User prompt
Let's clean up the obstacle update logic: 1. Separate the destroy and spawn logic: - First check if current obstacle needs destruction - Then check if it's time to spawn a new one - Don't mix the conditions 2. Fix the respawn timing: - Make sure Obstacle.lastDestroyTime is initialized correctly - Set up proper respawnDelay values for each type - Add a default delay if type-specific delay isn't found 3. Add clearer logging: - Log when an obstacle is checking for destruction - Log spawn attempts with timing info - Log when spawn conditions are met/not met Please show the revised obstacle update logic with these improvements.
User prompt
Move it to the obstacle class
User prompt
Not working. Only one obstacle loaded. Fix
User prompt
Not working. Please fix
User prompt
Still not working. Debug
User prompt
The obstacle spawning system isn't starting. Let's debug and fix: 1. First, let's see what's happening at game start: - Initialize Obstacle.lastDestroyTime = 0 at game start - Add console.log to confirm initial timing values - Make sure the first obstacle can spawn without waiting for a delay 2. In the main game loop where obstacles are created: - Check and log why the creation conditions aren't being met - Show current time vs lastDestroyTime - Show the status of currentObstacle 3. In the Obstacle class: - Add static spawnDelay property (maybe 2000ms) - Make sure destroy() is properly setting lastDestroyTime - Log when obstacles are destroyed Please show the specific spawn logic code that needs to be fixed in both the game loop and Obstacle class.
User prompt
The obstacle spawning system isn't starting. Let's debug and fix: 1. First, let's see what's happening at game start: - Initialize Obstacle.lastDestroyTime = 0 at game start - Add console.log to confirm initial timing values - Make sure the first obstacle can spawn without waiting for a delay 2. In the main game loop where obstacles are created: - Check and log why the creation conditions aren't being met - Show current time vs lastDestroyTime - Show the status of currentObstacle 3. In the Obstacle class: - Add static spawnDelay property (maybe 2000ms) - Make sure destroy() is properly setting lastDestroyTime - Log when obstacles are destroyed Please show the specific spawn logic code that needs to be fixed in both the game loop and Obstacle class.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.destroy = function () {' Line Number: 275
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.destroy = function () {' Line Number: 275
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.destroy = function () {' Line Number: 275
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.destroy = function () {' Line Number: 275
User prompt
The obstacle spawning system isn't starting. Let's debug and fix: 1. First, let's see what's happening at game start: - Initialize Obstacle.lastDestroyTime = 0 at game start - Add console.log to confirm initial timing values - Make sure the first obstacle can spawn without waiting for a delay 2. In the main game loop where obstacles are created: - Check and log why the creation conditions aren't being met - Show current time vs lastDestroyTime - Show the status of currentObstacle 3. In the Obstacle class: - Add static spawnDelay property (maybe 2000ms) - Make sure destroy() is properly setting lastDestroyTime - Log when obstacles are destroyed Please show the specific spawn logic code that needs to be fixed in both the game loop and Obstacle class.
User prompt
Now there are no obstacles loading
User prompt
The obstacles aren't respawning after the first one. Let's fix this: 1. In the game update loop where obstacles are managed: - Add a check for whether currentObstacle exists - Track lastDestroyTime when an obstacle is destroyed - Log the timing variables to debug the spawn logic 2. In the Obstacle class's destroy method: - Set a static lastDestroyTime when destroy() is called - Make sure this time is accessible to the spawn logic 3. For obstacle creation: - Check if (currentObstacle is null AND enough time has passed since lastDestroyTime) - Use Date.now() for consistent timing - Add console.log to show: - When obstacles are destroyed - Current time vs lastDestroyTime - When new obstacles attempt to spawn Please show the specific changes needed to fix the spawn timing system.
User prompt
Is it working? Because I’m not seeing any obstacles after the first one
User prompt
After the first obstacle, none are being generated. Check update code
User prompt
The obstacle system needs a delay between spawns. Let's modify it to: 1. Add a static respawn delay property to the Obstacle class 2. When an obstacle is destroyed: - Set a timestamp for when the next spawn should occur - Don't immediately create a new obstacle 3. In the game update function where we check for obstacle creation: - Check if enough time has passed since last destruction - Only create new obstacle if delay has elapsed 4. Handle the delay differently for Eagles vs Ducks: - Maybe shorter delay for Eagles to maintain challenge - Longer delay for Ducks to space them out 5. Add console.log to track spawn/destroy timing Please show both the Obstacle class changes and the spawn logic changes in the game update function that handles obstacle creation.
User prompt
Still not working. Look for fix
User prompt
That’s not working right. Obstacles are disappearing before reaching the left side of the screen. Please fix
User prompt
Implement those steps
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'currentObstacle.update')' in or related to this line: 'currentObstacle.update();' Line Number: 346
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'currentObstacle.update')' in or related to this line: 'currentObstacle.update();' Line Number: 346
User prompt
Add a random delay of 1-3 seconds between obstacle loading
User prompt
Coot is becoming invisible after returning to original position. Please fix
User prompt
Return to surface should be just as fast as the descent.
/**** * Classes ****/ // 2 seconds delay for obstacles 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.x += self.speed * 0.1; // Apply forward movement while in the air 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 * 5; // 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.x = self.originalX; // Reset X position when jump completes self.jumpVelocity = 40; // Reset jump velocity for next jump self.isJumping = false; // Ensure jumping state is reset // Removed unnecessary isReturning reset in the falling state } // 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 = Date.now() + 1000; // 1 second delay using time } } else if (self.returnDelay > 0) { if (Date.now() >= self.returnDelay) { self.returnDelay = 0; // Reset returnDelay after it is used if (self.y >= 2732 * 0.90) { self.isReturning = true; // Start returning after delay } } } else if (self.isReturning) { self.y -= self.speed * 1.5; // Match surfacing speed with descent speed var transitionFactor = 1 - (self.y - self.originalY) / (2732 * 0.90 - self.originalY); cootGraphics.alpha = 0.5 + 0.5 * transitionFactor; // Smoothly increase opacity // Convert tint colors to RGB and interpolate var startTint = self.underwaterTint; var endTint = 0xffffff; var r = (startTint >> 16 & 0xff) + ((endTint >> 16 & 0xff) - (startTint >> 16 & 0xff)) * transitionFactor; var g = (startTint >> 8 & 0xff) + ((endTint >> 8 & 0xff) - (startTint >> 8 & 0xff)) * transitionFactor; var b = (startTint & 0xff) + ((endTint & 0xff) - (startTint & 0xff)) * transitionFactor; cootGraphics.tint = (r << 16) + (g << 8) + b; // Apply interpolated tint if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1.0; // Ensure opacity is fully reset cootGraphics.tint = 0xffffff; // Reset tint to normal color when fully surfaced } // Removed redundant isReturning block to ensure visual effects are not reset prematurely if (self.isReturning) { 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 && !self.isFalling) { 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; // Removed X position update from jump function 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 = Date.now() + 5000; // Set return delay to 5 seconds using time self.isReturning = false; // Ensure returning state is reset when diving self.underwaterTint = 0x4444ff; // Set initial underwater tint color // Removed duplicate isReturning = false line 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.isDiving || coot.isReturning ? coot.originalY : 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 Obstacle.lastDestroyTime = Date.now(); // Set lastDestroyTime when destroyed console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } 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 Obstacle.lastDestroyTime = Date.now(); // Set lastDestroyTime when destroyed console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } } 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 ****/ // Static respawn delay property Obstacle.lastDestroyTime = 0; Obstacle.spawnDelay = 2000; Obstacle.spawnDelay = 2000; Obstacle.respawnDelay = { Eagle: 2000, // 2 seconds delay for Eagles Duck: 3000 // 3 seconds delay for Ducks }; Obstacle.lastDestroyTime = 0; console.log("Initial lastDestroyTime: " + Obstacle.lastDestroyTime); 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(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } var obstacleTypes = ['Duck', 'Duck', 'Eagle']; // Increase Duck probability var randomIndex = Math.floor(Math.random() * obstacleTypes.length); var obstacleType = obstacleTypes[randomIndex]; console.log("Current time: " + Date.now() + ", lastDestroyTime: " + Obstacle.lastDestroyTime); console.log("currentObstacle status: " + (currentObstacle ? "exists" : "null")); if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.respawnDelay[obstacleType]) { 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 console.log("Spawned " + obstacleType + " at " + Date.now()); } } if (currentObstacle) { 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
@@ -197,8 +197,10 @@
}
} else if (type === 'Duck') {
if (self.x <= -self.width / 2) {
self.destroy(); // Destroy the obstacle when it moves off-screen
+ Obstacle.lastDestroyTime = Date.now(); // Set lastDestroyTime when destroyed
+ console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime);
}
}
collisionBlock.x = 0;
collisionBlock.y = 0;
@@ -337,9 +339,9 @@
var randomIndex = Math.floor(Math.random() * obstacleTypes.length);
var obstacleType = obstacleTypes[randomIndex];
console.log("Current time: " + Date.now() + ", lastDestroyTime: " + Obstacle.lastDestroyTime);
console.log("currentObstacle status: " + (currentObstacle ? "exists" : "null"));
- if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) {
+ if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.respawnDelay[obstacleType]) {
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
console.log("Spawned " + obstacleType + " at " + Date.now());
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