Code edit (5 edits merged)
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change speed to 12
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chose a different sound for the blocks from the list of tracks and if you can create a match with sounds to work well with game music βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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more speed
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add more speed
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add some speed for the respawning blocks
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Add gamemusic1
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fix the sounds or the tween plugin to make the sounds playing very good! βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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add orangesound1 for terrainblockorange. add yellowsound1 for terrainblockyellow. add greensound1 for terrainblockgreen. add bluesound1 for terrainblockblue. add purplesound1 for terrainblockindigo. add pinksound1 for terrainblockviolet.
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add redsound1 for terrainblockred
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Don't change the color of the player let it brown transparent
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let the player can collect any color
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let the player can change the color of any respawning color but start from the first respawned one
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player change randomly to the respawning colors
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fix it!
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if any color is next so the player must change to that color
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the player not changing for other colors like yellow,blue,pink,orange,purple,green!
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Add the 7 colors to the player list of changing colors to change to it.
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change the player color to the first respawning color and when i match it change to the next respawned color so on..
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change the colors auto not by click
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the player didn't change same like the blocks colors!
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if the respawning color is blue change player to blue if green change to green etc..
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change the player colors to the respawning colors not just red!
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change to next color when i match
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var PlayerCharacter = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('playerCharacter', { anchorX: 0.5, anchorY: 0.5 }); // Set brown transparent color characterGraphics.alpha = 0.7; return self; }); //Storage library which should be used for persistent game data // var storage = LK.import('@upit/storage.v1'); //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); //Classes can only be defined here. You cannot create inline classes in the games code. var TerrainBlock = Container.expand(function (color, speed, noteId) { var self = Container.call(this); self.color = color; self.speed = speed; self.noteId = noteId; var blockGraphics = self.attachAsset('terrainBlock' + self.color, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //Note game dimensions are 2048x2732 /* Supported Types: 1. Shape: - Simple geometric figures with these properties: * width: (required) pixel width of the shape. * height: (required) pixel height of the shape. * color: (required) color of the shape. * shape: (required) type of shape. Valid options: 'box', 'ellipse'. 2. Image: - Imported images with these properties: * width: (required) pixel resolution width. * height: (required) pixel resolution height. * id: (required) identifier for the image. * flipX: (optional) horizontal flip. Valid values: 0 (no flip), 1 (flip). * flipY: (optional) vertical flip. Valid values: 0 (no flip), 1 (flip). * orientation: (optional) rotation in multiples of 90 degrees, clockwise. Valid values: - 0: No rotation. - 1: Rotate 90 degrees. - 2: Rotate 180 degrees. - 3: Rotate 270 degrees. Note: Width and height remain unchanged upon flipping. 3. Sound: - Sound effects with these properties: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. 