User prompt
Try again
User prompt
When game loads play music asset
User prompt
Delete the player asset
User prompt
Delete the player asset and re add it
User prompt
Delete the cube asset and re add it
User prompt
Make a ship asset when the player flys and its down jim
User prompt
Add a part where you can fly and dodge flying obstacles as your riding a ship
User prompt
Make the shop button in the middle of the screen
User prompt
Add a shop button that leads to a shop to buy icons and when buy ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: LK.pauseGame is not a function. (In 'LK.pauseGame()', 'LK.pauseGame' is undefined)' in or related to this line: 'LK.pauseGame();' Line Number: 555
User prompt
Add a shop button to teleport to the shop
User prompt
Please fix the bug: 'storage.getItem is not a function. (In 'storage.getItem('shop_' + iconId)', 'storage.getItem' is undefined)' in or related to this line: 'var purchased = !!storage.get('shop_' + iconId) || price === 0;' Line Number: 341 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function. (In 'storage.getItem('shop_' + iconId)', 'storage.getItem' is undefined)' in or related to this line: 'var purchased = !!storage.getItem('shop_' + iconId) || price === 0;' Line Number: 341
User prompt
Redo the shop
User prompt
Please fix the bug: 'storage.get is not a function. (In 'storage.get('shop_' + iconId)', 'storage.get' is undefined)' in or related to this line: 'var purchased = storage.get('shop_' + iconId) || price === 0;' Line Number: 339
User prompt
Please fix the bug: 'Can't find variable: storage' in or related to this line: 'var purchased = storage.get('shop_' + iconId) || price === 0;' Line Number: 338 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a shop that you can buy icons in and when the icons are clicked the player icon replaces with the icon the player chose to buy from shop
User prompt
Make a progress bar when it hits 100% the game pauses and theres a text that says you win! And theres an option to replay the game
User prompt
When you collect the minicoins the sound asset plays
User prompt
When the player dies the music restarts
User prompt
Whenever the game starts it plays music asset
User prompt
Make the player go up the blocks bot respawn him
User prompt
Dont make 4 spikes in the structures just 1
User prompt
Make the player jump higher
User prompt
Make the structures possible to pass and decrease the speed of the jump
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Block obstacle var Block = Container.expand(function () { var self = Container.call(this); var blockGfx = self.attachAsset('block', { anchorX: 0.5, anchorY: 1 }); self.width = blockGfx.width; self.height = blockGfx.height; self.type = 'block'; self.update = function () { self.x -= obstacleSpeed; }; return self; }); // Player Cube var Cube = Container.expand(function () { var self = Container.call(this); var cubeGfx = self.attachAsset('cube', { anchorX: 0.5, anchorY: 1 }); self.width = cubeGfx.width; self.height = cubeGfx.height; self.velY = 0; self.isOnGround = false; // Jump method self.jump = function () { if (self.isOnGround) { self.velY = -36; // Increased jump velocity for higher jump self.isOnGround = false; } }; // Update method self.update = function () { // Gravity self.velY += 2.1; // Slightly increased gravity to balance higher jump arc if (self.velY > 60) self.velY = 60; self.y += self.velY; // Check for landing on top of a block self.isOnGround = false; for (var i = 0; i < obstacles.length; ++i) { var obs = obstacles[i]; if (obs.type === 'block') { // Check if cube is falling and feet are just above the block, and horizontally overlapping var cubeBottom = self.y; var prevCubeBottom = self.y - self.velY; var blockTop = obs.y - obs.height; var blockLeft = obs.x - obs.width / 2; var blockRight = obs.x + obs.width / 2; var cubeLeft = self.x - self.width / 2; var cubeRight = self.x + self.width / 2; if (self.velY >= 0 && prevCubeBottom <= blockTop && cubeBottom >= blockTop && cubeRight > blockLeft && cubeLeft < blockRight) { self.y = blockTop; self.velY = 0; self.isOnGround = true; break; } } } // Prevent falling below ground if (self.y > groundY) { self.y = groundY; self.velY = 0; self.isOnGround = true; } }; return self; }); // Flying obstacle for flying section var FlyingObstacle = Container.expand(function () { var self = Container.call(this); var obsGfx = self.attachAsset('spike', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsGfx.width; self.height = obsGfx.height; self.type = 'flyingObstacle'; self.passed = false; self.lastX = 0; self.update = function () { self.x -= flyingObstacleSpeed; }; return self; }); // Minicoin collectible var Minicoin = Container.expand(function () { var self = Container.call(this); var coinGfx = self.attachAsset('minicoin', { anchorX: 0.5, anchorY: 1 }); self.width = coinGfx.width; self.height = coinGfx.height; self.type = 'minicoin'; self.collected = false; self.update = function () { self.x -= obstacleSpeed; }; return self; }); // Ship player for flying section var Ship = Container.expand(function () { var self = Container.call(this); var shipGfx = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); self.width = shipGfx.width; self.height = shipGfx.height; self.velY = 0; self.targetY = 0; self.isFlying = true; self.lastY = 0; self.update = function () { // Smoothly move toward targetY (touch/move position) var dy = self.targetY - self.y; self.velY = dy * 0.18; self.y += self.velY; // Clamp to screen if (self.y < 100 + self.height / 2) self.y = 100 + self.height / 2; if (self.y > groundY - 200) self.y = groundY - 200; }; return self; }); // ShopIcon class for shop UI var ShopIcon = Container.expand(function () { var self = Container.call(this); self.iconId = null; self.price = 0; self.purchased = false; self.selected = false; var iconGfx = null; var priceTxt = null; var selectBorder = null; // Initialize the icon display self.initIcon = function (iconId, price, purchased, selected) { self.iconId = iconId; self.price = price; self.purchased = purchased; self.selected = selected; if (iconGfx) { self.removeChild(iconGfx); } iconGfx = self.attachAsset(iconId, { anchorX: 0.5, anchorY: 0.5 }); iconGfx.x = 0; iconGfx.y = 0; if (priceTxt) { self.removeChild(priceTxt); } priceTxt = new Text2(purchased ? selected ? "Selected" : "Owned" : price + " pts", { size: 48, fill: purchased ? selected ? 0x44bb44 : 0x888888 : 0x222222 }); priceTxt.anchor.set(0.5, 0); priceTxt.x = 0; priceTxt.y = 70; self.addChild(priceTxt); if (selectBorder) { self.removeChild(selectBorder); } selectBorder = null; if (selected) { selectBorder = LK.getAsset('block', { anchorX: 0.5, anchorY: 0.5 }); selectBorder.width = 140; selectBorder.height = 140; selectBorder.tint = 0x44bb44; selectBorder.alpha = 0.3; selectBorder.x = 0; selectBorder.y = 0; self.addChild(selectBorder); self.setChildIndex(selectBorder, 0); } }; // Handle icon tap: buy or select self.down = function (x, y, obj) { if (!self.purchased && score >= self.price) { score -= self.price; scoreTxt.setText(score); self.purchased = true; // Save purchase storage['shop_' + self.iconId] = true; } if (self.purchased) { // Deselect all others for (var i = 0; i < shopIcons.length; ++i) { shopIcons[i].selected = false; shopIcons[i].initIcon(shopIcons[i].iconId, shopIcons[i].price, !!storage['shop_' + shopIcons[i].iconId] || shopIcons[i].price === 