User prompt
If you beat Secret you get 200 coins ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
And to go in THE REAL SECRET you need 200 coins ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
And in THE REAL SECRET is a level called THE REAL SECRET difficulty is EXTREME DEMON
User prompt
Add it to the main menu under NEW UPDATES COMING SOON...
User prompt
Add a button called THE REAL SECRET
User prompt
Even less spikes and obstacles in the level Secret
User prompt
Put less spikes and obstacles in the level secret
User prompt
In the level secret you start in th middle and the spikes move slower
User prompt
Put spikes on the ground in the level Secret
User prompt
In the level dash make a 5 sec timer and you start in the middle and the ground is death
User prompt
Add a new level called secret and it’s difficulty is a demon and it’s so much more harder then dash
User prompt
Make the level dash end at 30 points
User prompt
Put the 5s counter in the level dash at 20 points
User prompt
I don’t hear the music please fix it
User prompt
In the level first steps add the song stereo madnes from geometry dash
User prompt
Make the wave start in mid air at 20 points
User prompt
Put NEW UPDATES COMING SOON... a little bit more down in between the levels Erin’s atventure continuation and Dash
User prompt
In the wave in the level dash make it when you touch the ground you die and you start in the middle and you get 5 seconds before the wave starts
User prompt
Just do it
User prompt
If I go in a level leave and go back to play it will go back to the level and it won’t show back to main menu and it won’t show the scoreboard and the levels UI
User prompt
Fix level dash when I go to main menu and go in again it won’t show my asset or password he scoreboard or the back to main menu button fix it please
User prompt
The level dash is broken after going to main menu and going back in
User prompt
The score board is broken fix it
User prompt
The level dash is broken fix it
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
claimed: {}
});
/****
* Classes
****/
// FlyingObstacle class (flying block for wave mode)
var FlyingObstacle = Container.expand(function () {
var self = Container.call(this);
var obsSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 28;
self.amplitude = 350 + Math.random() * 250;
self.frequency = 0.0015 + Math.random() * 0.001;
self.baseY = 1366 + (Math.random() - 0.5) * 900;
self.phase = Math.random() * Math.PI * 2;
self.update = function () {
self.x -= self.speed;
self.y = self.baseY + Math.cos(self.x * self.frequency + self.phase) * self.amplitude;
};
return self;
});
// 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);
// Use image asset for red, green, or gold skin, otherwise use shape asset and tint for other skins
var playerSprite;
if (storage.selectedSkin === "skin_red") {
playerSprite = self.attachAsset('Red', {
anchorX: 0.5,
anchorY: 1
});
} else if (storage.selectedSkin === "skin_green") {
playerSprite = self.attachAsset('Green', {
anchorX: 0.5,
anchorY: 1
});
} else if (storage.selectedSkin === "skin_gold") {
playerSprite = self.attachAsset('Gold', {
anchorX: 0.5,
anchorY: 1
});
} else {
playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1
});
// Apply skin color if selected and not red, green, or gold
var skinColors = {
"skin_red": 0xe74c3c,
"skin_green": 0x2ecc71,
"skin_gold": 0xf1c40f
};
if (storage.selectedSkin && skinColors[storage.selectedSkin] && storage.selectedSkin !== "skin_red" && storage.selectedSkin !== "skin_green" && storage.selectedSkin !== "skin_gold") {
playerSprite.color = skinColors[storage.selectedSkin];
}
}
// Physics
self.vy = 0;
self.isJumping = false;
self.gravity = 2.2;
self.jumpStrength = -48;
self.groundY = 0; // Set after ground is created
self.isWave = false; // Always initialize wave mode state
// Update method
self.update = function () {
if (self.isWave) {
