User prompt
Make return to surface twice as fast.
User prompt
The Coot's surfacing movement and tint transition need fixing: 1. For the slow rise speed: - Increase the Y position interpolation factor (currently might be too small) - Instead of using a small fraction like 0.1, try a larger value like 0.15 or 0.2 - Or use a fixed speed value instead of interpolation for more consistent rising speed 2. For the reversed tint transition: - The progress calculation for the tint is backwards - Calculate the surfacing progress as: progress = 1 - ((self.y - self.originalY) / (maxDiveDepth - self.originalY)) - This way, progress will be 0 when fully submerged and 1 when at surface - Use this progress to lerp between underwaterTint and 0xffffff Please show the specific code changes needed in the update function where these transitions are handled.
User prompt
The Coot's state management for `isReturning` needs cleanup: 1. Remove the duplicate `isReturning = false` line in the dive function 2. Let's track exactly where `isReturning` should change: - Set to false initially - Set to true only when returnDelay is complete and we start surfacing - Set to false only when both position and visual effects are fully complete 3. Check all other places where `isReturning` is being set to make sure we're not accidentally resetting it 4. Make sure we're not resetting visual effects until `isReturning` is properly complete Please show the minimal needed changes to fix the state management while keeping the current dive and surface mechanics.
User prompt
The Coot's tint isn't transitioning smoothly during surfacing. Let's modify the return animation to: 1. Store the underwater tint color (maybe a blue-ish 0x4444ff) as a variable when diving starts 2. In the returning logic, calculate the tint using a proper color interpolation: - Convert the tint colors to RGB - Lerp between underwater tint and normal tint (0xffffff) based on the same progress value used for opacity - Make sure we're handling the hex color math correctly for smooth transition Please show me specifically how to: 1. Set the initial underwater tint in the dive function 2. Calculate and apply the transitioning tint during return 3. Only reset to 0xffffff when fully surfaced The opacity transition looks good, so keep that logic while fixing the tint.
User prompt
During the Coot's dive return, the opacity and tint need to transition gradually based on position. In the update function where you handle `isReturning` state: 1. Calculate a surfacing progress value between 0 and 1 based on: - Current Y position - Original Y position - Maximum dive depth 2. Use this progress value to lerp: - opacity from 0.5 to 1.0 - tint from underwater to normal color 3. Only reset `isReturning` when: - Y position equals originalY - Progress equals 1 - Visual effects are complete Please show me the specific section of the update function where you handle `isReturning` and the surfacing visual effects.
User prompt
The Coot's underwater effects need to be fixed because the opacity and tint reset too soon during surfacing. Please show me the complete dive function and related update code with these changes: 1. Move the opacity/tint reset logic from the current return condition 2. Calculate a transition factor based on distance from original Y position 3. Use this factor to smoothly lerp the opacity and tint as the Coot surfaces 4. Only set isReturning to false after: - Position is back to originalY - Visual effects are fully transitioned - All states are properly reset Please show the exact code that needs to be modified and where to place any new variables or logic.
User prompt
On Coot return keep the blue tint on until the Coot is almost at original position.
User prompt
Do the animation just before calling game over
User prompt
At collision detection for Coot, do game over and then have Coot jump up, rotate quickly and fall off screen.
User prompt
During the game over screen have the coot jump up, rotate 90 degrees once and quickly fall off screen.
User prompt
On game over have the Coot jump up, rotate 90 degrees and quickly fall off screen.
User prompt
When an eagle is swooping at a Coot, if the Coot is diving or returning, use the Coots original Y as a target
User prompt
When an eagle is generated, if the Coot is diving or returning, use the Coots original x and y as a target.
User prompt
Wobble should not happen when the Coot is jumping, diving, falling or returning.
User prompt
Increase gravity for falling
User prompt
The Coot is continuously moving forward after jumping because we're updating the X position in the jump() function. Could you: 1. Remove the X position update from the jump() function 2. Add the forward movement logic to the jumping state handling in the update function 3. Only apply the forward movement while the Coot is actually in the air 4. Reset the X position properly when the jump completes
User prompt
Falling seems to be bringing the Coot forward on the X axis. Make sure there is no arc
User prompt
Make sure that Coot returns to original X position after returning or falling.
User prompt
That didn’t work. Debug
User prompt
The delay is not working properly. Should we use the Date.now instead of frames?
