User prompt
When the hero touches the food, add 100 to the time counter
User prompt
Make food appear as frequent as the obstacle
User prompt
create a new asset: food
User prompt
make straitng time visual on the time couter
User prompt
Make the starting time -6000
User prompt
Move time coubter to the top right corner
User prompt
create a time coubter
User prompt
make obtacle regular obstacle harmful for teh hero
User prompt
Make wide obstacle wider, sometimes place it to the right
User prompt
vary the appearence and the placing of wide obstacle
User prompt
remove warningsignal class
User prompt
increase the widt of the wide obstacle
User prompt
make wide obstacle less wide only 4/5 of the screen
User prompt
remomve the jump mechanics
User prompt
make warning signal harmless for the hero
User prompt
create a warning signal before the wide obstacle
User prompt
make jump mechanincs way less difficult
User prompt
make jump action way less easier
User prompt
create a marker which signals when to jump
User prompt
make jump mechaninc more easier
User prompt
On a click make hero invulnerale for 3 sec
User prompt
forget the jump mechanic
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'type')' in or related to this line: 'hero.jump(obj.event.type === 'mousedown');' Line Number: 139
User prompt
make long jump available. when holding the left mouse button, create make long jump, increasng jump time
User prompt
make jump mechanic les difficult
/**** * Classes ****/ var Food = Container.expand(function () { var self = Container.call(this); var foodGraphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Hero update logic if (self.x < 0) { self.x = 0; } else if (self.x > 2048) { self.x = 2048; } }; // Removed jump logic }); // 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; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // WideObstacle class var WideObstacle = Container.expand(function () { var self = Container.call(this); var wideObstacleGraphics = self.attachAsset('wideObstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var hero; var obstacles = []; var scoreTxt; var score = 0; var timeTxt; var timeElapsed = -6000; var gameSpeed = 5; // Initialize hero function initHero() { hero = new Hero(); hero.x = 1024; // Center horizontally hero.y = 2500; game.addChild(hero); } // Initialize score text function initScore() { scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } // Update score function updateScore() { score += 1; scoreTxt.setText(score); } // Spawn obstacle function spawnObstacle() { if (Math.random() < 0.6) { var obstacle = new Obstacle(); obstacle.x = Math.random() * 2048; obstacle.y = -obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); } else if (Math.random() < 0.8) { var wideObstacle = new WideObstacle(); wideObstacle.x = Math.random() < 0.5 ? (2048 - 2000) / 2 : 2048 - 2000; // Center or place to the right wideObstacle.y = -wideObstacle.height / 2; obstacles.push(wideObstacle); game.addChild(wideObstacle); } else { var food = new Food(); food.x = Math.random() * 2048; food.y = -food.height / 2; obstacles.push(food); game.addChild(food); } } // Handle game over function handleGameOver() { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Handle move event function handleMove(x, y, obj) { if (hero) { hero.x = x; } } // Handle down event function handleDown(x, y, obj) { // Removed call to hero jump } // Game update function game.update = function () { // Update hero if (hero) { hero.update(); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (hero && (obstacles[i] instanceof WideObstacle || obstacles[i] instanceof Obstacle) && hero.intersects(obstacles[i])) { handleGameOver(); } else if (hero && obstacles[i] instanceof Food && hero.intersects(obstacles[i])) { obstacles[i].destroy(); obstacles.splice(i, 1); updateScore(); } } // Spawn new obstacle if (LK.ticks % (120 / gameSpeed) == 0) { spawnObstacle(); } // Update score if (LK.ticks % 60 == 0) { updateScore(); } }; // Initialize game elements initHero(); initScore(); initTimeCounter(); // Set event listeners game.move = handleMove; game.down = handleDown; // Initialize time counter text function initTimeCounter() { timeTxt = new Text2(timeElapsed.toString(), { size: 150, fill: "#ffffff" }); timeTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timeTxt); timeTxt.setText(timeElapsed); // Set initial time // Update time counter every second if (LK.ticks % 60 == 0) { updateTimeCounter(); } } // Update time counter function updateTimeCounter() { timeElapsed += 1; timeTxt.setText(timeElapsed); }
===================================================================
--- original.js
+++ change.js
@@ -11,8 +11,12 @@
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
+ var index = obstacles.indexOf(self);
+ if (index > -1) {
+ obstacles.splice(index, 1);
+ }
}
};
});
//<Assets used in the game will automatically appear here>
@@ -104,20 +108,26 @@
scoreTxt.setText(score);
}
// Spawn obstacle
function spawnObstacle() {
- if (Math.random() < 0.8) {
+ if (Math.random() < 0.6) {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = -obstacle.height / 2;
obstacles.push(obstacle);
game.addChild(obstacle);
- } else {
+ } else if (Math.random() < 0.8) {
var wideObstacle = new WideObstacle();
wideObstacle.x = Math.random() < 0.5 ? (2048 - 2000) / 2 : 2048 - 2000; // Center or place to the right
wideObstacle.y = -wideObstacle.height / 2;
obstacles.push(wideObstacle);
game.addChild(wideObstacle);
+ } else {
+ var food = new Food();
+ food.x = Math.random() * 2048;
+ food.y = -food.height / 2;
+ obstacles.push(food);
+ game.addChild(food);
}
}
// Handle game over
function handleGameOver() {
@@ -144,8 +154,12 @@
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (hero && (obstacles[i] instanceof WideObstacle || obstacles[i] instanceof Obstacle) && hero.intersects(obstacles[i])) {
handleGameOver();
+ } else if (hero && obstacles[i] instanceof Food && hero.intersects(obstacles[i])) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ updateScore();
}
}
// Spawn new obstacle
if (LK.ticks % (120 / gameSpeed) == 0) {
a caveman with a club, seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of a delicious meat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A animated image of a stone boulder. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A animated image of a mommoth. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A animated image of a aggressive caveman with a club. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A road in a jungle with a cave nearby
An animated image of a wooden wheel with a sign: The invention of the wheel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of a desert with a pyramid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an egyptian warrior. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an aggressive egyptian warrior. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of a wooden arrow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of a lion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an unfinished pyramid, with a label 'The building of the Pyramids of Giza. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an ancient greek city with an Acropolis. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an ancient greek warrior. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of an aggressive ancient greek warrior. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image of the colosseum. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image a medieval city with a castle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image a medieval knight. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image an aggressive medieval knight. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An animated image a fierce wolf. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.