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fix that the speechbubble is shown
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if the player hits a revolvingplanet, increase the score
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set the revolvingplanet to visible false, if the player collides with it
Code edit (4 edits merged)
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Only check collision with planets which are visible
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if the revolvingplanet.parentPlanet respawns make sure to make it visible again
Code edit (1 edits merged)
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Migrate to the latest version of LK
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play the jump sound whenver the player jumps
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add a sound "collect" and play it when the player collides with the revolvingplanet
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play a sound gameover when the game is over
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play a sound impact when the player collides lands on a planet
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = player.x - currentPlanet.x;' Line Number: 154
Code edit (1 edits merged)
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add a music "flower" and play it at game start
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught TypeError: LK.playMusic is not a function' in or related to this line: 'LK.playMusic('flower');' Line Number: 162
===================================================================
--- original.js
+++ change.js
@@ -12,9 +12,9 @@
// Scale the planet size randomly from 20 to 100%
var scale = Math.random() * 0.8 + 0.2; // Generate a random scale between 0.2 (20%) and 1.0 (100%)
this.planetGraphics.scale.set(scale, scale); // Apply the scale to the planet
self.radius = this.planetGraphics.width / 2 * scale; // Adjust the planet radius based on the scale
- self.update = function () {
+ self._update_migrated = function () {
self.y += self.speed; // Move the planet down each tick
if (self.y > 2732 + self.height / 2) {
// If the planet moved out of the screen
self.y = -self.height / 2; // It should appear on top again
@@ -50,9 +50,9 @@
self.velocity.y = power * Math.sin(angle);
self.onGround = false;
}
};
- self.update = function () {
+ self._update_migrated = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
self.velocity.y += 0.98; // Gravity effect
self.speechBubble.visible = true;
@@ -68,9 +68,9 @@
self.parentPlanet = null;
self.angle = Math.random() * Math.PI * 2; // Assign a random initial angle
self.distance = Math.random() * 200 + 100; // Assign a random distance from the parent planet
self.speed = Math.random() * 0.02 + 0.01; // Assign a random speed
- self.update = function () {
+ self._update_migrated = function () {
if (self.parentPlanet) {
self.angle += self.speed; // Update the angle
self.x = self.parentPlanet.x + Math.cos(self.angle) * self.distance; // Update the x position
self.y = self.parentPlanet.y + Math.sin(self.angle) * self.distance; // Update the y position
@@ -135,9 +135,9 @@
planets[0].x = 1024; // Start the first planet in the middle of the screen horizontally
planets[0].y = 1366; // Start the first planet in the middle of the screen vertically
currentPlanet = planets[0];
// Setup touch event to make the player jump
- game.on('down', function (obj) {
+ game.on('down', function (x, y, obj) {
var dx = player.x - currentPlanet.x;
var dy = player.y - currentPlanet.y;
var angle = Math.atan2(dy, dx);
currentPlanet = null;
@@ -181,9 +181,9 @@
player.y = currentPlanet.y + (currentPlanet.radius + player.width / 2) * Math.sin(angle + 0.1);
}
}
planets.forEach(function (planet) {
- planet.update();
+ planet._update_migrated();
});
checkCollisions();
// Check if the player is out of the screen
if (player.x < 0 || player.x > 2048 || player.y < 0 || player.y > 2732) {
planet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. transparent background
monkey astronaut. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. transparent background
space background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. transparent background
speech bubble saying "wee". game asset. 2d. 8bit. no background. transparent background.
banana. game asset. 2d. 8bit. no background. transparent background.