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Please fix the bug: 'TypeError: player.slideStart is not a function' in or related to this line: 'player.slideStart();' Line Number: 1109
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add a flag to start detecting swipe only after tap
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don't forget to reset startY
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now for jump action detect a swipe up using down and move events
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Add a new class BoilingLava that emits lava bubbles (circle asset)
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Play lose sound when touching river
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Play jump sound when jumping
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add a red flash if fall in the river
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if player fall in the river call gameover
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Please fix the bug: 'TypeError: road is undefined' in or related to this line: 'if (Math.random() < ROAD_GEN_DETRITUS_CHANCE) {' Line Number: 183
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Please fix the bug: 'TypeError: road is undefined' in or related to this line: 'if (Math.random() < ROAD_GEN_DETRITUS_CHANCE) {' Line Number: 183
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play bgMusic in loop
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play collectDetritus when taking a detritus
===================================================================
--- original.js
+++ change.js
@@ -555,11 +555,25 @@
self.slideEnd = slideEnd;
self.intersects = function (obj) {
var bounds1 = self.getBounds();
var bounds2 = obj.getBounds();
- return bounds1.x < bounds2.x + bounds2.width && bounds1.x + bounds1.width > bounds2.x && bounds1.y < bounds2.y + bounds2.height && bounds1.y + bounds1.height > bounds2.y;
+ if (sliding) {
+ // When sliding, reduce height for collision check
+ return bounds1.x < bounds2.x + bounds2.width && bounds1.x + bounds1.width > bounds2.x && bounds1.y < bounds2.y + bounds2.height && bounds1.y + bounds1.height / 4 > bounds2.y;
+ } else {
+ return bounds1.x < bounds2.x + bounds2.width && bounds1.x + bounds1.width > bounds2.x && bounds1.y < bounds2.y + bounds2.height && bounds1.y + bounds1.height > bounds2.y;
+ }
};
;
+ var sliding = false;
+ var slideTimer = 0;
+ var SLIDE_DURATION = 60; // Duration of slide in frames
+ self.update = update;
+ self.jumpStart = jumpStart;
+ self.jumpEnd = jumpEnd;
+ self.slideStart = slideStart;
+ self.slideEnd = slideEnd;
+ ;
function update() {
var nextNode = road.getNode(1);
var currentNode = nextNode.previous;
// Update horizontal movement
@@ -618,8 +632,18 @@
falling = false;
aerialSpeed = 0;
body.pushAnimation(stopped ? animationStand : animationRun, PLAYER_POSE_TRANSITION);
}
+ if (sliding) {
+ slideTimer++;
+ if (slideTimer >= SLIDE_DURATION) {
+ slideEnd();
+ }
+ // Adjust player's vertical position when sliding
+ self.y = baseY - stepHeight / 4; // Adjust to quarter height when sliding
+ } else {
+ self.y = baseY - stepHeight;
+ }
// Score calculations
if (!gameOver && currentNode.distance > nodeDistance) {
adjustScore(nodeMulti / nodeTicks);
currentNode.distance = nodeDistance;
@@ -659,12 +683,26 @@
function jumpEnd() {
jumpAction = false;
}
function slideStart() {
- // Implement slide action
+ if (!gameOver && !jumping && !falling && !sliding) {
+ sliding = true;
+ slideTimer = 0;
+ body.pushAnimation(animationSlide, PLAYER_POSE_TRANSITION);
+ // Rotate the entire player container
+ self.rotation = Math.PI / 2;
+ // Play slide sound (if available)
+ // LK.getSound('slide').play();
+ }
}
function slideEnd() {
- // Implement slide end
+ if (sliding) {
+ sliding = false;
+ slideTimer = 0;
+ body.pushAnimation(stopped ? animationStand : animationRun, PLAYER_POSE_TRANSITION);
+ // Restore player's original rotation
+ self.rotation = 0;
+ }
}
function adjustScore(averageMulti) {
var points = Math.floor(averageMulti * SCORE_SEGMENT_POINTS);
score = Math.max(0, score + points);
@@ -1144,5 +1182,29 @@
LEG_LOWER_LEFT_ROTATION: 2 * sharedAngle,
FOOT_RIGHT_ROTATION: -sharedAngle - 1.5 * offsetAngle,
FOOT_LEFT_ROTATION: -sharedAngle + 1.5 * offsetAngle
};
+}
+function animationSlide(alpha) {
+ return {
+ BODY_ROTATION: Math.PI / 2,
+ // Rotate body 90 degrees
+ BODY_OFFSET: -20,
+ // Adjust body position to align with ground
+ HEAD_ROTATION: Math.PI / 6,
+ // Tilt head up slightly
+ ARM_UPPER_RIGHT_ROTATION: -Math.PI * 3 / 4,
+ // Arms stretched forward
+ ARM_UPPER_LEFT_ROTATION: -Math.PI * 3 / 4,
+ ARM_LOWER_RIGHT_ROTATION: 0,
+ // Arms straight
+ ARM_LOWER_LEFT_ROTATION: 0,
+ LEG_UPPER_RIGHT_ROTATION: Math.PI / 8,
+ // Legs slightly raised
+ LEG_UPPER_LEFT_ROTATION: Math.PI / 8,
+ LEG_LOWER_RIGHT_ROTATION: Math.PI / 6,
+ // Knees slightly bent
+ LEG_LOWER_LEFT_ROTATION: Math.PI / 6,
+ FOOT_RIGHT_ROTATION: 0,
+ FOOT_LEFT_ROTATION: 0
+ };
}
\ No newline at end of file
white
circle sliced into many pieces, flat image. 2d, white background, shadowless.
pixel art of a tall, tree. game asset, 2d, white background, shadowless.
pixel art cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark space.
flying lava bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a bonus crystal ball with the recycle symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top view A green round start button empty in the center like a ring.