User prompt
Remove the button after you win back to main menu
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U didn’t mean the top right corner one put it back
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Remove back to main menu in the middle of the screen show that when the level is finished
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After I goin in a level show go back to menu in the top right corner
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After you win a level and you press back to main menu it will show the game and the text please fix this
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After you beat a level show an option of to go back to main menu
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So when you get 30 points add +150 coins to the player
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Make Erin’s atventure only 30 points
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Make 2 new levels and the first one will be called Erin’s atventure continuation and the second Dash and in the first one make the spikes closer and in the second just use more spikes and keep the close
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Just make them like the last 3 levels
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Try again
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The game is looking great but make the text more thicker
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Make the character visible again after it explodes
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After the character turns into small peices reastart from the start
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Please fix the bug: 'ReferenceError: Can't find variable: playerSprite' in or related to this line: 'if (playerSprite && playerSprite.color) {' Line Number: 585
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Remove the red effect when you die just make the character explode into small peices
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Make the start of every level a little bit longer
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When I die reset to the start
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When I die don’t show play again just reset
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Please fix the bug: 'Script error.' in or related to this line: 'tween.to(playerSprite, {' Line Number: 75 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When I jump make the icon do a 360
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When I press back it just shows the text on the screen fix it
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Please fix the bug: 'Script error.' in or related to this line: 'playerSprite.setColor(skinColors[storage.selectedSkin]);' Line Number: 50
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Do it
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Please fix the bug: 'Script error.' in or related to this line: 'storage.remove('lastCompletedLevel');' Line Number: 295
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, claimed: {} }); /**** * Classes ****/ // Obstacle class (tall block) var Obstacle = Container.expand(function () { var self = Container.call(this); var obsSprite = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1 }); self.speed = 22; self.update = function () { self.x -= self.speed; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); // Apply skin color if selected var skinColors = { "skin_red": 0xe74c3c, "skin_green": 0x2ecc71, "skin_gold": 0xf1c40f }; if (storage.selectedSkin && skinColors[storage.selectedSkin]) { playerSprite.color = skinColors[storage.selectedSkin]; // LK shape assets support .color property for tinting } // Physics self.vy = 0; self.isJumping = false; self.gravity = 2.2; self.jumpStrength = -48; self.groundY = 0; // Set after ground is created // Update method self.update = function () { // Apply gravity self.vy += self.gravity; self.y += self.vy; // Ground collision if (self.y > self.groundY) { self.y = self.groundY; self.vy = 0; self.isJumping = false; } }; // Jump method self.jump = function () { if (!self.isJumping && self.y >= self.groundY) { self.vy = self.jumpStrength; self.isJumping = true; // Start 360-degree rotation tween on playerSprite