User prompt
Haz el sonido de muerte de el barco, el sonido será de una explosión y metal destruido callendo al mar
User prompt
Cambia el nombre de el juego a "escape from the mines by boat"
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stop')' in or related to this line: 'backgroundBoatTween.stop();' Line Number: 392
User prompt
El barco del jugador se verá un 50% más grande en el menú de inicio
User prompt
Crea un menu de inicio donde se vea de fondo el barco del jugador pasando por el fondo
User prompt
Que que el jugador sea 50% más pequeño y que todo su cuerpo sea su hitbox
User prompt
Qúe la lancha que representa al jugador sea el 2 veces más grande al igual que su hitbox será más grande
User prompt
Cambia la imagen de el jugador por una pequeña lancha 🚤
User prompt
Que sea un menu de inicio
User prompt
Ahora agrégale un botón de inicio para empezar la partida
User prompt
Que los brazos y piernas del jugador se muevan un poco, que los obstáculos sean de diferentes colores, serán de cualquier color y se escogerá de forma aleatoria ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que el jugador sea un script sin animaciones
User prompt
El jugador rotalo 180 grados y los obstáculos que sean pelotas de play
User prompt
Que el personaje stik man este en orizontal, las plataformas deben ser azules como agua y el fondo debe ser como una piscina olímpica
User prompt
Que el jugador sea más grande al igual que su colisión
User prompt
El jugador debe de ser un personaje tipo stik man
User prompt
Los obstáculos aparecen un 46% más en la plataforma donde está el jugador
User prompt
Los obstáculos aparecen un 40% más frecuentemente
User prompt
Los obstáculos aparecen principalmente en la plataforma donde está el jugador. En vez de 3 plataformas habrá 2 y los obstáculos aumentarán su velocidad en 1 cada 100 puntos
User prompt
Los obstáculos tienen un 38% más posibilidades de aparecer en la plataforma en la que esté el jugador
User prompt
Vuelve a hacer desde 0 el codigo y apariencia del jugador
User prompt
El fondo es una puesta de sol
User prompt
Los obstáculos son picos que salen del piso, son como unos triángulo
User prompt
Los obstáculos son picos
User prompt
Make the camera closer to the player and the 3
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var PlayBall = Container.expand(function (lane, size) {
var self = Container.call(this);
self.lane = lane || 'middle';
self.size = size || 'small';
self.speed = 8;
self.isLarge = size === 'large';
// Array of random colors for playballs
var colors = [0xff5722,
// Orange
0x2196f3,
// Blue
0x4caf50,
// Green
0xffeb3b,
// Yellow
0x9c27b0,
// Purple
0xe91e63,
// Pink
0x00bcd4,
// Cyan
0xff9800,
// Deep Orange
0x673ab7,
// Deep Purple
0x3f51b5 // Indigo
];
// Select random color
var randomColor = colors[Math.floor(Math.random() * colors.length)];
// Create playball
var ballAsset = size === 'large' ? 'playballLarge' : 'playball';
// Create playball
var ball = self.attachAsset(ballAsset, {
anchorX: 0.5,
anchorY: 0.5,
tint: randomColor
});
// Add rotation animation
self.rotation = 0;
self.update = function () {
self.x -= self.speed;
// Rotate ball as it rolls
self.rotation -= 0.1;
ball.rotation = self.rotation;
};
return self;
});
// New Player class with stick figure design - no animations
var Player = Container.expand(function () {
var self = Container.call(this);
// Create stick figure body (horizontal line) - scaled up and rotated 180 degrees
var bodyBase = self.attachAsset('stickBody', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
rotation: -Math.PI / 2
});
// Create stick figure head (circle) - scaled up and positioned for horizontal body rotated 180
var head = self.attachAsset('stickHead', {
anchorX: 0.5,
anchorY: 0.5,