0, false); } self.selected = true; self.initIcon(self.iconId, self.price, self.purchased, true); // Save selection storage['selected_icon'] = self.iconId; // Change player icon setPlayerIcon(self.iconId); } }; return self; }); // Spike obstacle var Spike = Container.expand(function () { var self = Container.call(this); var spikeGfx = self.attachAsset('spike', { anchorX: 0.5, anchorY: 1 }); self.width = spikeGfx.width; self.height = spikeGfx.height; self.type = 'spike'; self.update = function () { self.x -= obstacleSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f0f0 }); /**** * Game Code ****/ // Removed old cube asset and re-added it // Constants // Cube player // Ground // Spike obstacle // Block obstacle // New ship asset // Deleted and re-added player asset var groundHeight = 80; var groundY = 2732 - groundHeight; var startX = 400; var startY = groundY; var obstacleSpeed = 12; var minObstacleGap = 420; var maxObstacleGap = 700; var lastObstacleX = 0; var score = 0; var gameStarted = false; // Arrays var obstacles = []; // --- Flying section variables --- var flyingSectionStarted = false; var flyingSectionTriggered = false; var flyingObstacles = []; var ship = null; var flyingObstacleSpeed = 16; var flyingSectionStartX = 1800; // X position to trigger flying section var flyingSectionEndX = 400; // X position to end flying section (ship lands) var flyingSectionDuration = 1200; // px to fly var flyingSectionScore = 0; var flyingSectionMaxScore = 10; var flyingSectionProgress = 0; var flyingSectionActive = false; var flyingSectionShipStartY = 1000; var flyingSectionShipStartX = 400; var flyingSectionShipEndX = 1800; var flyingSectionShipTargetX = 1800; var flyingSectionShipLanded = false; var flyingSectionObstacleGap = 320; var flyingSectionLastObstacleX = 0; var flyingSectionPassedObstacles = 0; // Add background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); background.x = 0; background.y = 0; game.addChild(background); // Add ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = groundY; game.addChild(ground); // Add player cube (deleted and re-added) var cube = new Cube(); cube.x = startX; cube.y = startY; game.addChild(cube); // Shop UI variables var shopIcons = []; var shopBg = LK.getAsset('block', { anchorX: 0.5, anchorY: 0.5 }); shopBg.width = 900; shopBg.height = 400; shopBg.x = 2048 / 2; shopBg.y = 2732 / 2; shopBg.tint = 0xffffff; shopBg.alpha = 0.97; shopBg.visible = false; var shopTitle = new Text2('Shop', { size: 100, fill: 0x222222 }); shopTitle.anchor.set(0.5, 0); shopTitle.x = 2048 / 2; shopTitle.y = 2732 / 2 - 180; shopTitle.visible = false; var closeShopBtn = new Text2('Close', { size: 70, fill: 0xcc2222 }); closeShopBtn.anchor.set(0.5, 0.5); closeShopBtn.x = 2048 / 2 + 350; closeShopBtn.y = 2732 / 2 - 170; closeShopBtn.visible = false; closeShopBtn.down = function (x, y, obj) { showShop(false); }; LK.gui.center.addChild(shopBg); LK.gui.center.addChild(shopTitle); LK.gui.center.addChild(closeShopBtn); // Shop icon data var iconShopData = [{ iconId: 'icon1', price: 0 }, // Default, free { iconId: 'icon2', price: 50 }, { iconId: 'icon3', price: 100 }]; // Helper: set player icon function setPlayerIcon(iconId) { if (cube && cube.children && cube.children.length > 0) { // Remove old icon for (var i = cube.children.length - 1; i >= 0; --i) { var ch = cube.children[i]; if (ch.assetId && (ch.assetId === 'cube' || ch.assetId === 'icon1' || ch.assetId === 'icon2' || ch.assetId === 'icon3')) { cube.removeChild(ch); } } // Add new icon var newIcon = cube.attachAsset(iconId, { anchorX: 0.5, anchorY: 1 }); newIcon.x = 0; newIcon.y = 0; cube.width = newIcon.width; cube.height = newIcon.height; } } // Helper: show/hide shop