User prompt
More
User prompt
Put it more down
User prompt
Put it in while playing the level please
User prompt
Put it in the top right corner
User prompt
But in even more down
User prompt
Where is the button just add it under Tap to Start
User prompt
Put it after beating the level
User prompt
It’s not working
User prompt
Yeah I still don’t see it
User prompt
Add the button in the top right corner
User prompt
Make the color yellow of the button
User prompt
Add a option to go back to main menu
User prompt
And make the sample text a secret button.
User prompt
Put text.
User prompt
Put it when you finish a level.
User prompt
It won’t work
User prompt
Do it
User prompt
After you win a level put back to main menu
User prompt
Add back to main menu
User prompt
Do that also in the top right corner of the game
User prompt
After you beat a level show back to main menu and you go to the main menu
User prompt
It’s not there just add it
User prompt
Add the back to main menu in the top right corner
User prompt
After you go in a level add back to main menu in the top right corner
User prompt
Put the option to go back to main menu on the top right corner
/**** * 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 ****/ // 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: 500, maxGap: 900, types: ['spike', 'obstacle', 'spike'], intro: "Welcome to your first steps!" }, { name: "Erin's Adventure", difficulty: "Medium", color: 0xf1c40f, minGap: 500, maxGap: 900, types: ['spike', 'obstacle', 'spike'], 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!" }, { name: "Erin’s atventure continuation", difficulty: "Hard", color: 0x8e44ad, minGap: 320, maxGap: 480, types: ['spike', 'spike', 'obstacle', 'spike', 'spike'], intro: "The spikes are closer than ever. Time your jumps perfectly!" }, { name: "Dash", difficulty: "Extreme", color: 0x16a085, minGap: 220, maxGap: 350, types: ['spike', 'spike', 'spike', 'obstacle', 'spike', 'spike', 'spike'], intro: "Dash through a gauntlet of spikes! Can you 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 12 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 10 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 8 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 10 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 7 }); 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"), fontWeight: "bold", stroke: 0x000000, strokeThickness: 7 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 6 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 6 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 6 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 10 }); 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"), fontWeight: "bold", stroke: 0x000000, strokeThickness: 8 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 6 }); 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", fontWeight: "bold", stroke: 0x000000, strokeThickness: 7 }); 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, fontWeight: "bold", stroke: 0x000000, strokeThickness: 8 }); 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); } // Add 'Back to Main Menu' button after beating a level in the top right corner using LK.gui.topRight var backToMenuBtn = new Text2("Back to Main Menu", { size: 90, fill: 0x888888, fontWeight: "bold", stroke: 0x000000, strokeThickness: 6 }); backToMenuBtn.anchor.set(1, 0); backToMenuBtn.x = 2048 - 40; backToMenuBtn.y = 40; backToMenuBtn.interactive = true; backToMenuBtn.buttonMode = true; backToMenuBtn.visible = true; backToMenuBtn.down = function () { // Remove introText and claimBtn if present if (introText && introText.parent) introText.parent.removeChild(introText); // Remove claimBtn if present var children = game.children ? game.children.slice() : []; for (var i = 0; i < children.length; i++) { if (children[i] && children[i].text && typeof children[i].text === "string" && children[i].text.indexOf("Claim") === 0) { if (children[i].parent) children[i].parent.removeChild(children[i]); } } if (backToMenuBtn && backToMenuBtn.parent) backToMenuBtn.parent.removeChild(backToMenuBtn); showMainMenu(); }; LK.gui.topRight.addChild(backToMenuBtn); } // --- 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(); // Add 'Back to Main Menu' button in the top right during gameplay if (!game.goBackBtn) { var goBackBtn = new Text2("Back to Main Menu", { size: 90, fill: 0x888888, fontWeight: "bold", stroke: 0x000000, strokeThickness: 6 }); goBackBtn.anchor.set(1, 0); goBackBtn.x = 2048 - 40; goBackBtn.y = 40; goBackBtn.interactive = true; goBackBtn.buttonMode = true; goBackBtn.visible = true; goBackBtn.down = function () { resetGame(); scoreTxt.visible = false; showMainMenu(); if (game.goBackBtn && game.goBackBtn.parent) { game.goBackBtn.parent.removeChild(game.goBackBtn); } }; game.goBackBtn = goBackBtn; } game.goBackBtn.visible = true; if (!game.goBackBtn.parent) { LK.gui.topRight.addChild(game.goBackBtn); } } // --- SCORE TEXT --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF, fontWeight: "bold", stroke: 0x000000, strokeThickness: 8 }); 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), 30 (Erin’s atventure continuation), 40 (Dash) var winScores = [10, 15, 20, 30, 40]; 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; // Award +150 coins if Erin’s atventure continuation (index 3) if (selectedLevel === 3) { storage.coins = (storage.coins || 0) + 150; } 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
@@ -483,9 +483,8 @@
claimBtn.buttonMode = false;
};
game.addChild(claimBtn);
}
- // (Removed 'Back to Main Menu' button after you win a level)
// Add 'Back to Main Menu' button after beating a level in the top right corner using LK.gui.topRight
var backToMenuBtn = new Text2("Back to Main Menu", {
size: 90,
fill: 0x888888,