tween(playerSprite, { rotation: playerSprite.rotation + Math.PI * 2 }, { duration: 400, easing: tween.linear }); } }; return self; }); // Spike class (obstacle) var Spike = Container.expand(function () { var self = Container.call(this); var spikeSprite = self.attachAsset('spike', { anchorX: 0.5, anchorY: 1 }); self.speed = 22; // Moves left self.update = function () { self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222831 }); /**** * Game Code ****/ // --- LEVEL DATA --- // Player: blue square // Ground: gray rectangle // Spike: red triangle (approximate with a tall, thin box for MVP) // Obstacle: purple rectangle var LEVELS = [{ name: "First Steps", difficulty: "Easy", color: 0x2ecc71, minGap: 800, maxGap: 1200, types: ['spike'], intro: "Welcome to your first steps!" }, { name: "Erin's Adventure", difficulty: "Medium", color: 0xf1c40f, minGap: 650, maxGap: 1050, types: ['spike', 'obstacle'], intro: "A trickier journey awaits." }, { name: "Final Steps", difficulty: "Hard", color: 0xe74c3c, minGap: 500, maxGap: 900, types: ['spike', 'obstacle', 'spike'], intro: "Only the brave survive!" }]; // --- MENU STATE --- var MENU_STATE = { MAIN: 0, LEVEL_SELECT: 1, PLAYING: 2 }; var menuState = MENU_STATE.MAIN; var selectedLevel = 0; // --- UI ELEMENTS --- var menuContainer = new Container(); var levelSelectContainer = new Container(); var introText = null; // --- GAME CONSTANTS --- var GROUND_HEIGHT = 120; var PLAYER_SIZE = 120; var PLAYER_START_X = 400; var OBSTACLE_MIN_GAP = 600; var OBSTACLE_MAX_GAP = 1100; var OBSTACLE_TYPES = ['spike', 'obstacle']; var OBSTACLE_Y = 2732 - GROUND_HEIGHT; // --- GAME STATE --- var player; var ground; var obstacles = []; var score = 0; var scoreTxt; var lastObstacleX = 0; var isGameOver = false; // --- UI HELPERS --- function clearMenuUI() { if (menuContainer.parent) menuContainer.parent.removeChild(menuContainer); if (levelSelectContainer.parent) levelSelectContainer.parent.removeChild(levelSelectContainer); if (introText && introText.parent) introText.parent.removeChild(introText); } // --- MAIN MENU --- function showMainMenu() { clearMenuUI(); menuState = MENU_STATE.MAIN; menuContainer.removeChildren(); // Title var title = new Text2("Geometry Dash", { size: 180, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.x = 2048 / 2; title.y = 400; menuContainer.addChild(title); // Play button var playBtn = new Text2("Play", { size: 140, fill: 0x2ECC71 }); playBtn.anchor.set(0.5, 0.5); playBtn.x = 2048 / 2; playBtn.y = 1000; playBtn.interactive = true; playBtn.buttonMode = true; playBtn.down = function () { showLevelSelect(); }; menuContainer.addChild(playBtn); // Shop button var shopBtn = new Text2("Shop", { size: 120, fill: 0xf1c40f }); shopBtn.anchor.set(0.5, 0.5); shopBtn.x = 2048 / 2; shopBtn.y = 1200; shopBtn.interactive = true; shopBtn.buttonMode = true; shopBtn.down = function () { showShop(); }; menuContainer.addChild(shopBtn); // Add to game game.addChild(menuContainer); } // --- SHOP --- var shopContainer = new Container(); var SHOP_ITEMS = [{ id: "skin_red", name: "Red Skin", price: 30, color: 0xe74c3c }, { id: "skin_green", name: "Green Skin", price: 30, color: 0x2ecc71 }, { id: "skin_gold", name: "Gold Skin", price: 100, color: 0xf1c40f }]; function showShop() { clearMenuUI(); menuState = MENU_STATE.MAIN; shopContainer.removeChildren(); // Title var shopTitle = new Text2("Shop", { size: 150, fill: 0xFFFFFF }); shopTitle.anchor.set(0.5, 0); shopTitle.x = 2048 / 2; shopTitle.y = 300; shopContainer.addChild(shopTitle); // Coin display var coins = storage.coins || 0; var coinTxt = new Text2("Coins: " + coins, { size: 100, fill: 0xf1c40f }); coinTxt.anchor.set(0.5, 0); coinTxt.x = 2048 / 2; coinTxt.y = 500; shopContainer.addChild(coinTxt); // List items for (var i = 0; i < SHOP_ITEMS.length; i++) { (function (idx) { var item = SHOP_ITEMS[idx]; var owned = storage["owned_" + item.id] === true; var y = 700 + idx * 220; var itemTxt = new Text2(item.name, { size: 100, fill: "#" + item.color.toString(16).padStart(6, "0") }); itemTxt.anchor.set(0, 0.5); itemTxt.x = 400; itemTxt.y = y; shopContainer.addChild(itemTxt); var priceTxt = new Text2(owned ? "Owned" : item.price + " coins", { size: 90, fill: owned ? 0x2ecc71 : 0xffffff }); priceTxt.anchor.set(0.5, 0.5); priceTxt.x = 1200; priceTxt.y = y; shopContainer.addChild(priceTxt); // Buy/select button var btnTxt = owned ? storage.selectedSkin === item.id ? "Selected" : "Select" : "Buy"; var btn = new Text2(btnTxt, { size: 90, fill: owned ? storage.selectedSkin === item.id ? 0x2ecc71 : 0x3498db : 0xf1c40f }); btn.anchor.set(0.5, 0.5); btn.x = 1700; btn.y = y; btn.interactive = true; btn.buttonMode = true; btn.down = function () { if (owned) { // Select skin storage.selectedSkin = item.id; showShop(); } else { // Try to buy var coins = storage.coins || 0; if (coins >= item.price) { storage.coins = coins - item.price; storage["owned_" + item.id] = true; storage.selectedSkin = item.id; showShop(); } else { priceTxt.setText("Not enough!"); priceTxt.fill = 0xe74c3c; } } }; shopContainer.addChild(btn); })(i); } // Back button var backBtn = new Text2("Back", { size: 90, fill: 0x888888 }); backBtn.anchor.set(0.5, 0.5); backBtn.x = 2048 / 2; backBtn.y = 700 + SHOP_ITEMS.length * 220 + 100; backBtn.interactive = true; backBtn.buttonMode = true; backBtn.down = function () { // Remove shop UI before showing main menu if (shopContainer.parent) shopContainer.parent.removeChild(shopContainer); showMainMenu(); }; shopContainer.addChild(backBtn); game.addChild(shopContainer); } // --- LEVEL SELECT MENU --- function showLevelSelect() { clearMenuUI(); menuState = MENU_STATE.LEVEL_SELECT; levelSelectContainer.removeChildren(); // Title var selTitle = new Text2("Select Level", { size: 150, fill: 0xFFFFFF }); selTitle.anchor.set(0.5, 0); selTitle.x = 2048 / 2; selTitle.y = 300; levelSelectContainer.addChild(selTitle); // Level buttons for (var i = 0; i < LEVELS.length; i++) { (function (idx) { var lvl = LEVELS[idx]; var btn = new Text2(lvl.name + " (" + lvl.difficulty + ")", { size: 110, fill: "#" + lvl.color.toString(16).padStart(6, "0") }); btn.anchor.set(0.5, 0.5); btn.x = 2048 / 2; btn.y = 600 + idx * 250; btn.interactive = true; btn.buttonMode = true; btn.down = function () { selectedLevel = idx; showLevelIntro(); }; levelSelectContainer.addChild(btn); })(i); } // Back button var backBtn = new Text2("Back", { size: 90, fill: 0x888888 }); backBtn.anchor.set(0.5, 0.5); backBtn.x = 2048 / 2; backBtn.y = 600 + LEVELS.length * 250 + 100; backBtn.interactive = true; backBtn.buttonMode = true; backBtn.down = function () { showMainMenu(); }; levelSelectContainer.addChild(backBtn); game.addChild(levelSelectContainer); } // --- LEVEL INTRO --- function showLevelIntro() { clearMenuUI(); menuState = MENU_STATE.LEVEL_SELECT; var lvl = LEVELS[selectedLevel]; // Coin rewards per level var COIN_REWARDS = [20, 50, 100]; var rewardText = lvl.name + "\nDifficulty: " + lvl.difficulty + "\n\n" + lvl.intro + "\n\nTap to Start"; var showClaim = false; var coinsToClaim = 0; if (storage.claimed && storage.claimed[selectedLevel] === false && storage.lastCompletedLevel !== undefined && storage.lastCompletedLevel == selectedLevel) { // Player just beat this level and hasn't claimed coins yet showClaim = true; coinsToClaim = COIN_REWARDS[selectedLevel]; rewardText += "\n\n🎉 Level Complete! 🎉\nClaim +" + coinsToClaim + " coins!"; } introText = new Text2(rewardText, { size: 100, fill: "#" + lvl.color.toString(16).padStart(6, "0"), align: "center" }); introText.anchor.set(0.5, 0.5); introText.x = 2048 / 2; introText.y = 1200; introText.interactive = true; introText.buttonMode = true; introText.down = function () { if (showClaim) return; // Don't start level if claim is available startLevel(selectedLevel); }; game.addChild(introText); // Show claim button if eligible if (showClaim) { var claimBtn = new Text2("Claim +" + coinsToClaim + " coins", { size: 110, fill: 0xFFD700 }); claimBtn.anchor.set(0.5, 0.5); claimBtn.x = 2048 / 2; claimBtn.y = introText.y + 350; claimBtn.interactive = true; claimBtn.buttonMode = true; claimBtn.down = function () { // Add coins and mark as claimed storage.coins = (storage.coins || 0) + coinsToClaim; if (!storage.claimed) storage.claimed = {}; storage.claimed[selectedLevel] = true; // Remove lastCompletedLevel so claim can't be repeated delete storage.lastCompletedLevel; // Update UI claimBtn.setText("Claimed!"); claimBtn.interactive = false; claimBtn.buttonMode = false; }; game.addChild(claimBtn); } } // --- START LEVEL --- function startLevel(levelIdx) { clearMenuUI(); menuState = MENU_STATE.PLAYING; // Set level params var lvl = LEVELS[levelIdx]; OBSTACLE_MIN_GAP = lvl.minGap; OBSTACLE_MAX_GAP = lvl.maxGap; OBSTACLE_TYPES = lvl.types; // Reset game state resetGame(); // Show score scoreTxt.setText("0"); scoreTxt.visible = true; // Show ground and player if (!ground) { ground = LK.getAsset('ground', { anchorX: 0, anchorY: 1, x: 0, y: 2732 }); game.addChild(ground); } if (!player) { player = new Player(); player.x = PLAYER_START_X; player.groundY = 2732 - GROUND_HEIGHT; player.y = player.groundY; game.addChild(player); } // Initial obstacle lastObstacleX = 1200 + 700; //{2I} // Add extra distance for a longer start spawnObstacle(); } // --- SCORE TEXT --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.visible = false; // --- INITIALIZE: show main menu --- showMainMenu(); // Helper: spawn obstacle function spawnObstacle() { // Randomly pick type var type = OBSTACLE_TYPES[Math.floor(Math.random() * OBSTACLE_TYPES.length)]; var obs; if (type === 'spike') { obs = new Spike(); obs.x = 2048 + 100; obs.y = OBSTACLE_Y; } else { obs = new Obstacle(); obs.x = 2048 + 100; obs.y = OBSTACLE_Y; } 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 = []; // Reset player if (player) { player.x = PLAYER_START_X; player.y = player.groundY; player.vy = 0; player.isJumping = false; player.visible = true; // Make player visible again after explosion } // Reset score score = 0; scoreTxt.setText(score); lastObstacleX = 1200; isGameOver = false; } // Touch/click to jump game.down = function (x, y, obj) { if (menuState !== MENU_STATE.PLAYING) return; if (isGameOver) return; player.jump(); }; // Main update loop game.update = function () { if (menuState !== MENU_STATE.PLAYING) return; if (isGameOver) return; // Update player player.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 (player.intersects(obs)) { // Explode player into small pieces if (player && player.parent) { var numPieces = 12; var centerX = player.x; var centerY = player.y; var pieceSize = 32; for (var p = 0; p < numPieces; p++) { (function (pieceIdx) { var angle = Math.PI * 2 / numPieces * pieceIdx; var px = centerX; var py = centerY - PLAYER_SIZE / 2 + pieceSize / 2; var piece = new Container(); var pieceSprite = piece.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: pieceSize, height: pieceSize }); // Use same color as player var playerSpriteRef = player && player.childAt ? player.childAt(0) : null; if (playerSpriteRef && playerSpriteRef.color) { pieceSprite.color = playerSpriteRef.color; } piece.x = px; piece.y = py; game.addChild(piece); // Animate outward with random velocity and fade out var speed = 32 + Math.random() * 32; var dx = Math.cos(angle) * speed; var dy = Math.sin(angle) * speed - 10 + Math.random() * 20; tween(piece, { x: px + dx * 16, y: py + dy * 16, alpha: 0 }, { duration: 700 + Math.random() * 200, easing: tween.easeOutCubic, onComplete: function onComplete() { piece.destroy(); } }); })(p); } // Hide player sprite immediately player.visible = false; } isGameOver = true; // Delay restart until after explosion animation LK.setTimeout(function () { startLevel(selectedLevel); }, 800); return; } } // Score: increase as player passes obstacles for (var j = 0; j < obstacles.length; j++) { var o = obstacles[j]; if (!o.passed && o.x + 60 < player.x) { o.passed = true; score += 1; scoreTxt.setText(score); } } // Win condition: pass 10 obstacles (easy), 15 (medium), 20 (hard) var winScores = [10, 15, 20]; if (score >= winScores[selectedLevel]) { isGameOver = true; // Mark level as completed for coin claim storage.lastCompletedLevel = selectedLevel; if (!storage.claimed) storage.claimed = {}; storage.claimed[selectedLevel] = storage.claimed[selectedLevel] || false; LK.setTimeout(function () { showLevelIntro(); }, 600); return; } // Spawn new obstacles if (obstacles.length === 0 || 2048 - lastObstacleX > OBSTACLE_MIN_GAP + Math.floor(Math.random() * (OBSTACLE_MAX_GAP - OBSTACLE_MIN_GAP))) { spawnObstacle(); } }; // (gameover event handler removed, as game over popup is never shown)
===================================================================
--- original.js
+++ change.js
@@ -503,8 +503,9 @@
player.x = PLAYER_START_X;
player.y = player.groundY;
player.vy = 0;
player.isJumping = false;
+ player.visible = true; // Make player visible again after explosion
}
// Reset score
score = 0;
scoreTxt.setText(score);