below
for (var j = 0; j < platforms.length; j++) {
if (platforms[j].y > player.y && Math.abs(platforms[j].x - ladder.x) < 100) {
targetPlatformIndex = j;
break;
}
}
}
if (targetPlatformIndex !== -1) {
player.targetY = platforms[targetPlatformIndex].y;
player.currentPlatform = targetPlatformIndex;
} else {
// No valid platform found, stop climbing
player.isClimbing = false;
moveUp = false;
moveDown = false;
}
break;
}
}
}
}
// Check coin collection
for (var i = 0; i < coins.length; i++) {
var coin = coins[i];
if (!coin.collected && player.intersects(coin)) {
coin.collected = true;
coin.alpha = 0;
coinsCollected++;
LK.setScore(coinsCollected);
scoreText.setText('Coins: ' + coinsCollected + '/' + totalCoins);
LK.getSound('coinCollect').play();
// Check win condition
if (coinsCollected >= totalCoins) {
LK.showYouWin();
}
}
}
// Check enemy collisions
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (player.intersects(enemy)) {
LK.getSound('enemyHit').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
}
}
// Level progression (spawn more enemies every 30 seconds)
if (LK.ticks % (60 * 30) === 0 && coinsCollected < totalCoins) {
currentLevel++;
levelText.setText('Level: ' + currentLevel);
spawnEnemies();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -288,36 +288,49 @@
var gamePos = {
x: x,
y: y
};
- // Determine movement direction based on touch position relative to player
- if (gamePos.x < player.x - 50) {
- moveLeft = true;
- } else if (gamePos.x > player.x + 50) {
- moveRight = true;
- }
- // Check for vertical movement
- if (gamePos.y < player.y - 50) {
- moveUp = true;
- } else if (gamePos.y > player.y + 50) {
- moveDown = true;
- }
- // Check for ladder climbing - override vertical movement if near ladder
+ // Calculate distances for both horizontal and vertical movement
+ var horizontalDistance = Math.abs(gamePos.x - player.x);
+ var verticalDistance = Math.abs(gamePos.y - player.y);
+ // Reset all movement flags first
+ moveLeft = false;
+ moveRight = false;
+ moveUp = false;
+ moveDown = false;
+ // Check for ladder climbing first - if near ladder, only allow vertical movement
+ var nearLadder = false;
for (var i = 0; i < ladders.length; i++) {
var ladder = ladders[i];
if (Math.abs(gamePos.x - ladder.x) < 80 && Math.abs(gamePos.y - ladder.y) < 100) {
- // Reset regular movement flags when near ladder
- moveUp = false;
- moveDown = false;
- // Determine climb direction
- if (gamePos.y < player.y) {
+ nearLadder = true;
+ // Only vertical movement when near ladder
+ if (gamePos.y < player.y - 50) {
moveUp = true;
- } else {
+ } else if (gamePos.y > player.y + 50) {
moveDown = true;
}
break;
}
}
+ // If not near ladder, prioritize the larger distance (horizontal vs vertical)
+ if (!nearLadder) {
+ if (horizontalDistance > verticalDistance) {
+ // Horizontal movement takes priority
+ if (gamePos.x < player.x - 50) {
+ moveLeft = true;
+ } else if (gamePos.x > player.x + 50) {
+ moveRight = true;
+ }
+ } else {
+ // Vertical movement takes priority
+ if (gamePos.y < player.y - 50) {
+ moveUp = true;
+ } else if (gamePos.y > player.y + 50) {
+ moveDown = true;
+ }
+ }
+ }
};
game.up = function (x, y, obj) {
moveLeft = false;
moveRight = false;
coin, hd colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Scary blue background of forest, moon, small owl on tree, HD colors. In-Game asset. 2d. High contrast. No shadows
Scary graveyard with different things around it scary things spiders, web spider, skulls, swords, grass, trees.. In-Game asset. 2d. High contrast. No shadows
Scary wallpaper without characters, with all colors, HD colors. In-Game asset. 3d. High contrast. No shadows