User prompt
Create a introduction with a play button if the player taps the play button the play button sends the player to the first level
User prompt
Please fix the bug: 'ReferenceError: idleStartTime is not defined' in or related to this line: 'if (currentTime - idleStartTime > 5000) {' Line Number: 675
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If the player swipe at anywhere the player gets a point if the player stands more than 5 seconds the player gets 1 million points ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Delete the fact I said if the player swipe left the player goes left same thing with right
User prompt
Make grass on the bottom big
User prompt
When the player touch the ground the ground got deleted
User prompt
When the player goes on the ground and glitches back to the platform
User prompt
This is a mobile game so if the player go on the ground a glitch back give the Player points
User prompt
The ground can't kill the player the player only allowed to go up and down
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The player not allowed on the ground the players only allowed on the platform
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The player not allowed to give off of the platform
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The player stays on the platform if the player swipes up the player goes up same thing with down
User prompt
If the player swipes up and left the player goes up and left same thing with up and right down and up down and right down and left
User prompt
Make the help button a shape of a rectangle
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Add a enemy in level 3 the monster asset is at one of the platforms
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Move the help button to the bottom of each level
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In level one it has a new asset called help button if the player taps the help button it gives the player instructions how to play the game in level 2 it has a help button if the player taps the help button it goes the player the rules of the game same thing with level 3
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At level 3 level 3 has 800 Stars we have to collect them all if player swipes left the player gets 100 Stars if the player swipes right the player gets 700 Stars
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText('Level: ' + currentLevel + ' - Stars: ' + starCount + '/' + maxStars);' Line Number: 406
User prompt
Add a second level
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Create a monster asset that's supposed to stop the player
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If I swipe up I get three stars but if I swipe down I get all of the stars and I go to the next level
User prompt
Add the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add the sprunkis
User prompt
Sprunki: The Bouncy Adventure
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Goal = Container.expand(function () { var self = Container.call(this); var goalGraphics = self.attachAsset('goal', { anchorX: 0.5, anchorY: 1.0 }); self.lastWasIntersecting = false; self.update = function () { // Waving flag animation goalGraphics.rotation = Math.sin(LK.ticks / 20) * 0.1; }; return self; }); var Hazard = Container.expand(function () { var self = Container.call(this); var hazardGraphics = self.attachAsset('hazard', { anchorX: 0.5, anchorY: 0.5 }); self.lastWasIntersecting = false; return self; }); // Set game background var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.0 }); self.checkCollision = function (sprunki) { if (!sprunki.compressed && sprunki.vy > 0) { // Only check collisions when Sprunki is falling var lastWasAbove = sprunki.lastY + 100 <= self.y; var nowBelow = sprunki.y + 100 > self.y; var horizontalOverlap = Math.abs(sprunki.x - self.x) < platformGraphics.width / 2 + 50; if (lastWasAbove && nowBelow && horizontalOverlap) { sprunki.y = self.y - 100; sprunki.vy *= -self.bounce; sprunki.grounded = true; LK.getSound('bounce').play(); return true; } } return false; }; return self; }); var Sprunki = Container.expand(function () { var self = Container.call(this); // Create spring character var springGraphics = self.attachAsset('spring', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.vx = 0; self.vy = 0; self.gravity = 0.5; self.bounce = 0.7; self.grounded = false; self.compressed = false; self.compressHeight = 0; self.maxCompressHeight = 80; self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; // Swipe detection self.swipeStartY = 0; self.swipeDirection = null; // Switch to compressed spring self.compress = function () { if (self.compressed) return; self.compressed = true; self.removeChild(springGraphics); springGraphics = self.attachAsset('spring_compressed', { anchorX: 0.5, anchorY: 0.5 }); // Animate the compression tween(self.scale, { x: 1.4, y: 0.7 }, { duration: 200, easing: tween.easeOut }); }; // Switch back to normal spring and launch self.release = function () { if (!self.compressed) return; // Calculate launch velocity based on compression time var launchPower = 10 + self.compressHeight / 10; self.compressed = false; self.removeChild(springGraphics); springGraphics = self.attachAsset('spring', { anchorX: 0.5, anchorY: 0.5 }); // Add upward velocity based on compression time self.vy = -launchPower; // Add slight horizontal movement self.vx = Math.random() * 10 - 5; // Animate the spring stretching effect tween(self.scale, { x: 0.7, y: 1.4 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Return to normal scale tween(self.scale, { x: 1, y: 1 }, { duration: 200, easing: tween.easeInOut }); } }); // Play bounce sound LK.getSound('bounce').play(); // Reset compression height self.compressHeight = 0; }; // Apply physics and check collisions self.update = function () { // Store last position for collision detection self.lastX = self.x; self.lastY = self.y; if (!self.compressed) { // Apply gravity and movement self.vy += self.gravity; self.x += self.vx; self.y += self.vy; // Screen boundaries if (self.x < 50) { self.x = 50; self.vx *= -0.5; } else if (self.x > 2048 - 50) { self.x = 2048 - 50; self.vx *= -0.5; } // Bottom boundary with bounce if (self.y > 2732 - 50) { self.y = 2732 - 50; self.vy *= -self.bounce; self.grounded = true; LK.getSound('bounce').play(); } else { self.grounded = false; } // Dampen horizontal movement self.vx *= 0.98; } }; // User input handlers self.down = function (x, y, obj) { if (self.grounded) { self.compress(); self.compressHeight = 0; } // Track start position for swipe detection self.swipeStartY = y; self.swipeDirection = null; }; self.up = function (x, y, obj) { if (self.compressed) { self.release(); } // Calculate swipe distance and direction var swipeDist = y - self.swipeStartY; if (Math.abs(swipeDist) > 50) { // Swipe detected (more than 50px distance) if (swipeDist < 0) { // Swipe up - collect 3 stars collectStarsBySwipe(3); } else { // Swipe down - collect all stars and go to next level collectStarsBySwipe(100); // A large number to ensure all stars are collected LK.showYouWin(); // Go to next level } } }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.lastWasIntersecting = false; self.update = function () { // Rotate star for visual effect starGraphics.rotation += 0.02; // Floating animation self.y += Math.sin(LK.ticks / 20) * 0.5; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Set game background game.setBackgroundColor(0x87CEEB); // Sky blue background // Create Sprunki instance var sprunki = new Sprunki(); sprunki.x = 200; sprunki.y = 200; game.addChild(sprunki); // Create game elements // Create platforms var platforms = []; function createPlatform(x, y) { var platform = new Platform(); platform.x = x; platform.y = y; platforms.push(platform); game.addChild(platform); return platform; } // Create hazards var hazards = []; function createHazard(x, y) { var hazard = new Hazard(); hazard.x = x; hazard.y = y; hazards.push(hazard); game.addChild(hazard); return hazard; } // Create stars var stars = []; function createStar(x, y) { var star = new Star(); star.x = x; star.y = y; stars.push(star); game.addChild(star); return star; } // Create level createPlatform(500, 800); createPlatform(1200, 1000); createPlatform(800, 1400); createPlatform(400, 1800); createPlatform(1400, 1600); createPlatform(1000, 2200); createPlatform(600, 2500); createStar(500, 700); createStar(1200, 900); createStar(800, 1300); createStar(400, 1700); createStar(1400, 1500); createHazard(700, 1200); createHazard(1100, 1800); createHazard(500, 2400); // Create goal var goal = new Goal(); goal.x = 600; goal.y = 2500; game.addChild(goal); // Create score display var starCount = 0; var maxStars = stars.length; var scoreTxt = new Text2('Stars: ' + starCount + '/' + maxStars, { size: 70, fill: 0xFFFFFF }); // Function to collect stars by swipe function collectStarsBySwipe(count) { var collected = 0; for (var i = 0; i < stars.length && collected < count; i++) { if (!stars[i].collected) { stars[i].collected = true; stars[i].visible = false; starCount++; LK.getSound('collect').play(); LK.setScore(LK.getScore() + 100); collected++; } } scoreTxt.setText('Stars: ' + starCount + '/' + maxStars); } scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle user interaction game.down = function (x, y, obj) { sprunki.down(x, y, obj); }; game.up = function (x, y, obj) { sprunki.up(x, y, obj); }; // Compress indicator game.move = function (x, y, obj) { if (sprunki.compressed) { sprunki.compressHeight = Math.min(sprunki.compressHeight + 2, sprunki.maxCompressHeight); // Visual feedback for compression var compressionScale = 1 + sprunki.compressHeight / 200; sprunki.scale.set(compressionScale, 1 / compressionScale); } }; // Main game loop game.update = function () { // Update Sprunki sprunki.update(); // Update game elements for (var i = 0; i < stars.length; i++) { if (!stars[i].collected) { stars[i].update(); // Check star collection if (!stars[i].lastWasIntersecting && sprunki.intersects(stars[i])) { stars[i].collected = true; stars[i].visible = false; starCount++; scoreTxt.setText('Stars: ' + starCount + '/' + maxStars); LK.getSound('collect').play(); LK.setScore(LK.getScore() + 100); } stars[i].lastWasIntersecting = sprunki.intersects(stars[i]); } } // Update goal goal.update(); // Check if reached goal if (!goal.lastWasIntersecting && sprunki.intersects(goal)) { // Level complete! LK.showYouWin(); } goal.lastWasIntersecting = sprunki.intersects(goal); // Check platform collisions for (var i = 0; i < platforms.length; i++) { platforms[i].checkCollision(sprunki); } // Check hazard collisions for (var i = 0; i < hazards.length; i++) { if (!hazards[i].lastWasIntersecting && sprunki.intersects(hazards[i])) { // Game over when hitting hazard LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } hazards[i].lastWasIntersecting = sprunki.intersects(hazards[i]); } // Check if Sprunki fell off the bottom of the screen if (sprunki.y > 2732 + 200) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } // Visual feedback for compression if (sprunki.compressed) { var scale = 1 + sprunki.compressHeight / 200; sprunki.scale.set(scale, 1 / scale); } else { sprunki.scale.set(1, 1); } };
===================================================================
--- original.js
+++ change.js
@@ -71,8 +71,11 @@
self.maxCompressHeight = 80;
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
+ // Swipe detection
+ self.swipeStartY = 0;
+ self.swipeDirection = null;
// Switch to compressed spring
self.compress = function () {
if (self.compressed) return;
self.compressed = true;
@@ -164,13 +167,29 @@
if (self.grounded) {
self.compress();
self.compressHeight = 0;
}
+ // Track start position for swipe detection
+ self.swipeStartY = y;
+ self.swipeDirection = null;
};
self.up = function (x, y, obj) {
if (self.compressed) {
self.release();
}
+ // Calculate swipe distance and direction
+ var swipeDist = y - self.swipeStartY;
+ if (Math.abs(swipeDist) > 50) {
+ // Swipe detected (more than 50px distance)
+ if (swipeDist < 0) {
+ // Swipe up - collect 3 stars
+ collectStarsBySwipe(3);
+ } else {
+ // Swipe down - collect all stars and go to next level
+ collectStarsBySwipe(100); // A large number to ensure all stars are collected
+ LK.showYouWin(); // Go to next level
+ }
+ }
};
return self;
});
var Star = Container.expand(function () {
@@ -203,16 +222,12 @@
// Set game background
game.setBackgroundColor(0x87CEEB); // Sky blue background
// Create Sprunki instance
var sprunki = new Sprunki();
-sprunki.x = 400;
-sprunki.y = 500;
-game.addChild(sprunki);
-// Create game elements
-var sprunki = new Sprunki();
sprunki.x = 200;
sprunki.y = 200;
game.addChild(sprunki);
+// Create game elements
// Create platforms
var platforms = [];
function createPlatform(x, y) {
var platform = new Platform();
@@ -269,8 +284,23 @@
var scoreTxt = new Text2('Stars: ' + starCount + '/' + maxStars, {
size: 70,
fill: 0xFFFFFF
});
+// Function to collect stars by swipe
+function collectStarsBySwipe(count) {
+ var collected = 0;
+ for (var i = 0; i < stars.length && collected < count; i++) {
+ if (!stars[i].collected) {
+ stars[i].collected = true;
+ stars[i].visible = false;
+ starCount++;
+ LK.getSound('collect').play();
+ LK.setScore(LK.getScore() + 100);
+ collected++;
+ }
+ }
+ scoreTxt.setText('Stars: ' + starCount + '/' + maxStars);
+}
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle user interaction
game.down = function (x, y, obj) {
Star. In-Game asset. High contrast. No shadows
Monster. In-Game asset. High contrast. No shadows
Gray sprunki . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Mad gray and dark grey sprunki . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Cute Cube . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat