User prompt
When spawning particles, make sure the direction of the particles can only be upwards.
User prompt
make all particles having a negative y-speed.
User prompt
Add half the height of the player to particle Y.
User prompt
Add particles that spawn from the center button of my character when I jump.
User prompt
prevent the platforms from spawning at the very top and the very bottom of the screen.
User prompt
So while my character is in the air say not standing on the ground nor standing on a platform make it rotate
User prompt
double the spawn rate of enemies.
User prompt
double the pace of which platforms spawn at.
User prompt
Make sure platforms and enemies never overlap.
User prompt
increase my jump height by 25%
User prompt
half as high as I can jump by decreasing the modified vector when jumping.
User prompt
Half how high I can jump.
User prompt
half the impact of the gravity of the plane.
User prompt
Make the speed of the enemy speed up 10 times as fast.
User prompt
make the enemy speed speed up as time progress in the game.
User prompt
the enemy should move 25% faster than the platforms.
User prompt
Make the enemies move 25% faster.
User prompt
Use a different asset for the platforms.
User prompt
Move the player even further to the left.
User prompt
Move the horizontal position of the player such that it's much closer to the left of the screen.
User prompt
I seem to sink halfway into the floor. Please fix this for the floor without changing the player in person.
User prompt
I seem to sink halfway into the floor rather than being standing on the floor. Please fix that.
User prompt
Please set the platform graphics anchor Y to zero.
User prompt
For the PlayerGraphics asset, please set anchor Y to 1.
User prompt
Please move the Player Graphics Anchor Y to 1.
/****
* Classes
****/
var Floor = Container.expand(function () {
var self = Container.call(this);
self.floorGraphics = self.attachAsset('floor', {
anchorX: 0.5,
anchorY: 1.0
});
});
// Define the Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
if (self.x < 0) {
self.destroy();
}
};
});
// Define the Platform class
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('floor', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
if (self.x < -platformGraphics.width / 2) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.gravity = 5;
self.velocity = 0;
self.isJumping = false;
self.speed = 10;
self.update = function () {
// Apply gravity
self.velocity += self.gravity;
self.y += self.velocity;
// Check for collision with the floor
if (self.y + playerGraphics.height / 2 >= floor.y - floor.floorGraphics.height / 2) {
self.y = floor.y - floor.floorGraphics.height / 2 - playerGraphics.height / 2;
self.isJumping = false;
} else {
var onPlatform = false;
for (var j = platforms.length - 1; j >= 0; j--) {
if (self.intersects(platforms[j])) {
if (self.velocity > 0) {
self.y = platforms[j].y - playerGraphics.height / 2;
self.velocity = 0;
self.isJumping = false;
}
onPlatform = true;
break;
}
}
if (!onPlatform) {
self.isJumping = true;
}
}
};
self.moveLeft = function () {
self.x -= self.speed;
};
self.moveRight = function () {
self.x += self.speed;
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocity = -100;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize floor
var floor = game.addChild(new Floor());
floor.x = 2048 / 2;
floor.y = 2732 - 25;
// Initialize obstacles array
var obstacles = [];
// Initialize platforms array
var platforms = [];
// Function to spawn platforms
function spawnPlatform() {
var platform = new Platform();
platform.x = 2048 + platform.width / 2;
platform.y = Math.random() * (2732 - 200) + 100; // Random y position within screen bounds
platforms.push(platform);
game.addChild(platform);
}
// Set interval to spawn platforms
var platformInterval = LK.setInterval(spawnPlatform, 2000);
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = 2048 + 50;
obstacle.y = Math.random() * 2732;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Set interval to spawn obstacles
var obstacleInterval = LK.setInterval(spawnObstacle, 1000);
// Handle touch events for player movement
game.down = function (x, y, obj) {
player.jump();
};
// Update game logic
game.update = function () {
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (player.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
for (var j = platforms.length - 1; j >= 0; j--) {
platforms[j].update();
}
};