User prompt
Increase dive delay to 5 seconds
User prompt
The Coot has two problems that need fixing: 1. For the inconsistent jump height: - The issue might be that we're not properly resetting the jump variables when landing - We should check if originalY is being updated incorrectly between jumps - We need to ensure any jump velocity or height variables are reset to their initial values each time jump() is called - Let's verify that isJumping and all related states are being properly reset on landing 2. For the dive delay not working at 3 seconds: - We need to verify the returnDelay counter is being properly decremented in the update function - Check where and how returnDelay is being updated in the game loop - Make sure the condition for starting the return movement properly checks the delay
User prompt
Increase jump height
User prompt
Increase jump height by 20%
User prompt
Increase gravity during falling
/**** * Classes ****/ // Class for the CollisionBlock var CollisionBlock = Container.expand(function () { var self = Container.call(this); var collisionBlockGraphics = self.attachAsset('Collisionblock', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Example assets: 'coot', 'obstacle', 'background' // Class for the main character, the American coot var Coot = Container.expand(function () { var self = Container.call(this); var cootGraphics = self.attachAsset('coot', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6.5; self.jumpVelocity = 40; // Increased initial upward velocity for jump self.gravity = 1.0; // Gravity to apply during jump self.jumpHeight = 105; self.isJumping = false; self.isReturning = false; // New state to handle returning to top after diving self.update = function () { if (self.isJumping) { self.y -= self.jumpVelocity; // Move upwards with initial velocity self.jumpVelocity -= self.gravity; // Apply gravity to slow down ascent if (self.jumpVelocity <= 0) { self.isJumping = false; // Stop jumping when upward velocity is zero self.isFalling = true; // Start falling } } else if (self.isFalling) { self.y += self.gravity * 3; // Apply even more increased gravity to fall down faster if (self.y >= self.originalY) { self.y = self.originalY; // Ensure Coot doesn't go below original position self.isFalling = false; // Stop falling self.jumpVelocity = 40; // Reset jump velocity for next jump self.isJumping = false; // Ensure jumping state is reset self.isReturning = false; // Ensure returning state is reset } // Remove wobble and water particles during falling cootGraphics.rotation = 0; // Reset rotation to remove wobble } else if (self.isDiving) { self.y += self.speed * 1.5; cootGraphics.alpha = Math.max(0.5, cootGraphics.alpha - 0.05); // Gradually decrease opacity cootGraphics.tint = 0x0000ff; // Change tint to blue if (self.y >= 2732 * 0.90) { self.y = 2732 * 0.90; // Ensure Coot doesn't go below this point self.isDiving = false; // Stop diving self.returnDelay = 60; // 1 second delay at 60 FPS } } else if (self.returnDelay > 0) { if (self.returnDelay > 0) { self.returnDelay--; } else if (!self.isReturning && self.y >= 2732 * 0.90 && self.returnDelay === 0) { self.isReturning = true; // Start returning after delay } } else if (!self.isReturning && self.y >= 2732 * 0.90 && self.returnDelay === 0) { self.isReturning = true; // Start returning after delay } else if (self.isReturning) { self.y -= self.speed * 0.03; // Move upwards to original position even more slowly cootGraphics.alpha = Math.min(1, cootGraphics.alpha + 0.05); // Gradually increase opacity cootGraphics.tint = 0xffffff; // Reset tint to white if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1; // Reset opacity cootGraphics.tint = 0xffffff; // Reset tint } if (self.isReturning) { self.y -= self.speed; // Move upwards to original position cootGraphics.alpha = Math.min(1, cootGraphics.alpha + 0.05); // Gradually increase opacity cootGraphics.tint = 0xffffff; // Reset tint to white if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1; // Reset opacity cootGraphics.tint = 0xffffff; // Reset tint } } self.x += (self.originalX - self.x) * 0.1; // Gradually slide back to original X position } // Add wobble effect to the coot while running if (!self.isJumping && !self.isDiving && !self.isReturning) { cootGraphics.rotation = Math.sin(LK.ticks / 10) * 0.1; // Add wobble effect when not jumping, diving, or returning // Generate 1-2 water splash particles every 60 ticks (1 second) only when not jumping, diving, or falling if (!self.isJumping && !self.isDiving && !self.isFalling && LK.ticks % 60 == 0) { var numParticles = Math.floor(Math.random() * 2) + 1; for (var i = 0; i < numParticles; i++) { var splashLeft = new Splash(); splashLeft.x = self.x - cootGraphics.width / 2; splashLeft.y = self.y + cootGraphics.height / 2; game.addChildAt(splashLeft, game.getChildIndex(foreground1) - 1); var splashRight = new Splash(); splashRight.x = self.x + cootGraphics.width / 2; splashRight.y = self.y + cootGraphics.height / 