function showShop(show) { shopBg.visible = show; shopTitle.visible = show; closeShopBtn.visible = show; for (var i = 0; i < shopIcons.length; ++i) { shopIcons[i].visible = show; } if (show) { gameStarted = false; } } // Create shop icons for (var i = 0; i < iconShopData.length; ++i) { var iconId = iconShopData[i].iconId; var price = iconShopData[i].price; var purchased = !!storage['shop_' + iconId] || price === 0; var selected = false; var selectedIconId = storage['selected_icon']; if (!selectedIconId && price === 0) selected = true; if (selectedIconId && selectedIconId === iconId) selected = true; var shopIcon = new ShopIcon(); shopIcon.x = 2048 / 2 - 250 + i * 250; shopIcon.y = 2732 / 2 + 40; shopIcon.initIcon(iconId, price, purchased, selected); shopIcon.visible = false; LK.gui.center.addChild(shopIcon); shopIcons.push(shopIcon); if (selected) { setPlayerIcon(iconId); } } // Shop button var shopBtn = new Text2('Shop', { size: 80, fill: 0x2266cc }); shopBtn.anchor.set(0.5, 0.5); shopBtn.x = 2048 / 2; shopBtn.y = 2732 / 2; shopBtn.down = function (x, y, obj) { showShop(true); // Optionally, you could pause the game here if needed, but shop UI already disables gameplay. }; LK.gui.center.addChild(shopBtn); // Score text var scoreTxt = new Text2('0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Progress bar variables var progressBarBg = LK.getAsset('block', { anchorX: 0, anchorY: 0 }); progressBarBg.width = 800; progressBarBg.height = 40; progressBarBg.x = 624; // center horizontally (2048-800)/2 progressBarBg.y = 160; progressBarBg.tint = 0xcccccc; var progressBarFill = LK.getAsset('block', { anchorX: 0, anchorY: 0 }); progressBarFill.width = 0; progressBarFill.height = 40; progressBarFill.x = 624; progressBarFill.y = 160; progressBarFill.tint = 0x44bb44; LK.gui.top.addChild(progressBarBg); LK.gui.top.addChild(progressBarFill); var progressPercent = 0; var progressMax = 100; // 100% var progressPerScore = 2; // Each point increases progress by 2% var winShown = false; // Win text and replay button var winText = new Text2('You win!', { size: 180, fill: 0x228822 }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2 - 120; winText.visible = false; var replayBtn = new Text2('Replay', { size: 120, fill: 0x2266cc }); replayBtn.anchor.set(0.5, 0.5); replayBtn.x = 2048 / 2; replayBtn.y = 2732 / 2 + 80; replayBtn.visible = false; LK.gui.center.addChild(winText); LK.gui.center.addChild(replayBtn); // Replay handler replayBtn.down = function (x, y, obj) { if (winShown) { winText.visible = false; replayBtn.visible = false; winShown = false; resetGame(); gameStarted = true; LK.playMusic('Mad'); } }; // Helper: spawn obstacle function spawnObstacle() { // Randomly choose spike or block structure var type = Math.random() < 0.6 ? 'spike' : 'block'; if (type === 'spike') { var obs = new Spike(); obs.x = 2048 + 100; obs.y = groundY; obstacles.push(obs); game.addChild(obs); lastObstacleX = obs.x; } else { // Structure: always 1 block high for passable platforms var platformHeight = 1; var platformLength = Math.floor(Math.random() * 3) + 2; // 2 to 4 blocks long var baseX = 2048 + 100; var blockW = 120; var blockH = 120; var minicoinsOnTop = Math.random() < 0.8; // 80% chance to spawn coins for (var i = 0; i < platformLength; ++i) { // Only one block high var block = new Block(); block.x = baseX + i * blockW; block.y = groundY - 0 * blockH; obstacles.push(block); game.addChild(block); lastObstacleX = block.x; // Place minicoins on top of the structure if (minicoinsOnTop) { var coin = new Minicoin(); coin.x = baseX + i * blockW; coin.y = groundY - blockH - 10; // 10px above top block obstacles.push(coin); game.addChild(coin); } } // Place a single spike