// Wave mode: apply constant gravity, but allow upward thrust on press
self.vy += 3.2; // slightly higher gravity for wave feel
self.y += self.vy;
// Clamp to screen bounds (not off top or bottom)
if (self.y < 60) {
self.y = 60;
self.vy = 0;
}
if (self.y > 2732 - 60) {
self.y = 2732 - 60;
self.vy = 0;
}
} else {
// Normal mode
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;
});
// WaveSpike class (flying spike for wave mode)
var WaveSpike = Container.expand(function () {
var self = Container.call(this);
var spikeSprite = self.attachAsset('spike', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 28;
self.amplitude = 400 + Math.random() * 300; // vertical wave amplitude
self.frequency = 0.002 + Math.random() * 0.0015; // wave frequency
self.baseY = 1366 + (Math.random() - 0.5) * 900; // center Y
self.phase = Math.random() * Math.PI * 2;
self.update = function () {
self.x -= self.speed;
self.y = self.baseY + Math.sin(self.x * self.frequency + self.phase) * self.amplitude;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222831
});
/****
* Game Code
****/
// Obstacle: purple rectangle
// Spike: red triangle (approximate with a tall, thin box for MVP)
// Ground: gray rectangle
// Player: blue square
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;
// --- WAVE MODE STATE (Dash level only) ---
var waveMode = false; // true if in wave mode
var waveObstacles = []; // flying spikes/obstacles in wave mode
// --- 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);
// Remove 'Back to Main Menu' button if present
if (game.goBackBtn && game.goBackBtn.parent) {
game.goBackBtn.parent.removeChild(game.goBackBtn);
game.goBackBtn.visible = false;
}
// Hide score text on main menu
if (scoreTxt) {
scoreTxt.visible = false;
// Always ensure scoreTxt is in GUI
if (!scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
}
// Always ensure goBackBtn is in GUI and hidden
if (game.goBackBtn && !game.goBackBtn.parent) {
LK.gui.topRight.addChild(game.goBackBtn);
}
game.goBackBtn.visible = false;
}
// --- 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;
// If player exists, update its color immediately
if (player && player.childAt && typeof player.childAt === "function") {
// Remove old sprite
var oldSprite = player.childAt(0);
if (oldSprite) {
player.removeChild(oldSprite);
}
var newSprite;
if (item.id === "skin_red") {
newSprite = player.attachAsset('Red', {
anchorX: 0.5,
anchorY: 1
});
} else if (item.id === "skin_green") {
newSprite = player.attachAsset('Green', {
anchorX: 0.5,
anchorY: 1
});
} else if (item.id === "skin_gold") {
newSprite = player.attachAsset('Gold', {
anchorX: 0.5,
anchorY: 1
});
} else {
newSprite = player.attachAsset('player', {
anchorX: 0.5,
anchorY: 1
});
var skinColors = {
"skin_red": 0xe74c3c,
"skin_green": 0x2ecc71,
"skin_gold": 0xf1c40f
};
if (skinColors[item.id] && item.id !== "skin_red" && item.id !== "skin_green" && item.id !== "skin_gold") {
newSprite.color = skinColors[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);
// Always ensure scoreTxt is in GUI and hidden
if (scoreTxt && !scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
scoreTxt.visible = false;
// Always ensure goBackBtn is in GUI and hidden
if (game.goBackBtn && !game.goBackBtn.parent) {
LK.gui.topRight.addChild(game.goBackBtn);
}
game.goBackBtn.visible = false;
}
// --- 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);
// Insert "NEW UPDATES COMING SOON..." after Erin’s atventure continuation (index 3)
if (idx === 3) {
var updatesText = new Text2("NEW UPDATES COMING SOON...", {
size: 100,
fill: 0xFFD700,
fontWeight: "bold",
stroke: 0x000000,
strokeThickness: 7
});
updatesText.anchor.set(0.5, 0.5);
updatesText.x = 2048 / 2;
updatesText.y = btn.y + 180;
levelSelectContainer.addChild(updatesText);
}
})(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);
// Remove 'Back to Main Menu' button if present