2; game.addChildAt(splashRight, game.getChildIndex(foreground1) - 1); } } } }; self.isDiving = false; self.jump = function () { if (!self.isJumping && !self.isDiving && !self.isReturning) { self.isJumping = true; self.originalX = self.x; self.x += (self.originalX + 2048 * 0.10 - self.x) * 0.1; // Gradually move forward by 10% of the screen width self.isReturning = false; // Ensure returning state is reset when jumping self.originalY = self.y; } }; self.dive = function () { if (!self.isJumping && !self.isDiving) { self.isDiving = true; self.returnDelay = 300; // Set return delay to 5 seconds (300 frames at 60 FPS) self.isReturning = false; // Ensure returning state is reset when diving self.originalX = self.x; self.originalY = self.y; self.y += self.speed * 2; // Start diving downwards immediately with increased speed // Generate water splash particles var numParticles = Math.floor(Math.random() * 3) + 2; // Generate 2-4 particles for (var i = 0; i < numParticles; i++) { var splash = new Splash(); splash.x = self.x; splash.y = self.y + cootGraphics.height / 2; game.addChildAt(splash, game.getChildIndex(foreground1) - 1); } } }; }); // Class for the foreground var Foreground = Container.expand(function () { var self = Container.call(this); var foregroundGraphics = self.attachAsset('Foreground', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); // Class for the midgroundtrees var Midgroundtrees = Container.expand(function () { var self = Container.call(this); var midgroundtreesGraphics = self.attachAsset('Midgroundtrees', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 3; self.update = function () { self.x -= self.speed; // self.y = coot.y; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); // Class for the Obstacle (Duck and Eagle combined) var Obstacle = Container.expand(function (type) { var self = Container.call(this); var graphics; var collisionBlock = self.addChild(new CollisionBlock()); collisionBlock.x = 0; collisionBlock.y = 0; graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -6; if (type === 'Eagle') { self.targetY = coot.y; self.speedY = (self.targetY - self.y) / 100; } self.update = function () { self.x += self.speedX; if (type === 'Eagle') { self.y += self.speedY; if (self.x <= -self.width / 2) { self.destroy(); // Destroy the obstacle when it moves off-screen } if (self.y < self.targetY) { self.speedY = (self.targetY - self.y) / 100; } else { self.speedY = 0; } } else if (type === 'Duck') { if (self.x <= -self.width / 2) { self.destroy(); // Destroy the obstacle when it moves off-screen } } collisionBlock.x = 0; collisionBlock.y = 0; }; }); // Class for the water splash particles var Splash = Container.expand(function () { var self = Container.call(this); var scale = Math.random() * 0.75 + 0.25; var splashGraphics = self.attachAsset('Watersplash', { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale }); self.speedX = Math.random() * 2 - 1; // Random speed in X direction self.speedY = -Math.random() * 5; // Random upward speed in Y direction self.gravity = 0.1; // Gravity to pull the particle down self.update = function () { self.x += self.speedX; self.y += self.speedY; self.speedY += self.gravity; // Apply gravity // Add rotation based on the speed of the particle self.rotation += self.speedX / 10; if (self.y > 2732) { // If the particle is below the screen self.destroy(); // Destroy the particle } }; }); // Class for the water var Water = Container.expand(function () { var self = Container.call(this); var waterGraphics = self.attachAsset('Water', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 2; self.update = function () { self.x -= self.speed; // self.y = midgroundtrees1.y + midgroundtrees1.height / 2; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 2500, scaleY: 2732 / 2500 })); // Initialize the midgroundtrees var midgroundtrees1 = game.addChild(new Midgroundtrees()); midgroundtrees1.x = 2048 / 2; midgroundtrees1.y = 2732 * 0.7; var midgroundtrees2 = game.addChild(new Midgroundtrees()); midgroundtrees2.x = 2048 / 2 + midgroundtrees2.width; midgroundtrees2.y = 2732 * 0.7; // Initialize the water var water1 = game.addChild(new Water()); water1.x = 2048 / 2; water1.y = midgroundtrees1.y + midgroundtrees1.height / 2; var water2 = game.addChild(new Water()); water2.x = 2048 / 2 + water2.width; water2.y = midgroundtrees2.y + midgroundtrees2.height / 2; // Initialize game variables var coot = game.addChild(new Coot()); coot.x = 2048 * 0.20; coot.y = 2732 * 0.75; coot.originalY = coot.y; // Initialize originalY position var score = 0; var currentObstacle = null; // Initialize the foreground var foreground1 = game.addChild(new Foreground()); foreground1.x = 2048 / 2; foreground1.y = 2732 * 0.9; var foreground2 = game.addChild(new Foreground()); foreground2.x = 2048 / 2 + foreground2.width; foreground2.y = 2732 * 0.9; var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle game updates game.update = function () { coot.update(); if (LK.ticks % 60 == 