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the background image should me take full screen height width
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add a background city image
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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var game = new LK.Game({' Line Number: 66
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Change the background color to an image
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Show the Level in Top Right
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Add score management and increase obstacle speed with level show the Score in Top Center
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Add Score Mangement, And Level Increase Obstacle speef
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Change the background color to an image
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Change the Background Image
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kindly implement each instruction that you mentioned...
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Implement this To make the jump appear more parabolic rather than linear, you can adjust the physics of the jump by modifying the velocity and gravity over time. Here's a conceptual explanation: 1. **Initial Velocity**: When the jump is initiated, give the runner an initial upward velocity. This velocity should be strong enough to lift the runner off the ground. 2. **Gravity**: Apply a constant downward force (gravity) to the runner. This force should gradually reduce the upward velocity until it becomes zero, at which point the runner reaches the peak of the jump. 3. **Parabolic Descent**: After reaching the peak, the gravity should continue to act on the runner, increasing the downward velocity, which will bring the runner back to the ground. This creates a parabolic trajectory. 4. **Velocity Adjustment**: To make the jump more natural, you can adjust the rate at which gravity affects the velocity. For example, you can increase the gravity's effect as the runner ascends and decrease it as the runner descends, creating a smoother curve. 5. **Frame-by-Frame Update**: Ensure these calculations are updated every frame to create a smooth animation. This involves continuously adjusting the runner's position based on the current velocity and gravity. By implementing these adjustments, the jump will have a more natural, parabolic motion, enhancing the visual appeal and realism of the game.
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Implement this To make the jump appear more parabolic rather than linear, you can adjust the physics of the jump by modifying the velocity and gravity over time. Here's a conceptual explanation: 1. **Initial Velocity**: When the jump is initiated, give the runner an initial upward velocity. This velocity should be strong enough to lift the runner off the ground. 2. **Gravity**: Apply a constant downward force (gravity) to the runner. This force should gradually reduce the upward velocity until it becomes zero, at which point the runner reaches the peak of the jump. 3. **Parabolic Descent**: After reaching the peak, the gravity should continue to act on the runner, increasing the downward velocity, which will bring the runner back to the ground. This creates a parabolic trajectory. 4. **Velocity Adjustment**: To make the jump more natural, you can adjust the rate at which gravity affects the velocity. For example, you can increase the gravity's effect as the runner ascends and decrease it as the runner descends, creating a smoother curve. 5. **Frame-by-Frame Update**: Ensure these calculations are updated every frame to create a smooth animation. This involves continuously adjusting the runner's position based on the current velocity and gravity. By implementing these adjustments, the jump will have a more natural, parabolic motion, enhancing the visual appeal and realism of the game.
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Do the necessary adjustment in terms of: - Gravity Adjustment - Velocity Adjustment - Frame-by-frame update
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/**** * Classes ****/ // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Update method for the obstacle self.update = function () { self.x -= self.speed; if (self.x < -100) { // Assuming obstacle is off-screen at x < -100 self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Runner class var Runner = Container.expand(function () { var self = Container.call(this); var runnerGraphics = self.attachAsset('runner', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.1; self.jumpHeight = 100; self.isJumping = false; self.gravity = 0.1; self.velocityY = 2; // Update method for the runner self.update = function () { if (self.isJumping) { self.velocityY -= self.gravity; self.y -= self.velocityY; if (self.y >= 1366) { // Assuming ground level is at y = 1366 self.y = 1366; self.isJumping = false; self.velocityY = 0; } } }; // Method to make the runner jump self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize runner var runner = game.addChild(new Runner()); runner.x = 2048 / 4; // Position runner on the left part of the screen runner.y = 1366; // Set runner to ground level // Array to hold obstacles var obstacles = []; // Function to spawn obstacles function spawnObstacle() { var obstacle = new Obstacle(); obstacle.x = 2048; // Position obstacle on the right part of the screen obstacle.y = 2732 / 2; // Ground level obstacles.push(obstacle); game.addChild(obstacle); } // Handle game updates game.update = function () { runner.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (runner.intersects(obstacles[i])) { // Handle collision LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Spawn new obstacles periodically if (LK.ticks % 120 === 0) { // Every 2 seconds at 60 FPS spawnObstacle(); } }; // Handle touch events for jumping game.down = function (x, y, obj) { runner.jump(); };
/****
* Classes
****/
// Define the Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
// Update method for the obstacle
self.update = function () {
self.x -= self.speed;
if (self.x < -100) {
// Assuming obstacle is off-screen at x < -100
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define the Runner class
var Runner = Container.expand(function () {
var self = Container.call(this);
var runnerGraphics = self.attachAsset('runner', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.1;
self.jumpHeight = 100;
self.isJumping = false;
self.gravity = 0.1;
self.velocityY = 2;
// Update method for the runner
self.update = function () {
if (self.isJumping) {
self.velocityY -= self.gravity;
self.y -= self.velocityY;
if (self.y >= 1366) {
// Assuming ground level is at y = 1366
self.y = 1366;
self.isJumping = false;
self.velocityY = 0;
}
}
};
// Method to make the runner jump
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = self.jumpHeight;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize runner
var runner = game.addChild(new Runner());
runner.x = 2048 / 4; // Position runner on the left part of the screen
runner.y = 1366; // Set runner to ground level
// Array to hold obstacles
var obstacles = [];
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = 2048; // Position obstacle on the right part of the screen
obstacle.y = 2732 / 2; // Ground level
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Handle game updates
game.update = function () {
runner.update();
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (runner.intersects(obstacles[i])) {
// Handle collision
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn new obstacles periodically
if (LK.ticks % 120 === 0) {
// Every 2 seconds at 60 FPS
spawnObstacle();
}
};
// Handle touch events for jumping
game.down = function (x, y, obj) {
runner.jump();
};