if (game.goBackBtn && game.goBackBtn.parent) {
game.goBackBtn.parent.removeChild(game.goBackBtn);
game.goBackBtn.visible = false;
}
// Always ensure scoreTxt is in GUI and hidden
if (scoreTxt && !scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
scoreTxt.visible = false;
// Always ensure goBackBtn is in GUI and hidden
if (game.goBackBtn && !game.goBackBtn.parent) {
LK.gui.topRight.addChild(game.goBackBtn);
}
game.goBackBtn.visible = false;
}
// --- 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
if (selectedLevel === 3) {
storage.coins = (storage.coins || 0) + 150;
} else {
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);
}
// Always show 'Back to Main Menu' button on every level intro
var backToMenuBtn = new Text2("Back to Main Menu", {
size: 90,
fill: 0xFFD700,
fontWeight: "bold",
stroke: 0x000000,
strokeThickness: 6
});
// Anchor to center, place further down under "Tap to Start" and Claim button if present
backToMenuBtn.anchor.set(0.5, 0.5);
// If claimBtn is present, place below it, else below introText
var btnY = introText.y + 250;
// Find claimBtn if present
var claimBtnY = null;
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) {
claimBtnY = children[i].y;
break;
}
}
if (claimBtnY !== null) {
btnY = claimBtnY + 250;
}
// Move button a little to the left (was +700, now +550) and even higher (was btnY - 200, then btnY - 350, then btnY - 500, then btnY - 650, then btnY - 800, then btnY - 950, then btnY - 1100, now btnY - 1250)
backToMenuBtn.x = 2048 / 2 + 550;
backToMenuBtn.y = btnY - 1250;
backToMenuBtn.interactive = true;
backToMenuBtn.buttonMode = true;
backToMenuBtn.visible = true;
backToMenuBtn.down = function () {
// Remove all game children (reset game state)
while (game.children && game.children.length > 0) {
var child = game.children[0];
if (child && child.parent) {
child.parent.removeChild(child);
}
}
// Remove score text from GUI if present
if (scoreTxt && scoreTxt.parent) {
scoreTxt.parent.removeChild(scoreTxt);
}
// Remove goBackBtn from GUI if present
if (game.goBackBtn && game.goBackBtn.parent) {
game.goBackBtn.parent.removeChild(game.goBackBtn);
game.goBackBtn.visible = false;
}
// Reset gameplay state variables
isGameOver = false;
menuState = MENU_STATE.MAIN;
// Show main menu
showMainMenu();
};
game.addChild(backToMenuBtn);
// Remove 'Back to Main Menu' button if present (from gameplay)
if (game.goBackBtn && game.goBackBtn.parent) {
game.goBackBtn.parent.removeChild(game.goBackBtn);
game.goBackBtn.visible = false;
}
// Hide score text on level intro
if (scoreTxt) {
scoreTxt.visible = false;
// Always ensure scoreTxt is in GUI
if (!scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
}
// Always ensure goBackBtn is in GUI and hidden
if (game.goBackBtn && !game.goBackBtn.parent) {
LK.gui.topRight.addChild(game.goBackBtn);
}
game.goBackBtn.visible = false;
}
// --- 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;
// Set background color to a slightly darker blue for First Steps level
if (levelIdx === 0) {
game.setBackgroundColor(0x2176ae);
} else {
game.setBackgroundColor(0x222831);
}
// Reset game state
resetGame();
// Show score
score = 0;
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);
} else if (!ground.parent) {
game.addChild(ground);
}
if (!player) {
player = new Player();
player.groundY = 2732 - GROUND_HEIGHT;
if (levelIdx === 4) {
// Dash level: start in center for wave countdown
player.x = 2048 / 2;
player.y = 1366;
} else {
player.x = PLAYER_START_X;
player.y = player.groundY;
}
game.addChild(player);
} else if (!player.parent) {
game.addChild(player);
if (levelIdx === 4) {
player.x = 2048 / 2;
player.y = 1366;
} else {
player.x = PLAYER_START_X;
player.y = player.groundY;
}
}
// --- Dash level: 5 second countdown before wave starts ---
if (levelIdx === 4) {
// Hide player input and obstacles for 5 seconds, show countdown
var countdown = 5;
