User prompt
Add the floor back
User prompt
Stretch the floor to the bottom of the screen
User prompt
Add a scrolling backround
User prompt
Delete the doted line
User prompt
Make a dotted line between the two places you can tap
User prompt
Make it so that the longer you play for, the more enemies spawn
User prompt
Make it so that the more force you get the faster it goes
User prompt
Change the name of the shields counter to lives
User prompt
Move the force token counter to below the distance counter
User prompt
Add a force token counter
User prompt
Make the x wing’s lasers red and make the other lasers straight ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fix it
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'obstacle.graphic.height')' in or related to this line: 'obstacle.y = Math.random() < 0.5 ? game.trenchTop + obstacle.graphic.height / 2 : game.trenchBottom - obstacle.graphic.height / 2;' Line Number: 360
User prompt
Add the assets
User prompt
Add the assets
User prompt
Add the assets
User prompt
Implement the gameplay to the assets ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Rebel Runner
Initial prompt
Star Wars game that only requires one input
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); // Properties for the stars self.stars = []; self.starCount = 100; self.speed = 0; self.init = function (speed) { self.speed = speed; // Create stars for (var i = 0; i < self.starCount; i++) { var star = new Container(); // Create star graphic var starGraphic = star.attachAsset('engineTrail', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5 + Math.random() * 0.5, scaleY: 0.5 + Math.random() * 0.5, alpha: 0.3 + Math.random() * 0.7 }); // Position star randomly star.x = Math.random() * 2048; star.y = Math.random() * 2732; // Star speed depends on size (parallax effect) star.speed = 0.5 + starGraphic.scaleX; // White color tint for stars starGraphic.tint = 0xFFFFFF; // Add star to container self.addChild(star); self.stars.push(star); } }; self.update = function () { // Update star positions for (var i = 0; i < self.stars.length; i++) { var star = self.stars[i]; // Move star based on its speed star.x -= star.speed * self.speed; // Wrap stars when they go off screen if (star.x < -20) { star.x = 2048 + 20; star.y = Math.random() * 2732; } } }; return self; }); var Collectible = Container.expand(function () { var self = Container.call(this); // Type determines appearance and effect self.type = ''; self.speed = 0; self.lastX = 0; self.lastIsColliding = false; self.graphic = null; self.init = function (type, speed) { self.type = type; self.speed = speed; // Create different visuals based on type if (type === 'forceToken') { self.graphic = self.attachAsset('forceToken', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'shield') { self.graphic = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); } // Record initial position self.lastX = self.x; }; // Float animation self.update = function () { // Save last position self.lastX = self.x; // Move left self.x -= self.speed; // Floating animation self.y += Math.sin(LK.ticks * 0.1) * 0.5; self.graphic.rotation += 0.02; }; return self; }); // DottedLine class removed var HeroLaser = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.lastX = 0; self.lastY = 0; self.lastIsColliding = false; // Create laser graphic var laserGraphic = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); // Red laser for hero laserGraphic.tint = 0xFF0000; self.init = function (speed) { self.speed = speed; self.lastX = self.x; self.lastY = self.y; }; self.update = function () { // Save last position self.lastX = self.x; self.lastY = self.y; // Move right (player fires forward) self.x += self.speed; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Type determines appearance and behavior self.type = ''; self.speed = 0; self.lastX = 0; self.lastY = 0; self.lastIsColliding = false; self.graphic = null; self.init = function (type, speed) { self.type = type; self.speed = speed; // Create different visuals based on type if (type === 'wall') { self.graphic = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'laser') { self.graphic = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); // No rotation - lasers are straight } else if (type === 'tieFighter') { self.graphic = self.attachAsset('tieFighter', { anchorX: 0.5, anchorY: 0.5 }); } // Record initial position self.lastX = self.x; self.lastY = self.y; }; // Move obstacle self.update = function () { // Save last position self.lastX = self.x; self.lastY = self.y; // Move left self.x -= self.speed; // Special movement patterns based on type if (self.type === 'tieFighter') { // TIE fighters move in a slight