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; }); // 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; }); // 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 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 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 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: randomize height and length var platformHeight = Math.floor(Math.random() * 2) + 1; // 1 or 2 blocks high 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) { for (var j = 0; j < platformHeight; ++j) { var block = new Block(); block.x = baseX + i * blockW; block.y = groundY - j * blockH; obstacles.push(block); game.addChild(block); lastObstacleX = block.x; } // Place minicoins on top of the structure if (minicoinsOnTop && platformHeight > 0) { var coin = new Minicoin(); coin.x = baseX + i * blockW; coin.y = groundY - platformHeight * blockH - 10; // 10px above top block obstacles.push(coin); game.addChild(coin); } } } } // 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 (obs.type === 'minicoin') { if (!obs.collected && cube.intersects(obs)) { obs.collected = true; score += 5; // Minicoin gives 5 points scoreTxt.setText(score); 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); } } } // 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
@@ -53,8 +53,24 @@
}
};
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;
+});
// Spike obstacle
var Spike = Container.expand(function () {
var self = Container.call(this);
var spikeGfx = self.attachAsset('spike', {
@@ -126,23 +142,44 @@
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper: spawn obstacle
function spawnObstacle() {
- // Randomly choose spike or block
+ // Randomly choose spike or block structure
var type = Math.random() < 0.6 ? 'spike' : 'block';
- var obs;
if (type === 'spike') {
- obs = new Spike();
+ var obs = new Spike();
obs.x = 2048 + 100;
obs.y = groundY;
+ obstacles.push(obs);
+ game.addChild(obs);
+ lastObstacleX = obs.x;
} else {
- obs = new Block();
- obs.x = 2048 + 100;
- obs.y = groundY;
+ // Structure: randomize height and length
+ var platformHeight = Math.floor(Math.random() * 2) + 1; // 1 or 2 blocks high
+ 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) {
+ for (var j = 0; j < platformHeight; ++j) {
+ var block = new Block();
+ block.x = baseX + i * blockW;
+ block.y = groundY - j * blockH;
+ obstacles.push(block);
+ game.addChild(block);
+ lastObstacleX = block.x;
+ }
+ // Place minicoins on top of the structure
+ if (minicoinsOnTop && platformHeight > 0) {
+ var coin = new Minicoin();
+ coin.x = baseX + i * blockW;
+ coin.y = groundY - platformHeight * blockH - 10; // 10px above top block
+ obstacles.push(coin);
+ game.addChild(coin);
+ }
+ }
}
- obstacles.push(obs);
- game.addChild(obs);
- lastObstacleX = obs.x;
}
// Helper: reset game state
function resetGame() {
// Remove obstacles
@@ -182,20 +219,31 @@
obstacles.splice(i, 1);
continue;
}
// Collision detection
- if (cube.intersects(obs)) {
- // Flash screen and game over
- LK.effects.flashScreen(0xff0000, 800);
- LK.showGameOver();
- return;
+ if (obs.type === 'minicoin') {
+ if (!obs.collected && cube.intersects(obs)) {
+ obs.collected = true;
+ score += 5; // Minicoin gives 5 points
+ scoreTxt.setText(score);
+ 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);
+ }
}
- // 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();