var countdownText = new Text2(countdown + "", {
size: 220,
fill: 0xFFD700,
fontWeight: "bold",
stroke: 0x000000,
strokeThickness: 12
});
countdownText.anchor.set(0.5, 0.5);
countdownText.x = 2048 / 2;
countdownText.y = 900;
game.addChild(countdownText);
// Prevent input
var dashCountdownActive = true;
game._dashCountdownActive = true; // global flag for update and input
var countdownTimer = LK.setInterval(function () {
countdown--;
if (countdown > 0) {
countdownText.setText(countdown + "");
} else {
LK.clearInterval(countdownTimer);
if (countdownText.parent) countdownText.parent.removeChild(countdownText);
game._dashCountdownActive = false;
}
}, 1000);
// Remove all obstacles and prevent spawning until countdown ends
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
lastObstacleX = 1200 + 700;
// Set player to wave mode start position, but do not enable wave mode yet
player.x = 2048 / 2;
player.y = 1366;
player.vy = 0;
player.isWave = false;
}
// Always ensure scoreTxt is in GUI and visible
if (scoreTxt && !scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
scoreTxt.visible = true;
// Always ensure goBackBtn is in GUI and visible at gameplay start
if (game.goBackBtn && !game.goBackBtn.parent) {
LK.gui.topRight.addChild(game.goBackBtn);
}
game.goBackBtn.visible = true;
// Initial obstacle
lastObstacleX = 1200 + 700; //{2I} // Add extra distance for a longer start
spawnObstacle();
// Remove 'Back to Main Menu' button if present (should only show after level complete)
if (game.goBackBtn && game.goBackBtn.parent) {
game.goBackBtn.parent.removeChild(game.goBackBtn);
game.goBackBtn.visible = false;
}
// Do not show 'Back to Main Menu' button in gameplay
game.goBackBtn.visible = false;
}
// --- 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 = true;
// --- GO BACK TO MAIN MENU BUTTON (persistent for gameplay) ---
game.goBackBtn = new Text2("Back to Main Menu", {
size: 90,
fill: 0xFFD700,
fontWeight: "bold",
stroke: 0x000000,
strokeThickness: 6
});
game.goBackBtn.anchor.set(1, 0);
game.goBackBtn.x = 2048 - 40;
game.goBackBtn.y = 380;
game.goBackBtn.interactive = true;
game.goBackBtn.buttonMode = true;
game.goBackBtn.visible = false;
game.goBackBtn.down = function () {
// Remove gameplay UI and go to main menu
if (scoreTxt) {
scoreTxt.visible = false;
}
if (game.goBackBtn && game.goBackBtn.parent) {
game.goBackBtn.parent.removeChild(game.goBackBtn);
}
game.goBackBtn.visible = false;
showMainMenu();
};
LK.gui.topRight.addChild(game.goBackBtn);
// --- NEW UPDATES COMING SOON... ---
var sampleText = new Text2("NEW UPDATES COMING SOON...", {
size: 100,
fill: 0xFFD700,
fontWeight: "bold",
stroke: 0x000000,
strokeThickness: 7
});
sampleText.anchor.set(0.5, 0.5);
sampleText.x = 2048 / 2;
sampleText.y = 2732 / 2;
sampleText.interactive = true;
sampleText.buttonMode = true;
sampleText.down = function () {
// Secret action: show a message or perform a hidden action
LK.showMessage && LK.showMessage("You found the secret button! 🎉");
};
game.addChild(sampleText);
// --- 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 = [];
// Remove wave obstacles
if (typeof waveObstacles !== "undefined") {
for (var i = 0; i < waveObstacles.length; i++) {
waveObstacles[i].destroy && waveObstacles[i].destroy();
}
waveObstacles = [];
}
// Reset wave mode
waveMode = false;
// 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
player.isWave = false; // Always reset wave mode state
// Always restore player sprite to correct asset in Dash level (or after wave mode)
if (player.childAt && typeof player.childAt === "function") {
var oldSprite = player.childAt(0);
if (selectedLevel === 4) {
if (oldSprite && oldSprite.assetId === "Wave") {
player.removeChild(oldSprite);
oldSprite = null;
}
}
if (!oldSprite || selectedLevel === 4 && oldSprite.assetId === "Wave") {
var newSprite;
if (storage.selectedSkin === "skin_red") {
newSprite = player.attachAsset('Red', {