wave pattern self.y += Math.sin(self.x * 0.01) * 2; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); // Create X-wing graphic var xwingGraphic = self.attachAsset('xwing', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.velocityY = 0; self.gravity = 0.5; self.jumpForce = -12; self.maxVelocity = 15; self.isJumping = false; self.isShielded = false; self.shieldTimer = 0; // Track last position for collision detection self.lastY = 0; self.lastIsColliding = false; // Shield visual effect var shieldGraphic = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Laser firing properties self.canFire = true; self.fireDelay = 30; // frames between shots self.fireTimer = 0; // Fire method for shooting lasers self.fire = function () { if (!self.canFire) return; // Create hero laser var laser = new HeroLaser(); laser.x = self.x + 60; laser.y = self.y; laser.init(gameSpeed + 10); game.addChild(laser); heroLasers.push(laser); // Play laser sound LK.getSound('laser').play(); // Set cooldown self.canFire = false; self.fireTimer = self.fireDelay; }; // Apply physics and update position self.update = function () { // Save last position for collision detection self.lastY = self.y; // Apply gravity self.velocityY += self.gravity; // Cap terminal velocity if (self.velocityY > self.maxVelocity) { self.velocityY = self.maxVelocity; } // Update position self.y += self.velocityY; // Floor boundary if (self.y > game.trenchBottom - xwingGraphic.height / 2) { self.y = game.trenchBottom - xwingGraphic.height / 2; self.velocityY = 0; self.isJumping = false; } // Ceiling boundary if (self.y < game.trenchTop + xwingGraphic.height / 2) { self.y = game.trenchTop + xwingGraphic.height / 2; self.velocityY = 1; } // Visual tilt based on velocity (diving down = nose down, rising up = nose up) xwingGraphic.rotation = self.velocityY * 0.05; // Shield timer if (self.isShielded) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.isShielded = false; shieldGraphic.alpha = 0; } } // Weapon cooldown if (!self.canFire) { self.fireTimer--; if (self.fireTimer <= 0) { self.canFire = true; } } }; // Jump method when screen is tapped self.jump = function () { self.velocityY = self.jumpForce; self.isJumping = true; }; // Activate shield power-up self.activateShield = function (duration) { self.isShielded = true; self.shieldTimer = duration; shieldGraphic.alpha = 0.6; }; return self; }); var TrenchSegment = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.lastX = 0; self.init = function (speed) { self.speed = speed; // Add walls var topWall = self.attachAsset('trenchWall', { anchorX: 0, anchorY: 0 }); var bottomWall = self.attachAsset('trenchWall', { anchorX: 0, anchorY: 1 }); // Position walls topWall.y = game.trenchTop; bottomWall.y = game.trenchBottom; self.lastX = self.x; }; self.update = function () { self.lastX = self.x; self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ // Game constants var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Star Wars themed game assets // Game constants //Minimalistic tween library which should be used for animations over time // Initialize game assets var GAME_SPEED_INITIAL = 8; var GAME_SPEED_INCREMENT = 0.001; var GAME_SPEED_FORCE_BOOST = 0.5; // Speed boost per force token var OBSTACLE_SPAWN_RATE_INITIAL = 120; // frames var OBSTACLE_SPAWN_RATE_MIN = 40; // minimum frames between obstacles var OBSTACLE_SPAWN_RATE_DECREASE = 0.05; // how quickly spawn rate decreases var COLLECTIBLE_SPAWN_RATE = 180; // frames var TRENCH_WIDTH = 1600; var TRENCH_HEIGHT = 1400; var ENEMY_INCREASE_TIME = 1000; // time before adding more enemy types // Game variables var gameSpeed = GAME_SPEED_INITIAL; var baseGameSpeed = GAME_SPEED_INITIAL; // Base speed without force boost var obstacleSpawnRate = OBSTACLE_SPAWN_RATE_INITIAL; var obstacleTimer = 0; var collectibleTimer = 0; var distance = 0; var lives = 3; var forceTokens = 0; var gameTime = 0; // track game time in frames var enemyDensity = 1; // multiplier for enemy spawn chance var maxEnemiesAtOnce = 3; // maximum number of enemies that can spawn at once var background = null; var trenchSegments = []; var obstacles = []; var collectibles = []; var heroLasers = []; var player = null; var isGameActive = true; // Set up trench boundaries game.trenchTop = (2732 - TRENCH_HEIGHT) / 2; game.trenchBottom = game.trenchTop + TRENCH_HEIGHT; game.trenchLeft = (2048 - TRENCH_WIDTH) / 2; game.trenchRight = game.trenchLeft + TRENCH_WIDTH; // Create background with stars background = new Background(); background.init(1); game.addChild(background); // Initialize trench floor var trenchFloor = LK.getAsset('trenchFloor', { anchorX: 0.5, anchorY: 0 }); trenchFloor.x = 2048 / 