x: 60,
y: 0,
scaleX: 2,
scaleY: 2
});
// Create stick figure arms - scaled up and positioned for horizontal swimming rotated 180
var leftArm = self.attachAsset('stickArm', {
anchorX: 1,
anchorY: 0.5,
x: 40,
y: 4,
scaleX: 2,
scaleY: 2,
rotation: -Math.PI / 2
});
var rightArm = self.attachAsset('stickArm', {
anchorX: 0,
anchorY: 0.5,
x: 40,
y: -4,
scaleX: 2,
scaleY: 2,
rotation: -Math.PI / 2
});
// Create stick figure legs - scaled up and horizontal rotated 180
var leftLeg = self.attachAsset('stickLeg', {
anchorX: 0.5,
anchorY: 0,
x: -40,
y: 6,
scaleX: 2,
scaleY: 2,
rotation: -Math.PI / 2
});
var rightLeg = self.attachAsset('stickLeg', {
anchorX: 0.5,
anchorY: 0,
x: -40,
y: -6,
scaleX: 2,
scaleY: 2,
rotation: -Math.PI / 2
});
// Animation variables for limb movement
self.animationTime = 0;
self.animationSpeed = 0.1;
// Player properties
self.currentLane = 0; // 0=top, 1=bottom (only 2 lanes now)
self.isMoving = false;
self.targetY = 0;
self.moveSpeed = 18; // Faster movement
// Initialize lane positions array for cleaner code
self.lanePositions = [0, 0]; // Will be set when lanes are defined
// Move up to previous lane
self.moveUp = function () {
if (!self.isMoving && self.currentLane > 0) {
self.currentLane--;
self.isMoving = true;
self.updateTargetPosition();
LK.getSound('platformSwitch').play();
}
};
// Move down to next lane
self.moveDown = function () {
if (!self.isMoving && self.currentLane < 1) {
self.currentLane++;
self.isMoving = true;
self.updateTargetPosition();
LK.getSound('platformSwitch').play();
}
};
// Update target position based on current lane
self.updateTargetPosition = function () {
// Use global lane positions if available, otherwise use defaults - adjusted for bigger player
if (typeof topLaneY !== 'undefined') {
self.lanePositions[0] = topLaneY - 80;
self.lanePositions[1] = bottomLaneY - 80;
}
self.targetY = self.lanePositions[self.currentLane];
};
// Update function called every frame
self.update = function () {
// Handle lane switching movement
if (self.isMoving) {
var diff = self.targetY - self.y;
// Vertical movement
if (Math.abs(diff) < self.moveSpeed) {
self.y = self.targetY;
self.isMoving = false;
} else {
self.y += diff > 0 ? self.moveSpeed : -self.moveSpeed;
}
}
// Animate limbs with swimming motion
self.animationTime += self.animationSpeed;
var swimOffset = Math.sin(self.animationTime) * 15;
var swimOffset2 = Math.cos(self.animationTime) * 15;
// Animate arms with swimming motion
leftArm.y = 4 + swimOffset * 0.3;
rightArm.y = -4 - swimOffset * 0.3;
leftArm.rotation = -Math.PI / 2 + Math.sin(self.animationTime) * 0.2;
rightArm.rotation = -Math.PI / 2 - Math.sin(self.animationTime) * 0.2;
// Animate legs with kicking motion
leftLeg.y = 6 + swimOffset2 * 0.4;
rightLeg.y = -6 - swimOffset2 * 0.4;
leftLeg.rotation = -Math.PI / 2 + Math.cos(self.animationTime) * 0.15;
rightLeg.rotation = -Math.PI / 2 - Math.cos(self.animationTime) * 0.15;
};
return self;
});
var SpawnArrow = Container.expand(function (lane) {
var self = Container.call(this);
self.lane = lane || 'middle';
var arrowGraphics = self.attachAsset('spawnArrow', {
anchorX: 0.5,
anchorY: 0.5
});
arrowGraphics.rotation = Math.PI; // Point left toward incoming obstacles
self.fadeTimer = 0;
self.maxFadeTime = 60; // 1 second at 60fps
self.update = function () {
self.fadeTimer++;
var alpha = 1 - self.fadeTimer / self.maxFadeTime;
if (alpha <= 0) {
self.destroy();
return;
}
arrowGraphics.alpha = alpha;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x00a8e6
});
/****
* Game Code
****/
// Game dimensions: 2048x2732
var Obstacle = PlayBall;
var gameWidth = 2048;
var gameHeight = 2732;
// Lane positions - now only 2 lanes
var topLaneY = gameHeight * 0.4;
var bottomLaneY = gameHeight * 0.6;
// Game variables