anchorX: 0.5,
anchorY: 1
});
} else if (storage.selectedSkin === "skin_green") {
newSprite = player.attachAsset('Green', {
anchorX: 0.5,
anchorY: 1
});
} else if (storage.selectedSkin === "skin_gold") {
newSprite = player.attachAsset('Gold', {
anchorX: 0.5,
anchorY: 1
});
} else {
newSprite = player.attachAsset('player', {
anchorX: 0.5,
anchorY: 1
});
var skinColors = {
"skin_red": 0xe74c3c,
"skin_green": 0x2ecc71,
"skin_gold": 0xf1c40f
};
if (storage.selectedSkin && skinColors[storage.selectedSkin] && storage.selectedSkin !== "skin_red" && storage.selectedSkin !== "skin_green" && storage.selectedSkin !== "skin_gold") {
newSprite.color = skinColors[storage.selectedSkin];
}
}
}
}
}
// Reset score
score = 0;
if (scoreTxt) {
scoreTxt.setText(score);
scoreTxt.visible = true;
if (!scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
}
// Always ensure goBackBtn is in GUI and visible
if (game.goBackBtn && !game.goBackBtn.parent) {
LK.gui.topRight.addChild(game.goBackBtn);
}
if (game.goBackBtn) {
game.goBackBtn.visible = true;
}
// Always ensure scoreTxt is in GUI and visible
if (scoreTxt && !scoreTxt.parent) {
LK.gui.top.addChild(scoreTxt);
}
if (scoreTxt) {
scoreTxt.visible = true;
}
lastObstacleX = 1200;
isGameOver = false;
}
// Touch/click to jump
game.down = function (x, y, obj) {
if (menuState !== MENU_STATE.PLAYING) {
return;
}
if (isGameOver) {
return;
}
// Block input during Dash level countdown
if (selectedLevel === 4 && game._dashCountdownActive) {
return;
}
if (player.isWave) {
// In wave mode, pressing makes you go up
player.vy = -38;
// Optionally, rotate the wave asset for a little feedback
var waveSprite = player.childAt && player.childAt(0);
if (waveSprite) {
tween(waveSprite, {
rotation: waveSprite.rotation + Math.PI * 2
}, {
duration: 400,
easing: tween.linear
});
}
return;
} else {
player.jump();
}
};
// Main update loop
game.update = function () {
if (menuState !== MENU_STATE.PLAYING) {
return;
}
if (isGameOver) {
return;
}
// --- Block update, obstacle spawn, and wave mode entry during Dash level 5s countdown ---
if (selectedLevel === 4 && game._dashCountdownActive) {
// Only update player position (so countdown looks correct), skip all obstacle logic and wave mode
if (player && typeof player.update === "function") player.update();
return;
}
// --- WAVE MODE TRIGGER (Dash level only) ---
// Dash level is index 4
if (selectedLevel === 4) {
// Enter wave mode at 20 points
if (!waveMode && score >= 20) {
waveMode = true;
// Remove all ground obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
// Move player to center Y for wave mode (start in mid air at y=700)
player.y = 700;
player.vy = 0;
// Change player sprite to wave asset
if (player.childAt && typeof player.childAt === "function") {
var oldSprite = player.childAt(0);
if (oldSprite) {
player.removeChild(oldSprite);
}
// Attach wave asset, anchor center
var waveSprite = player.attachAsset('Wave', {
anchorX: 0.5,
anchorY: 0.5
});
}
// Enable wave mode controls
player.isWave = true;
// Set player.groundY for after wave mode
if (typeof player.groundY !== "number") {
player.groundY = 2732 - GROUND_HEIGHT;
}
}
// End wave mode at 75 points
if (waveMode && score >= 75) {
waveMode = false;
// Remove all wave obstacles
for (var i = 0; i < waveObstacles.length; i++) {
waveObstacles[i].destroy && waveObstacles[i].destroy();
}
waveObstacles = [];
// Reset player to ground
player.y = player.groundY;
player.vy = 0;
// Restore player sprite to selected skin
if (player.childAt && typeof player.childAt === "function") {
var oldSprite = player.childAt(0);
if (oldSprite) {
player.removeChild(oldSprite);
}
var newSprite;
if (storage.selectedSkin === "skin_red") {
newSprite = player.attachAsset('Red', {
anchorX: 0.5,
anchorY: 1
});
} else if (storage.selectedSkin === "skin_green") {
newSprite = player.attachAsset('Green', {
anchorX: 0.5,
anchorY: 1
});