2; trenchFloor.y = game.trenchBottom; trenchFloor.height = 2732 - game.trenchBottom; // Stretch height to fill from trench bottom to screen bottom game.addChild(trenchFloor); // Create GUI elements var distanceText = new Text2('DISTANCE: 0', { size: 70, fill: 0xFFFFFF }); distanceText.anchor.set(0, 0); distanceText.x = 120; distanceText.y = 50; LK.gui.topLeft.addChild(distanceText); var livesText = new Text2('LIVES: 3', { size: 70, fill: 0xFFFFFF }); livesText.anchor.set(1, 0); livesText.x = -120; livesText.y = 50; LK.gui.topRight.addChild(livesText); var forceTokenText = new Text2('FORCE: 0', { size: 70, fill: 0xFFFFFF }); forceTokenText.anchor.set(0, 0); forceTokenText.x = 120; forceTokenText.y = 130; LK.gui.topLeft.addChild(forceTokenText); // Add text labels for tap areas var fireText = new Text2('TAP TO FIRE', { size: 60, fill: 0xFFFFFF }); fireText.anchor.set(0.5, 0.5); fireText.x = 2048 / 4; fireText.y = 2732 / 4; LK.gui.center.addChild(fireText); var jumpText = new Text2('TAP TO JUMP', { size: 60, fill: 0xFFFFFF }); jumpText.anchor.set(0.5, 0.5); jumpText.x = 2048 / 4; jumpText.y = 2732 - 2732 / 4; LK.gui.center.addChild(jumpText); // Dotted line removed // Create player (X-wing) player = new Player(); player.x = 400; player.y = (game.trenchTop + game.trenchBottom) / 2; game.addChild(player); // Initialize trench segments function createInitialTrench() { var segments = 3; // Number of initial trench segments var segmentWidth = 2048; // Width of each segment for (var i = 0; i < segments; i++) { var segment = new TrenchSegment(); segment.x = i * segmentWidth; segment.init(gameSpeed); trenchSegments.push(segment); game.addChild(segment); } } // Create a new obstacle function spawnObstacle() { // Determine how many obstacles to spawn based on game progression var spawnCount = Math.min(maxEnemiesAtOnce, 1 + Math.floor(enemyDensity * Math.random())); // Create multiple obstacles if needed for (var i = 0; i < spawnCount; i++) { var obstacle = new Obstacle(); // Random obstacle type var types = ['wall', 'laser', 'tieFighter']; var type = types[Math.floor(Math.random() * types.length)]; // Initialize the obstacle first to create the graphic obstacle.init(type, gameSpeed); // Position at right side of screen obstacle.x = 2048 + 100 + i * 150; // Space out multiple obstacles // Random vertical position within trench if (type === 'wall' && obstacle.graphic) { // Walls randomly appear at top or bottom obstacle.y = Math.random() < 0.5 ? game.trenchTop + obstacle.graphic.height / 2 : game.trenchBottom - obstacle.graphic.height / 2; } else { // Other obstacles can appear anywhere in trench obstacle.y = game.trenchTop + 150 + Math.random() * (TRENCH_HEIGHT - 300); } obstacles.push(obstacle); game.addChild(obstacle); } } // Create a new collectible function spawnCollectible() { var collectible = new Collectible(); // Random collectible type (force tokens more common than shields) var type = Math.random() < 0.8 ? 'forceToken' : 'shield'; // Position at right side of screen collectible.x = 2048 + 100; // Random vertical position within trench collectible.y = game.trenchTop + 150 + Math.random() * (TRENCH_HEIGHT - 300); collectible.init(type, gameSpeed); collectibles.push(collectible); game.addChild(collectible); } // Update score and distance display function updateHUD() { var distanceKm = Math.floor(distance / 100); distanceText.setText('DISTANCE: ' + distanceKm + ' KM'); livesText.setText('LIVES: ' + lives); forceTokenText.setText('FORCE: ' + forceTokens); } // Handle player hit function playerHit() { if (player.isShielded) return; // Shield protects from damage lives--; livesText.setText('LIVES: ' + lives); // Flash player to indicate damage LK.effects.flashObject(player, 0xFF0000, 500); if (lives <= 0) { gameOver(); } } // Game over function gameOver() { isGameActive = false; LK.setScore(Math.floor(distance / 10)); LK.showGameOver(); } // Handle screen tap/click input game.down = function (x, y, obj) { if (isGameActive) { // Jump if tap is in the bottom half of the screen if (y > 2732 / 2) { player.jump(); } else { // Fire if tap is in the top half player.fire(); } } }; // Play theme music with fade in LK.playMusic('theme', { fade: { start: 0, end: 0.4, duration: 2000 } }); // Main game update loop createInitialTrench(); game.update = function () { if (!isGameActive) return; // Increase game time counter gameTime++; // Increase base game speed over time baseGameSpeed += GAME_SPEED_INCREMENT; // Calculate total game speed (base + force boost) gameSpeed = baseGameSpeed + forceTokens * GAME_SPEED_FORCE_BOOST; // Update background stars background.speed = gameSpeed / 5; background.update(); // Update distance traveled