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There is a gap between foreground instances that grows as the game progresses. It happened after game speed was implemented. Is it possible that not all instances of foreground are moving at the same speed?
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Update the Foreground class with more precise positioning: 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.baseX = 2048 / 2; // Store initial position self.update = function () { self.x -= self.speed * gameSpeed; if (self.x <= -self.width/2) { // Reset to exact position relative to initial setup self.x = Math.round(2048 + self.width/2); console.log('Reset to exact position:', self.x); } }; });
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Update the Foreground class: 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 * gameSpeed; // Reset earlier, before it's fully off screen if (self.x <= -self.width/2) { // Changed from -self.width self.x = 2048 + self.width/2; // Position off right side console.log('Early reset to:', self.x); } }; });
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First, update how foregrounds are created - add references to each other: var foreground1 = new Foreground(); var foreground2 = new Foreground(); foreground1.other = foreground2; foreground2.other = foreground1; Then update the Foreground class: 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.other = null; // Reference to other foreground piece self.update = function () { self.x -= self.speed * gameSpeed; if (self.x <= -self.width) { self.x = self.other.x + self.width; console.log('Reset based on other position:', self.x); } }; });
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Thereโs gaps appearing in foreground layer. Please fix refresh and spawning
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Update the Foreground class to account for gameSpeed in both movement and reset: 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 () { var moveAmount = self.speed * gameSpeed; self.x -= moveAmount; if (self.x <= -self.width) { // Position relative to current gameSpeed self.x = self.x + (self.width * 2); console.log('Reset with speed:', gameSpeed, 'New pos:', self.x); } }; });
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Update the Foreground class: 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 * gameSpeed; // Wait until fully off screen left if (self.x <= -self.width) { // Position exactly two widths from old position self.x = self.x + (self.width * 2); console.log('Reset position:', self.x); } }; });
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Update the Foreground class: 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 * gameSpeed; // Log position for debugging console.log('Foreground pos:', self.x, 'width:', self.width); // Reset when completely off screen if (self.x <= -(2048 + self.width/2)) { self.x = 2048 + self.width/2; console.log('Foreground reset to:', self.x); } }; });
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Modify just the Foreground update function: self.update = function () { self.x -= self.speed * gameSpeed; if (self.x <= -self.width) { self.x += self.width * 2; } };
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Make sure foreground is always the highest layer
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Update the Fish's Y position in the spawn code: currentObstacle.y = obstacleType === 'Duck' ? 2732 * 0.75 : obstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85; // Changed from 0.90 to 0.85 for Fish
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Modify the jump splash effect with more splashes and higher movement: if (self.isJumping) { self.jumpTime += self.jumpSpeed; var jumpHeight = -Math.sin(self.jumpTime) * 600; self.y = self.jumpStartY + jumpHeight; // Generate bigger splash burst when jumping out if (self.jumpTime < 0.1) { // Only on first frame of jump var burstSplashes = Math.floor(Math.random() * 4) + 6; // 6-9 splashes (increased from 4-6) for (var i = 0; i < burstSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width/2); splash.y = self.jumpStartY - (Math.random() * 200); // Make splashes go higher game.addChildAt(splash, game.getChildIndex(self) - 1); } } // Rest of existing jump code... }
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Add jump splash effects to Fish. Inside the jumping section: if (self.isJumping) { self.jumpTime += self.jumpSpeed; var jumpHeight = -Math.sin(self.jumpTime) * 600; self.y = self.jumpStartY + jumpHeight; // Generate splash burst when first jumping out if (self.jumpTime < 0.1) { // Only on first frame of jump var burstSplashes = Math.floor(Math.random() * 3) + 4; // 4-6 splashes for (var i = 0; i < burstSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width/2); splash.y = self.jumpStartY; game.addChildAt(splash, game.getChildIndex(self) - 1); } } // Rest of existing jump code... }
