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;
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Scary wallpaper without characters, with all colors, HD colors. In-Game asset. 3d. High contrast. No shadows