distance += gameSpeed; // Increase enemy density based on game time if (gameTime % ENEMY_INCREASE_TIME === 0) { enemyDensity = Math.min(5, enemyDensity + 0.1); maxEnemiesAtOnce = Math.min(5, maxEnemiesAtOnce + 0.1); } // Update player player.update(); // Manage trench segments for (var i = trenchSegments.length - 1; i >= 0; i--) { var segment = trenchSegments[i]; segment.speed = gameSpeed; segment.update(); // If segment moves off screen, remove and create new one at the end if (segment.x + 2048 < 0) { segment.destroy(); trenchSegments.splice(i, 1); var newSegment = new TrenchSegment(); newSegment.x = trenchSegments[trenchSegments.length - 1].x + 2048; newSegment.init(gameSpeed); trenchSegments.push(newSegment); game.addChild(newSegment); } } // Manage obstacles obstacleTimer++; if (obstacleTimer >= obstacleSpawnRate) { spawnObstacle(); obstacleTimer = 0; // Calculate spawn rate based on game time AND distance // This makes enemies spawn more frequently the longer you play obstacleSpawnRate = Math.max(OBSTACLE_SPAWN_RATE_MIN, OBSTACLE_SPAWN_RATE_INITIAL - Math.floor(distance / 1000) - gameTime * OBSTACLE_SPAWN_RATE_DECREASE / 1000); } for (var j = obstacles.length - 1; j >= 0; j--) { var obstacle = obstacles[j]; obstacle.speed = gameSpeed; obstacle.update(); // Check collision with player var isCollidingNow = obstacle.intersects(player); if (!obstacle.lastIsColliding && isCollidingNow) { playerHit(); LK.getSound('explosion').play(); // Remove obstacle after collision obstacle.destroy(); obstacles.splice(j, 1); continue; } obstacle.lastIsColliding = isCollidingNow; // Remove if off screen if (obstacle.x + 100 < 0) { obstacle.destroy(); obstacles.splice(j, 1); } } // Manage collectibles collectibleTimer++; if (collectibleTimer >= COLLECTIBLE_SPAWN_RATE) { spawnCollectible(); collectibleTimer = 0; } for (var k = collectibles.length - 1; k >= 0; k--) { var collectible = collectibles[k]; collectible.speed = gameSpeed; collectible.update(); // Check collision with player var isCollectingNow = collectible.intersects(player); if (!collectible.lastIsColliding && isCollectingNow) { // Apply effect based on type if (collectible.type === 'forceToken') { // Increase score LK.setScore(LK.getScore() + 10); // Increment force tokens forceTokens++; // Recalculate game speed with new force token count gameSpeed = baseGameSpeed + forceTokens * GAME_SPEED_FORCE_BOOST; // Update force tokens display forceTokenText.setText('FORCE: ' + forceTokens); tween(collectible.graphic, { alpha: 0 }, { duration: 300 }); LK.getSound('collect').play(); } else if (collectible.type === 'shield') { // Activate shield player.activateShield(600); // Shield lasts 10 seconds (600 frames) tween(collectible.graphic, { alpha: 0 }, { duration: 300 }); LK.getSound('collect').play(); } // Remove collectible collectible.destroy(); collectibles.splice(k, 1); continue; } collectible.lastIsColliding = isCollectingNow; // Remove if off screen if (collectible.x + 50 < 0) { collectible.destroy(); collectibles.splice(k, 1); } } // Manage hero lasers for (var l = heroLasers.length - 1; l >= 0; l--) { var heroLaser = heroLasers[l]; heroLaser.update(); // Check collision with obstacles var hitObstacle = false; for (var m = obstacles.length - 1; m >= 0; m--) { var targetObstacle = obstacles[m]; if (heroLaser.intersects(targetObstacle) && targetObstacle.type === 'tieFighter') { // Destroy TIE fighter tween(targetObstacle, { alpha: 0 }, { duration: 300 }); // Add explosion effect var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: targetObstacle.x, y: targetObstacle.y }); game.addChild(explosion); // Remove after animation tween(explosion, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, onComplete: function onComplete() { game.removeChild(explosion); } }); // Play explosion sound LK.getSound('explosion').play(); // Increase score LK.setScore(LK.getScore() + 50); // Remove obstacle targetObstacle.destroy(); obstacles.splice(m, 1); // Flag laser hit hitObstacle = true; break; } } // Remove laser if it hit something or went off screen if (hitObstacle || heroLaser.x > 2048 + 100) { heroLaser.destroy(); heroLasers.splice(l, 1); } } // Dotted line update removed // Update HUD updateHUD(); };
===================================================================
--- original.js
+++ change.js
@@ -350,9 +350,9 @@
anchorX: 0.5,
anchorY: 0
});
trenchFloor.x = 2048 / 2;
-trenchFloor.y = 2732; // Position at the very bottom of the screen
+trenchFloor.y = game.trenchBottom;
trenchFloor.height = 2732 - game.trenchBottom; // Stretch height to fill from trench bottom to screen bottom
game.addChild(trenchFloor);
// Create GUI elements
var distanceText = new Text2('DISTANCE: 0', {