on a random block in the structure if (platformLength > 1) { var spikeIndex = Math.floor(Math.random() * platformLength); var spike = new Spike(); spike.x = baseX + spikeIndex * blockW; spike.y = groundY; obstacles.push(spike); game.addChild(spike); } } } // Helper: reset game state function resetGame() { // Remove obstacles for (var i = 0; i < obstacles.length; ++i) { obstacles[i].destroy(); } obstacles.length = 0; // Remove flying obstacles for (var i = 0; i < flyingObstacles.length; ++i) { flyingObstacles[i].destroy(); } flyingObstacles.length = 0; // Hide ship if (ship) { ship.visible = false; } cube.x = startX; cube.y = startY; cube.velY = 0; cube.isOnGround = true; lastObstacleX = 1200; score = 0; scoreTxt.setText(score); progressPercent = 0; progressBarFill.width = 0; winText.visible = false; replayBtn.visible = false; winShown = false; gameStarted = false; // Reset flying section state flyingSectionStarted = false; flyingSectionTriggered = false; flyingSectionActive = false; flyingSectionShipLanded = false; // Hide shop UI on reset showShop(false); // Update shop icons (in case of new purchases) for (var i = 0; i < shopIcons.length; ++i) { var iconId = shopIcons[i].iconId; var purchased = !!storage['shop_' + iconId] || iconShopData[i].price === 0; var selectedIconId = storage['selected_icon']; var selected = selectedIconId && selectedIconId === iconId || !selectedIconId && iconShopData[i].price === 0; shopIcons[i].initIcon(iconId, iconShopData[i].price, purchased, selected); } } // Start game on first tap game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; return; } // If in flying section, do nothing on tap if (flyingSectionActive) return; cube.jump(); }; // Ship control: move ship to touch/move Y in flying section game.move = function (x, y, obj) { if (flyingSectionActive && ship && ship.visible) { // Convert to local game coordinates if needed ship.targetY = y; } }; // Main update loop game.update = function () { if (!gameStarted || winShown) return; // --- FLYING SECTION TRIGGER --- if (!flyingSectionTriggered && score >= 15) { // Start flying section after 15 points flyingSectionTriggered = true; flyingSectionStarted = true; flyingSectionActive = true; // Hide cube, show ship cube.visible = false; if (!ship) { ship = new Ship(); ship.x = flyingSectionShipStartX; ship.y = flyingSectionShipStartY; game.addChild(ship); } ship.visible = true; ship.x = flyingSectionShipStartX; ship.y = flyingSectionShipStartY; ship.targetY = flyingSectionShipStartY; // Remove all ground obstacles for (var i = obstacles.length - 1; i >= 0; --i) { obstacles[i].destroy(); obstacles.splice(i, 1); } // Reset flying obstacles for (var i = flyingObstacles.length - 1; i >= 0; --i) { flyingObstacles[i].destroy(); flyingObstacles.splice(i, 1); } flyingSectionLastObstacleX = 2048 + 200; flyingSectionPassedObstacles = 0; flyingSectionProgress = 0; flyingSectionScore = 0; flyingSectionShipLanded = false; } // --- FLYING SECTION ACTIVE --- if (flyingSectionActive) { // Update ship if (ship) { ship.update(); } // Move ship forward if (ship && !flyingSectionShipLanded) { ship.x += 10; if (ship.x > flyingSectionShipTargetX) ship.x = flyingSectionShipTargetX; } // Spawn flying obstacles if (flyingSectionLastObstacleX - ship.x < 1200) { var gap = flyingSectionObstacleGap + Math.random() * 180; var obs = new FlyingObstacle(); obs.x = flyingSectionLastObstacleX + gap; obs.y = 400 + Math.random() * (groundY - 600); flyingObstacles.push(obs); game.addChild(obs); flyingSectionLastObstacleX = obs.x; } // Update flying obstacles for (var i = flyingObstacles.length - 1; i >= 0; --i) { var obs = flyingObstacles[i]; obs.update(); // Remove if off screen if (obs.x < -200) { obs.destroy(); flyingObstacles.splice(i, 1); continue; } // Collision with ship if (ship && ship.intersects(obs)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } // Score: passed obstacle if (!obs.passed && obs.x + obs.width / 2 < ship.x - ship.width / 2) { obs.passed = true; flyingSectionScore += 1; score += 2; scoreTxt.setText(score); // Progress bar progressPercent = Math.min(progressPercent + progressPerScore * 2, progressMax); progressBarFill.width = progressPercent / progressMax * 800; if (progressPercent >= progressMax && !winShown) { winShown = true; gameStarted = false; winText.visible = true; replayBtn.visible = true; } } } // End flying section after enough distance or obstacles if (ship && ship.x >= flyingSectionShipTargetX && !flyingSectionShipLanded) { flyingSectionShipLanded = true; flyingSectionActive = false; // Hide ship, show cube, reset cube position ship.visible = false; cube.visible = true; cube.x = ship.x; cube.y = groundY; cube.velY = 0; cube.isOnGround = true; // Remove all flying obstacles for (var i = flyingObstacles.length - 1; i >= 0; --i) { flyingObstacles[i].destroy(); flyingObstacles.splice(i, 1); } // Continue normal section, spawn obstacles ahead lastObstacleX = cube.x + 600; } return; } // Update player cube.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; --i) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.x < -200) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection if (obs.type === 'minicoin') { if (!obs.collected && cube.intersects(obs)) { obs.collected = true; score += 5; // Minicoin gives 5 points scoreTxt.setText(score); // Play coin sound LK.getSound('Coin').play(); // Update progress progressPercent = Math.min(progressPercent + progressPerScore * 5, progressMax); progressBarFill.width = progressPercent / progressMax * 800; if (progressPercent >= progressMax && !winShown) { winShown = true; gameStarted = false; winText.visible = true; replayBtn.visible = true; // LK.pauseGame(); //{30} // Removed: not needed, LK handles game state on win } obs.destroy(); obstacles.splice(i, 1); continue; } } else { if (cube.intersects(obs)) { // Flash screen and game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } // Score: passed obstacle if (!obs.passed && obs.x + obs.width / 2 < cube.x - cube.width / 2) { obs.passed = true; score += 1; scoreTxt.setText(score); // Update progress progressPercent = Math.min(progressPercent + progressPerScore, progressMax); progressBarFill.width = progressPercent / progressMax * 800; if (progressPercent >= progressMax && !winShown) { winShown = true; gameStarted = false; winText.visible = true; replayBtn.visible = true; // LK.pauseGame(); //{3h} // Removed: not needed, LK handles game state on win } } } } // Spawn new obstacles if (obstacles.length === 0 || 2048 - lastObstacleX > minObstacleGap + Math.random() * (maxObstacleGap - minObstacleGap)) { spawnObstacle(); } }; // Reset game on game over LK.on('gameover', function () { resetGame(); LK.playMusic('Mad'); }); // Initial state resetGame(); // Play music asset when the game starts LK.playMusic('Mad'); // Shop icon assets (add more as needed)
===================================================================
--- original.js
+++ change.js
@@ -238,16 +238,16 @@
/****
* Game Code
****/
-// Deleted and re-added player asset
-// New ship asset
-// Block obstacle
-// Spike obstacle
-// Ground
-// Cube player
-// Constants
// Removed old cube asset and re-added it
+// Constants
+// Cube player
+// Ground
+// Spike obstacle
+// Block obstacle
+// New ship asset
+// Deleted and re-added player asset
var groundHeight = 80;
var groundY = 2732 - groundHeight;
var startX = 400;
var startY = groundY;