var player;
var obstacles = [];
var spawnArrows = [];
var pendingObstacles = [];
var gameSpeed = 1;
var spawnTimer = 0;
var spawnInterval = 120; // frames between spawns
var gameTime = 0; // tracks game time in frames (60fps = 1 second)
var speedIncreaseInterval = 600; // increase speed every 10 seconds at 60fps
var largeObstaclesSpawned = 0;
var lastScoreCheck = 0;
var gameStarted = false;
var startButton;
// Initialize score display
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create player
player = game.addChild(new Player());
player.x = gameWidth * 0.35; // Move player closer to center for better camera view
player.y = topLaneY - 80; // Position on top of platform with bigger player height
player.updateTargetPosition(); // Initialize target positions
player.visible = false; // Hide player until game starts
// Create start menu
var startMenu = new Container();
game.addChild(startMenu);
// Add game title
var titleText = new Text2('SWIMMING POOL DASH', {
size: 100,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = gameWidth / 2;
titleText.y = gameHeight * 0.3;
startMenu.addChild(titleText);
// Create start button
startButton = new Container();
startMenu.addChild(startButton);
var buttonBg = startButton.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 2,
tint: 0x4CAF50
});
var buttonText = new Text2('START', {
size: 80,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
startButton.addChild(buttonText);
startButton.x = gameWidth / 2;
startButton.y = gameHeight / 2;
// Add instructions
var instructionsText = new Text2('Swipe up/down or use arrows to swim', {
size: 50,
fill: 0xFFFFFF
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = gameWidth / 2;
instructionsText.y = gameHeight * 0.65;
startMenu.addChild(instructionsText);
// Add additional instruction
var dodgeText = new Text2('Dodge the playballs!', {
size: 50,
fill: 0xFFFFFF
});
dodgeText.anchor.set(0.5, 0.5);
dodgeText.x = gameWidth / 2;
dodgeText.y = gameHeight * 0.72;
startMenu.addChild(dodgeText);
// Add decorative playballs to menu
var menuBall1 = startMenu.attachAsset('playball', {
anchorX: 0.5,
anchorY: 0.5,
x: gameWidth * 0.2,
y: gameHeight * 0.3,
tint: 0xff5722
});
var menuBall2 = startMenu.attachAsset('playball', {
anchorX: 0.5,
anchorY: 0.5,
x: gameWidth * 0.8,
y: gameHeight * 0.3,
tint: 0x2196f3
});
// Animate menu balls
tween(menuBall1, {
rotation: Math.PI * 2
}, {
duration: 3000,
loop: true,
easing: tween.linear
});
tween(menuBall2, {
rotation: -Math.PI * 2
}, {
duration: 3000,
loop: true,
easing: tween.linear
});
// Start button click handler
startButton.down = function (x, y, obj) {
gameStarted = true;
player.visible = true;
startMenu.destroy();
startMenu = null;
startButton = null;
};
// Create arrow buttons
var arrowUp = LK.getAsset('arrowUp', {
anchorX: 0.5,
anchorY: 0.5
});
arrowUp.x = gameWidth - 150;
arrowUp.y = gameHeight - 300;
LK.gui.addChild(arrowUp);
var arrowDown = LK.getAsset('arrowDown', {
anchorX: 0.5,
anchorY: 0.5
});
arrowDown.x = gameWidth - 150;
arrowDown.y = gameHeight - 150;
LK.gui.addChild(arrowDown);
// Arrow button event handlers
arrowUp.down = function (x, y, obj) {
if (gameStarted) {
player.moveUp();
}
};
arrowDown.down = function (x, y, obj) {
if (gameStarted) {
player.moveDown();
}
};
// Draw stone platform tracks with finer texture matching hitbox
// Create top platform using fine texture tiles
for (var i = 0; i < 41; i++) {
var topTile = LK.getAsset('platformFine', {
anchorX: 0,
anchorY: 0.5,
scaleX: 3,
scaleY: 7.2
});
topTile.x = i * 50;
topTile.y = topLaneY;
game.addChild(topTile);
}
// Create bottom platform using fine texture tiles
for (var i = 0; i < 41; i++) {
var bottomTile = LK.getAsset('platformFine', {
anchorX: 0,
anchorY: 0.5,
scaleX: 3,