4. Music: - In contract to sound effects, only one music can be played at a time - Music is using the same API to initilize just like sound. - Music loops by default - Music with these config options: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. * start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping * end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping */ // Assets are automatically created and loaded either dynamically during gameplay // or via static code analysis based on their usage in the code. // Initialize assets used in this game. Scale them according to what is needed for the game. //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) //Only include the plugins you need to create the game. //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. var terrainBlocks = []; var playerCharacter = null; var scoreTxt = null; var spawnInterval = 400; // Milliseconds between block spawns var lastSpawnTime = 0; var terrainSpeed = 12; // Mapping colors to hex and sound IDs var colorMap = { 'Red': '#FF0000', 'Orange': '#FFA500', 'Yellow': '#FFFF00', 'Green': '#008000', 'Blue': '#0000FF', 'Indigo': '#4B0082', 'Violet': '#EE82EE' }; // Play background music LK.playMusic('Gamemusic1'); var colorNoteMap = { 'Red': 'noteC', 'Orange': 'noteD', 'Yellow': 'noteE', 'Green': 'noteF', 'Blue': 'noteG', 'Indigo': 'noteA', 'Violet': 'noteB' }; game.setBackgroundColor(0x000000); // Change background color to black scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); playerCharacter = new PlayerCharacter(); // Position player character near the bottom center playerCharacter.x = 2048 / 2; playerCharacter.y = 2732 - playerCharacter.height - 100; // Offset from bottom game.addChild(playerCharacter); // The player character color will be set when the first block spawns. var dragNode = null; // Keep track of the element being dragged // Handle touch down on the game area game.down = function (x, y, obj) { // Check if the touch is on the player character dragNode = playerCharacter; }; // Handle touch move on the game area game.move = function (x, y, obj) { // Move the player character horizontally based on the cursor's x position, // ensuring it stays within the horizontal bounds of the screen. playerCharacter.x = Math.max(playerCharacter.width / 2, Math.min(2048 - playerCharacter.width / 2, x)); }; // Handle touch up on the game area game.up = function (x, y, obj) { dragNode = null; // Stop dragging }; game.update = function () { var currentTime = Date.now(); // Spawn new terrain blocks if (currentTime - lastSpawnTime > spawnInterval) { var colors = Object.keys(colorMap); var randomColor = colors[Math.floor(Math.random() * colors.length)]; var noteId = colorNoteMap[randomColor]; var newBlock = new TerrainBlock(randomColor, terrainSpeed, noteId); // Position block randomly at the top within game width newBlock.x = Math.random() * (2048 - newBlock.width) + newBlock.width / 2; newBlock.y = -newBlock.height; // Start above the screen terrainBlocks.push(newBlock); game.addChild(newBlock); lastSpawnTime = currentTime; // Gradually increase game speed / difficulty // spawnInterval = Math.max(500, spawnInterval - 1); // terrainSpeed = Math.min(15, terrainSpeed + 0.05); } // Update and check collisions for terrain blocks // Update and check collisions for terrain blocks for (var i = terrainBlocks.length - 1; i >= 0; i--) { var block = terrainBlocks[i]; if (block.lastY === undefined) block.lastY = block.y; // Check if block is off-screen if (block.lastY < 2732 + block.height && block.y >= 2732 + block.height) { // Missed block - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; // Exit loop as game is over } // Check for intersection with player character var currentIntersecting = block.intersects(playerCharacter); if (currentIntersecting) { // Collect any color block LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); // Add visual feedback with scale animation on player tween(playerCharacter, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(playerCharacter, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Flash effect on collected block tween(block, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut }); // Play specific sound based on block color with smooth volume fade var sound = null; if (block.color === 'Red') { sound = LK.getSound('redsound1'); } else if (block.color === 'Orange') { sound = LK.getSound('orangesound1'); } else if (block.color === 'Yellow') { sound = LK.getSound('yellowsound1'); } else if (block.color === 'Green') { sound = LK.getSound('greensound1'); } else if (block.color === 'Blue') { sound = LK.getSound('bluesound1'); } else if (block.color === 'Indigo') { sound = LK.getSound('purplesound1'); } else if (block.color === 'Violet') { sound = LK.getSound('pinksound1'); } if (sound) { // Set initial volume to 0 for fade-in effect sound.volume = 0; sound.play(); // Tween volume from 0 to 1 over 200ms for smooth fade-in tween(sound, { volume: 1 }, { duration: 200, easing: tween.easeOut }); } block.destroy(); terrainBlocks.splice(i, 1); } block.lastY = block.y; } };
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--- original.js
+++ change.js
@@ -90,11 +90,11 @@
//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
var terrainBlocks = [];
var playerCharacter = null;
var scoreTxt = null;
-var spawnInterval = 600; // Milliseconds between block spawns
+var spawnInterval = 400; // Milliseconds between block spawns
var lastSpawnTime = 0;
-var terrainSpeed = 8;
+var terrainSpeed = 12;
// Mapping colors to hex and sound IDs
var colorMap = {
'Red': '#FF0000',
'Orange': '#FFA500',