0) { score++; scoreTxt.setText(score); } // Check for collision between the Coot and the Collision Block of the current obstacle if (currentObstacle && coot.intersects(currentObstacle.children[0])) { LK.showGameOver(); } // Update the midgroundtrees midgroundtrees1.update(); midgroundtrees2.update(); // Update the water water1.update(); water2.update(); // Update the current obstacle if (!currentObstacle || currentObstacle.x < -currentObstacle.width / 2) { if (currentObstacle) { currentObstacle.destroy(); } var obstacleTypes = ['Duck', 'Duck', 'Eagle']; // Increase Duck probability var randomIndex = Math.floor(Math.random() * obstacleTypes.length); var obstacleType = obstacleTypes[randomIndex]; currentObstacle = game.addChild(new Obstacle(obstacleType)); currentObstacle.x = 2048 + currentObstacle.width / 2; // Ensure it starts off-screen currentObstacle.y = obstacleType === 'Duck' ? 2732 * 0.75 : 2732 * 0.25; // Adjust Eagle's initial Y position } currentObstacle.update(); // Update the foreground foreground1.update(); foreground2.update(); }; // Handle touch events for jumping and diving game.down = function (x, y, obj) { dragStartY = y; // Record the initial y position when touch starts }; game.move = function (x, y, obj) { if (dragStartY !== null) { if (y - dragStartY > 50 && coot.y === coot.originalY) { // Check if the drag is downward and significant coot.dive(); dragStartY = null; // Reset dragStartY to prevent repeated dives } else if (dragStartY - y > 50 && coot.y === coot.originalY) { // Check if the drag is upward and significant coot.jump(); dragStartY = null; // Reset dragStartY to prevent repeated jumps } } }; game.up = function (x, y, obj) { dragStartY = null; // Reset dragStartY when touch ends };
===================================================================
--- original.js
+++ change.js
@@ -115,9 +115,9 @@
};
self.dive = function () {
if (!self.isJumping && !self.isDiving) {
self.isDiving = true;
- self.returnDelay = 180; // Set return delay to 3 seconds (180 frames at 60 FPS)
+ self.returnDelay = 300; // Set return delay to 5 seconds (300 frames at 60 FPS)
self.isReturning = false; // Ensure returning state is reset when diving
self.originalX = self.x;
self.originalY = self.y;
self.y += self.speed * 2; // Start diving downwards immediately with increased speed
American Coot sprite sheet. Running with wings up.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A beautiful blue sky background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Grass and reeds foreground layer for endless runner. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White water bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mallard floating on the water. Looking left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A swimming salmon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A single golden coin with the head of an American Coot on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The sun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Game icon for a video game called “Coot Run”. Show an American Coot with its wings up and its foot big in the foreground. Show the name of the game big in the center with the coots foot underneath.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A moon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A starry sky background image. High resolution. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A fiery Phoenix with wings outspread.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A dark blue rectangle background with rounded edges to place text on top of for a menu.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An owl with talons extended downwards and wings up. Looking down. Color Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A captain’s hat. Side profile. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A rainbow hat with a propeller on the top. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A striped beanie. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white SVG with big bold letters, that says “Start”. A couple black feathers flying off the edge of the word. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white SVG with big bold letters, that says “How to play”. A couple black feathers flying off the edge of the word. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sombrero. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A knights helmet. Side view. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A horned Viking cap. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An astronauts helmet. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cowboy hat. Full side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
duck
Sound effect
eagle
Sound effect
fishsplash
Sound effect
jumpsound
Sound effect
dashsound
Sound effect
backgroundmusic
Music
coin
Sound effect
powerup
Sound effect
coothurt
Sound effect
owl
Sound effect
phoenix
Sound effect
alert
Sound effect
cootdive
Sound effect
whistle
Sound effect