scaleY: 7.2
});
bottomTile.x = i * 50;
bottomTile.y = bottomLaneY;
game.addChild(bottomTile);
}
function spawnObstacle() {
var lanes = ['top', 'bottom'];
var sizes = ['small', 'medium', 'large'];
var currentScore = LK.getScore();
var scoreSegment = Math.floor(currentScore / 150);
var requiredLargeObstacles = (scoreSegment + 1) * 3;
var forceLarge = false;
// Check if we need to force a large obstacle
if (scoreSegment > Math.floor(lastScoreCheck / 150)) {
// We've entered a new 150-point segment, reset counter
largeObstaclesSpawned = 0;
lastScoreCheck = currentScore;
}
// Force large obstacle if we haven't met the requirement and we're near the end of the segment
var progressInSegment = currentScore % 150;
if (progressInSegment > 100 && largeObstaclesSpawned < 3) {
forceLarge = true;
}
var randomSize;
if (forceLarge) {
randomSize = 'large';
} else {
randomSize = sizes[Math.floor(Math.random() * sizes.length)];
}
// Track large obstacles
if (randomSize === 'large') {
largeObstaclesSpawned++;
}
var randomLane;
// 46% more chance to spawn obstacle on player's current lane
// Base probability for 2 lanes is 50%, so 46% more = 73% for player's lane
if (Math.random() < 0.73) {
randomLane = lanes[player.currentLane];
} else {
// 27% chance for the other lane
randomLane = lanes[1 - player.currentLane];
}
// Create spawn arrow indicator
var spawnArrow = new SpawnArrow(randomLane);
spawnArrow.x = gameWidth - 250; // Position spawn arrow closer to match tighter view
if (randomLane === 'top') {
spawnArrow.y = topLaneY;
} else {
spawnArrow.y = bottomLaneY;
}
// Add pulsing animation to spawn arrow
tween(spawnArrow, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 250,
easing: tween.easeInOut
});
tween(spawnArrow, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 250,
easing: tween.easeInOut
});
spawnArrows.push(spawnArrow);
game.addChild(spawnArrow);
// Schedule obstacle to spawn after 0.5 seconds (30 frames at 60fps)
var pendingObstacle = {
lane: randomLane,
size: randomSize,
spawnTime: LK.ticks + 30
};
pendingObstacles.push(pendingObstacle);
}
function createObstacle(lane, size) {
var obstacle = new PlayBall(lane, size);
obstacle.x = gameWidth - 200; // Spawn obstacles closer to screen for tighter view
if (lane === 'top') {
obstacle.y = topLaneY; // Position at center of platform
} else {
obstacle.y = bottomLaneY; // Position at center of platform
}
var baseSpeed = 8;
var speedBonus = Math.floor(LK.getScore() / 100);
obstacle.speed = (baseSpeed + speedBonus) * gameSpeed;
obstacles.push(obstacle);
game.addChild(obstacle);
}
function checkCollisions() {
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
var collision = false;
// Check collision based on lane
if (obstacle.lane === 'top' && player.currentLane === 0 || obstacle.lane === 'bottom' && player.currentLane === 1) {
collision = player.intersects(obstacle);
}
if (collision) {
LK.getSound('collision').play();
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
}
}
// Touch controls for platform switching
var touchStartY = 0;
game.down = function (x, y, obj) {
touchStartY = y;
};
game.up = function (x, y, obj) {
if (gameStarted) {
var swipeDistance = y - touchStartY;
if (Math.abs(swipeDistance) > 100) {
if (swipeDistance < 0) {
// Swipe up
player.moveUp();
} else {
// Swipe down
player.moveDown();
}
}
}
};
// Main game loop
game.update = function () {
// Only update game logic if game has started
if (!gameStarted) {
return;
}
// Update game time (1 second = 60 frames at 60fps)
gameTime++;
// Update score: 1 point every 0.5 seconds (30 frames)
var timeScore = Math.floor(gameTime / 30);
LK.setScore(timeScore);
scoreTxt.setText('Score: ' + LK.getScore());
// Increase obstacle speed by 1 for every 100 points
var baseSpeed = 8;