} else if (storage.selectedSkin === "skin_gold") {
newSprite = player.attachAsset('Gold', {
anchorX: 0.5,
anchorY: 1
});
} else {
newSprite = player.attachAsset('player', {
anchorX: 0.5,
anchorY: 1
});
var skinColors = {
"skin_red": 0xe74c3c,
"skin_green": 0x2ecc71,
"skin_gold": 0xf1c40f
};
if (storage.selectedSkin && skinColors[storage.selectedSkin] && storage.selectedSkin !== "skin_red" && storage.selectedSkin !== "skin_green" && storage.selectedSkin !== "skin_gold") {
newSprite.color = skinColors[storage.selectedSkin];
}
}
}
// Disable wave mode controls
player.isWave = false;
}
}
// Update player
player.update();
// --- NORMAL OBSTACLES ---
if (!waveMode) {
// 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;
}
}
}
// --- WAVE MODE OBSTACLES ---
if (waveMode) {
// Kill player if they touch the ground in Dash wave mode
if (selectedLevel === 4 && player.y >= 2732 - GROUND_HEIGHT) {
// 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
});
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);
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);
}
player.visible = false;
}
isGameOver = true;
LK.setTimeout(function () {
startLevel(selectedLevel);
}, 800);
return;
}
// Update flying obstacles
for (var i = waveObstacles.length - 1; i >= 0; i--) {
var wobs = waveObstacles[i];
wobs.update && wobs.update();
// Remove if off screen
if (wobs.x < -200) {
wobs.destroy && wobs.destroy();
waveObstacles.splice(i, 1);
continue;
}
// Collision detection
if (player.intersects(wobs)) {
// 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
});
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);
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);
}
player.visible = false;
}
isGameOver = true;
LK.setTimeout(function () {
startLevel(selectedLevel);
}, 800);
return;
}
}
}
// Score: increase as player passes obstacles
if (!waveMode) {
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;
if (scoreTxt) scoreTxt.setText(score);
}
}
} else {
// In wave mode, score increases as player passes flying obstacles
for (var j = 0; j < waveObstacles.length; j++) {
var wo = waveObstacles[j];
if (!wo.passed && wo.x + 60 < player.x) {
wo.passed = true;
score += 1;
if (scoreTxt) scoreTxt.setText(score);
}
}
}
// Win condition: pass 10 obstacles (easy), 15 (medium), 20 (hard), 30 (Erin’s atventure continuation), 75 (Dash)
var winScores = [10, 15, 20, 30, 75];
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)
// (Now handled in claim button, not here)
LK.setTimeout(function () {
showLevelIntro();
}, 600);
return;
}
// Spawn new obstacles
if (!waveMode) {
if (obstacles.length === 0 || 2048 - lastObstacleX > OBSTACLE_MIN_GAP + Math.floor(Math.random() * (OBSTACLE_MAX_GAP - OBSTACLE_MIN_GAP))) {
spawnObstacle();
}
} else if (waveMode && selectedLevel === 4 && score < 75) {
// In wave mode, spawn flying spikes/obstacles at random intervals
if (waveObstacles.length === 0 || waveObstacles.length < 4 && Math.random() < 0.04) {
// Randomly choose between flying spike and flying obstacle
var wtype = Math.random() < 0.6 ? 'spike' : 'obstacle';
var wobs;
if (wtype === 'spike') {
wobs = new WaveSpike();
} else {
wobs = new FlyingObstacle();
}
wobs.x = 2048 + 100;
// Random Y in upper/lower half, but not too close to edge
wobs.y = 400 + Math.random() * (2732 - 800);
waveObstacles.push(wobs);
game.addChild(wobs);
}
}
};
// (gameover event handler removed, as game over popup is never shown) ===================================================================
--- original.js
+++ change.js
@@ -1079,10 +1079,10 @@
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
- // Move player to center Y for wave mode
- player.y = 1366;
+ // Move player to center Y for wave mode (start in mid air at y=700)
+ player.y = 700;
player.vy = 0;
// Change player sprite to wave asset
if (player.childAt && typeof player.childAt === "function") {
var oldSprite = player.childAt(0);