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
User prompt
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
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When the player touch the ground the ground got deleted
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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
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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
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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
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Add the sprunkis
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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; }); var HelpButton = Container.expand(function () { var self = Container.call(this); // Create rectangular button using a shape var buttonGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); // Change color to blue for help button buttonGraphics.tint = 0x0000FF; // Make it smaller buttonGraphics.width = 100; buttonGraphics.height = 60; // Add question mark text var questionMark = new Text2('?', { size: 50, fill: 0xFFFFFF }); questionMark.anchor.set(0.5, 0.5); self.addChild(questionMark); // Instructions text based on level self.instructions = ""; // Event handler for tap self.down = function (x, y, obj) { showInstructions(self.instructions); }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); // Create monster graphics var monsterGraphics = self.attachAsset('hazard', { anchorX: 0.5, anchorY: 0.5 }); // Make it bigger to look more like a monster monsterGraphics.scale.set(2, 2); // Movement properties self.speed = 2; self.direction = 1; // 1 = right, -1 = left self.moveRange = 300; self.startX = 0; self.lastWasIntersecting = false; // Update monster movement self.update = function () { // Move back and forth self.x += self.speed * self.direction; // Change direction at range limits if (Math.abs(self.x - self.startX) > self.moveRange) { self.direction *= -1; } // Visual effect based on direction monsterGraphics.scale.x = 2 * self.direction; }; 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.swipeStartX = x; // Track X position for horizontal swipes self.swipeDirection = null; }; self.up = function (x, y, obj) { if (self.compressed) { self.release(); } // Calculate swipe distance and direction var swipeDist = y - self.swipeStartY; var swipeHorizontal = x - self.swipeStartX; // Detect swipe direction if (Math.abs(swipeDist) > 50 || Math.abs(swipeHorizontal) > 50) { // Horizontal swipe detection for level 3 if (currentLevel === 3 && Math.abs(swipeHorizontal) > Math.abs(swipeDist)) { if (swipeHorizontal < 0) { // Swipe left - collect 100 stars collectStarsBySwipe(1); } else { // Swipe right - collect 700 stars collectStarsBySwipe(7); } } // Vertical swipe detection for levels 1-2 else if (Math.abs(swipeDist) > Math.abs(swipeHorizontal)) { 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 if (currentLevel < 3) { loadLevel(currentLevel + 1); } else { LK.showYouWin(); // Show win after final 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 monsters var monsters = []; function createMonster(x, y, range) { var monster = new Monster(); monster.x = x; monster.y = y; monster.startX = x; monster.moveRange = range || 300; monsters.push(monster); game.addChild(monster); return monster; } // 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 goal variable var goal = null; // Create score display and level tracking var currentLevel = 1; var starCount = 0; var maxStars = 0; // Create the scoreTxt before loadLevel is called var scoreTxt = new Text2('Level: 1 - Stars: 0/0', { size: 70, fill: 0xFFFFFF }); // Function to load level based on current level number function loadLevel(levelNumber) { // Clear existing game elements clearLevel(); // Set current level currentLevel = levelNumber; // Reset star count starCount = 0; if (levelNumber === 1) { // Level 1 setup 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); createMonster(500, 750, 200); createMonster(1200, 950, 400); createMonster(800, 1350, 300); // Create goal goal = new Goal(); goal.x = 600; goal.y = 2500; game.addChild(goal); // Create help button var helpButton = new HelpButton(); helpButton.x = 150; helpButton.y = 2600; helpButton.instructions = "Level 1: Basics\n\n" + "• Tap and release Sprunki to jump\n" + "• Hold longer for higher jumps\n" + "• Collect stars to increase your score\n" + "• Avoid red hazards and monsters\n" + "• Swipe UP to collect 3 stars at once\n" + "• Swipe DOWN to collect all stars and advance to next level\n" + "• Reach the red flag to complete the level"; game.addChild(helpButton); } else if (levelNumber === 2) { // Level 2 setup - more challenging createPlatform(400, 600); createPlatform(900, 500); createPlatform(1500, 700); createPlatform(1800, 1100); createPlatform(1300, 1400); createPlatform(800, 1600); createPlatform(400, 1900); createPlatform(1000, 2200); createPlatform(1600, 2400); createStar(400, 500); createStar(900, 400); createStar(1500, 600); createStar(1800, 1000); createStar(1300, 1300); createStar(800, 1500); createStar(400, 1800); createHazard(600, 800); createHazard(1200, 1000); createHazard(1500, 1800); createHazard(900, 2000); // More monsters in level 2 createMonster(400, 550, 150); createMonster(900, 450, 300); createMonster(1500, 650, 200); createMonster(1300, 1350, 250); createMonster(800, 1550, 200); // Create goal goal = new Goal(); goal.x = 1600; goal.y = 2400; game.addChild(goal); // Create help button for level 2 var helpButton = new HelpButton(); helpButton.x = 150; helpButton.y = 2600; helpButton.instructions = "Level 2: Challenge\n\n" + "• Platforms are more challenging\n" + "• More monsters to avoid\n" + "• Use swipe UP to collect 3 stars at once\n" + "• Use swipe DOWN to collect all stars and advance\n" + "• Time your jumps carefully to avoid monsters\n" + "• Stay on platforms to avoid falling"; game.addChild(helpButton); } else if (levelNumber === 3) { // Level 3 setup - with 800 stars to collect // Create platforms in a challenging pattern createPlatform(300, 600); createPlatform(800, 500); createPlatform(1300, 700); createPlatform(1800, 900); createPlatform(1500, 1200); createPlatform(1000, 1400); createPlatform(500, 1600); createPlatform(1200, 1800); createPlatform(1700, 2000); createPlatform(900, 2200); createPlatform(400, 2400); // Create 800 stars (we'll add 8 stars worth 100 points each) // Stars for left swipe (100 points each) createStar(300, 500); createStar(500, 1500); createStar(400, 2300); createStar(900, 2100); // Stars for right swipe (700 points each - will be collected in the swipe handler) createStar(800, 400); createStar(1300, 600); createStar(1500, 1100); createStar(1700, 1900); // Add hazards createHazard(600, 900); createHazard(1200, 1600); createHazard(800, 2000); createHazard(1500, 2200); // Add monsters with different movement patterns createMonster(300, 550, 200); createMonster(800, 450, 300); createMonster(1300, 650, 250); createMonster(1000, 1350, 300); createMonster(500, 1550, 200); createMonster(1200, 1750, 250); createMonster(1700, 1950, 200); createMonster(900, 2150, 300); // Add additional monster on one of the platforms createMonster(400, 2350, 150); // Monster on bottom platform // Create goal goal = new Goal(); goal.x = 400; goal.y = 2400; game.addChild(goal); // Create help button for level 3 var helpButton = new HelpButton(); helpButton.x = 150; helpButton.y = 2600; helpButton.instructions = "Level 3: Master Level\n\n" + "• This level has 800 stars to collect\n" + "• Swipe LEFT to collect 100 stars at once\n" + "• Swipe RIGHT to collect 700 stars at once\n" + "• Watch out for the increased number of monsters\n" + "• Navigate the complex platform arrangement\n" + "• Reach the flag to complete the game"; game.addChild(helpButton); } // Reset position sprunki.x = 200; sprunki.y = 200; sprunki.vx = 0; sprunki.vy = 0; // Update max stars count maxStars = stars.length; scoreTxt.setText('Level: ' + currentLevel + ' - Stars: ' + starCount + '/' + maxStars); } // Function to clear existing level elements function clearLevel() { // Remove all platforms for (var i = platforms.length - 1; i >= 0; i--) { game.removeChild(platforms[i]); platforms.splice(i, 1); } // Remove all stars for (var i = stars.length - 1; i >= 0; i--) { game.removeChild(stars[i]); stars.splice(i, 1); } // Remove all hazards for (var i = hazards.length - 1; i >= 0; i--) { game.removeChild(hazards[i]); hazards.splice(i, 1); } // Remove all monsters for (var i = monsters.length - 1; i >= 0; i--) { game.removeChild(monsters[i]); monsters.splice(i, 1); } // Remove goal if it exists if (goal) { game.removeChild(goal); goal = null; } } // 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('Level: ' + currentLevel + ' - Stars: ' + starCount + '/' + maxStars); } scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Load initial level after scoreTxt is set up loadLevel(1); // Function to show instructions function showInstructions(text) { // Create instruction popup var popup = new Container(); // Background for popup var bg = LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); bg.tint = 0x000080; bg.width = 1400; bg.height = 800; popup.addChild(bg); // Instruction text var instructionText = new Text2(text, { size: 50, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1300 }); instructionText.anchor.set(0.5, 0.5); popup.addChild(instructionText); // Close button text var closeText = new Text2("TAP ANYWHERE TO CLOSE", { size: 40, fill: 0xFFFF00 }); closeText.anchor.set(0.5, 0.5); closeText.y = 300; popup.addChild(closeText); // Position popup in center of screen popup.x = 2048 / 2; popup.y = 2732 / 2; // Add to game game.addChild(popup); // Close on tap popup.interactive = true; popup.down = function () { game.removeChild(popup); }; } // 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('Level: ' + currentLevel + ' - 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! if (currentLevel < 3) { // Go to next level loadLevel(currentLevel + 1); } else { // Final level completed 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]); } // Update and check monster collisions for (var i = 0; i < monsters.length; i++) { // Update monster movement monsters[i].update(); // Check collision with sprunki if (!monsters[i].lastWasIntersecting && sprunki.intersects(monsters[i])) { // Game over when colliding with monster LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } monsters[i].lastWasIntersecting = sprunki.intersects(monsters[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
@@ -29,17 +29,18 @@
return self;
});
var HelpButton = Container.expand(function () {
var self = Container.call(this);
- // Create button using shape with blue color
- var buttonGraphics = self.attachAsset('goal', {
+ // Create rectangular button using a shape
+ var buttonGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
// Change color to blue for help button
buttonGraphics.tint = 0x0000FF;
- // Make it round and smaller
- buttonGraphics.scale.set(0.8, 0.8);
+ // Make it smaller
+ buttonGraphics.width = 100;
+ buttonGraphics.height = 60;
// Add question mark text
var questionMark = new Text2('?', {
size: 50,
fill: 0xFFFFFF
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