var speedBonus = Math.floor(LK.getScore() / 100);
var currentObstacleSpeed = baseSpeed + speedBonus;
// Increase game speed over time
if (LK.ticks % speedIncreaseInterval === 0) {
gameSpeed += 0.1;
if (spawnInterval > 60) {
spawnInterval -= 5;
}
}
// Spawn obstacles
spawnTimer++;
// Reduce spawn interval by 40% to increase frequency (multiply by 0.6)
var adjustedSpawnInterval = Math.floor(spawnInterval * 0.6);
if (spawnTimer >= adjustedSpawnInterval) {
spawnObstacle();
spawnTimer = 0;
}
// Check for pending obstacles to spawn
for (var i = pendingObstacles.length - 1; i >= 0; i--) {
var pending = pendingObstacles[i];
if (LK.ticks >= pending.spawnTime) {
createObstacle(pending.lane, pending.size);
pendingObstacles.splice(i, 1);
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.speed = currentObstacleSpeed * gameSpeed;
// Remove obstacles that are off screen
if (obstacle.x < -100) {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Update and clean up spawn arrows
for (var i = spawnArrows.length - 1; i >= 0; i--) {
var arrow = spawnArrows[i];
if (arrow.fadeTimer >= arrow.maxFadeTime) {
spawnArrows.splice(i, 1);
}
}
// Check for collisions
checkCollisions();
}; ===================================================================
--- original.js
+++ change.js
@@ -242,10 +242,24 @@
player = game.addChild(new Player());
player.x = gameWidth * 0.35; // Move player closer to center for better camera view
player.y = topLaneY - 80; // Position on top of platform with bigger player height
player.updateTargetPosition(); // Initialize target positions
+player.visible = false; // Hide player until game starts
+// Create start menu
+var startMenu = new Container();
+game.addChild(startMenu);
+// Add game title
+var titleText = new Text2('SWIMMING POOL DASH', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+titleText.anchor.set(0.5, 0.5);
+titleText.x = gameWidth / 2;
+titleText.y = gameHeight * 0.3;
+startMenu.addChild(titleText);
// Create start button
startButton = new Container();
+startMenu.addChild(startButton);
var buttonBg = startButton.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
@@ -259,13 +273,62 @@
buttonText.anchor.set(0.5, 0.5);
startButton.addChild(buttonText);
startButton.x = gameWidth / 2;
startButton.y = gameHeight / 2;
-game.addChild(startButton);
+// Add instructions
+var instructionsText = new Text2('Swipe up/down or use arrows to swim', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+instructionsText.anchor.set(0.5, 0.5);
+instructionsText.x = gameWidth / 2;
+instructionsText.y = gameHeight * 0.65;
+startMenu.addChild(instructionsText);
+// Add additional instruction
+var dodgeText = new Text2('Dodge the playballs!', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+dodgeText.anchor.set(0.5, 0.5);
+dodgeText.x = gameWidth / 2;
+dodgeText.y = gameHeight * 0.72;
+startMenu.addChild(dodgeText);
+// Add decorative playballs to menu
+var menuBall1 = startMenu.attachAsset('playball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: gameWidth * 0.2,
+ y: gameHeight * 0.3,
+ tint: 0xff5722
+});
+var menuBall2 = startMenu.attachAsset('playball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: gameWidth * 0.8,
+ y: gameHeight * 0.3,
+ tint: 0x2196f3
+});
+// Animate menu balls
+tween(menuBall1, {
+ rotation: Math.PI * 2
+}, {
+ duration: 3000,
+ loop: true,
+ easing: tween.linear
+});
+tween(menuBall2, {
+ rotation: -Math.PI * 2
+}, {
+ duration: 3000,
+ loop: true,
+ easing: tween.linear
+});
// Start button click handler
startButton.down = function (x, y, obj) {
gameStarted = true;
- startButton.destroy();
+ player.visible = true;
+ startMenu.destroy();
+ startMenu = null;
startButton = null;
};
// Create arrow buttons
var arrowUp = LK.getAsset('arrowUp', {