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"); /**** * 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 = -22; // Further reduced jump velocity for even slower jump self.isOnGround = false; } }; // Update method self.update = function () { // Gravity self.velY += 1.7; // Further reduced gravity for slower, lower 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: 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); } } } } // 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();
/****
* 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 = -22; // Further reduced jump velocity for even slower jump
self.isOnGround = false;
}
};
// Update method
self.update = function () {
// Gravity
self.velY += 1.7; // Further reduced gravity for slower, lower 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: 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);
}
}
}
}
// 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();