User prompt
Make the blocks rendered in a structure shape so the player can jump on and collect minicoins
User prompt
Add a background asset
User prompt
Slow down the jump of the player too
User prompt
Slow down the speed of the player
Code edit (1 edits merged)
Please save this source code
User prompt
Jump Cube Run
Initial prompt
A platformer game that you jump over obstacles like a spike or a block and you play as a cube
/****
* Plugins
****/
var tween = LK.import("@upit/tween.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 = -32; // Reduced jump velocity for slower jump
self.isOnGround = false;
}
};
// Update method
self.update = function () {
// Gravity
self.velY += 2.8; // Reduced gravity for slower jump arc
if (self.velY > 60) self.velY = 60;
self.y += self.velY;
// Prevent falling below ground
if (self.y > groundY) {
self.y = groundY;
self.velY = 0;
self.isOnGround = true;
}
};
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
****/
// Block obstacle
// Spike obstacle
// Ground
// Cube player
// Constants
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 = [];
// Add ground
var ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground.x = 0;
ground.y = groundY;
game.addChild(ground);
// Add player cube
var cube = new Cube();
cube.x = startX;
cube.y = startY;
game.addChild(cube);
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: 0x222222
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper: spawn obstacle
function spawnObstacle() {
// Randomly choose spike or block
var type = Math.random() < 0.6 ? 'spike' : 'block';
var obs;
if (type === 'spike') {
obs = new Spike();
obs.x = 2048 + 100;
obs.y = groundY;
} else {
obs = new Block();
obs.x = 2048 + 100;
obs.y = groundY;
}
obstacles.push(obs);
game.addChild(obs);
lastObstacleX = obs.x;
}
// Helper: reset game state
function resetGame() {
// Remove obstacles
for (var i = 0; i < obstacles.length; ++i) {
obstacles[i].destroy();
}
obstacles.length = 0;
cube.x = startX;
cube.y = startY;
cube.velY = 0;
cube.isOnGround = true;
lastObstacleX = 1200;
score = 0;
scoreTxt.setText(score);
gameStarted = false;
}
// Start game on first tap
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
return;
}
cube.jump();
};
// Main update loop
game.update = function () {
if (!gameStarted) 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 (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);
}
}
// 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();
});
// Initial state
resetGame(); ===================================================================
--- original.js
+++ change.js
@@ -34,16 +34,16 @@
self.isOnGround = false;
// Jump method
self.jump = function () {
if (self.isOnGround) {
- self.velY = -48; // Jump velocity
+ self.velY = -32; // Reduced jump velocity for slower jump
self.isOnGround = false;
}
};
// Update method
self.update = function () {
// Gravity
- self.velY += 4.2;
+ self.velY += 2.8; // Reduced gravity for slower jump arc
if (self.velY > 60) self.velY = 60;
self.y += self.velY;
// Prevent falling below ground
if (self.y > groundY) {