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Fish layer should be below foreground layer
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Move the fish starting position up 3%
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Add underwater splash effects for Fish: 1. In the initial setup for Fish type: if (type === 'Fish') { self.speedX = -6; self.jumpSpeed = 0.05; self.isJumping = false; self.pauseTime = 0; self.lastSplashTime = Date.now(); // Add splash timer graphics.tint = 0x4444ff; graphics.alpha = 0.7; } 2. In the Fish update section, before the jump check: if (!self.isJumping && Date.now() - self.lastSplashTime >= 200) { // Generate every 200ms var numSplashes = Math.floor(Math.random() * 2) + 1; // 1-2 splashes for (var i = 0; i < numSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width/2); // Random position along fish body splash.y = self.y; splash.tint = 0x4444ff; // Match fish's underwater tint game.addChildAt(splash, game.getChildIndex(self) - 1); } self.lastSplashTime = Date.now(); }
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Add tint transition during the jump: if (self.isJumping) { self.jumpTime += self.jumpSpeed; var jumpHeight = -Math.sin(self.jumpTime) * 600; self.y = self.jumpStartY + jumpHeight; // Change tint based on height above water if (self.y < self.jumpStartY - 50) { graphics.tint = 0xffffff; // Normal color above water graphics.alpha = 1.0; } else { graphics.tint = 0x4444ff; // Blue tint in water graphics.alpha = 0.7; } if (self.jumpTime > Math.PI) { Obstacle.lastDestroyTime = Date.now(); console.log("Fish destroyed after jump at " + Date.now()); currentObstacle = null; self.destroy(); } }
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Update the Fish speeds to have fast swimming but slower jumping: 1. In the initial setup: if (type === 'Fish') { self.speedX = -6; // Back to original fast swimming speed self.jumpSpeed = 0.05; // Slow jump speed control self.isJumping = false; self.pauseTime = 0; graphics.tint = 0x4444ff; graphics.alpha = 0.7; } 2. In the jumping section: if (self.isJumping) { self.jumpTime += self.jumpSpeed; // Use slower jumpSpeed var jumpHeight = -Math.sin(self.jumpTime) * 600; self.y = self.jumpStartY + jumpHeight; if (self.jumpTime > Math.PI) { Obstacle.lastDestroyTime = Date.now(); console.log("Fish destroyed after jump at " + Date.now()); currentObstacle = null; self.destroy(); } }
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Let's fix the Fish's speed and rotation. Update these parts: 1. In the initial setup where speed is defined, change the Fish speed: if (type === 'Fish') { self.speedX = -3; // Half of -6 for slower movement self.isJumping = false; self.pauseTime = 0; graphics.tint = 0x4444ff; graphics.alpha = 0.7; } 2. When the Fish starts to jump, change the rotation direction: if (self.pauseTime >= 1 && !self.isJumping) { graphics.alpha = 1; graphics.rotation = Math.PI/2; // Changed from -Math.PI/2 to rotate the other way self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; }
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Update the Fish's jump destroy section: if (self.isJumping) { self.jumpTime += 0.1; var jumpHeight = -Math.sin(self.jumpTime) * 600; self.y = self.jumpStartY + jumpHeight; if (self.jumpTime > Math.PI) { Obstacle.lastDestroyTime = Date.now(); console.log("Fish destroyed after jump at " + Date.now()); currentObstacle = null; // Add this line self.destroy(); } }
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Update the obstacle delays to include Fish: Obstacle.getRandomDelay = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }; Obstacle.spawnDelay = 2500; // Default fallback Obstacle.respawnDelay = { Eagle: Obstacle.getRandomDelay(2000, 3000), Duck: Obstacle.getRandomDelay(2000, 3000), Fish: Obstacle.getRandomDelay(2000, 3000) // Add Fish delay }; Obstacle.lastDestroyTime = Date.now() - 5000;
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Modify only the jumping part of the existing Fish behavior: if (self.isJumping) { self.jumpTime += 0.1; var jumpHeight = -Math.sin(self.jumpTime) * 600; // Changed from 300 to 600 self.y = self.jumpStartY + jumpHeight; if (self.jumpTime > Math.PI) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); // Added this line } }
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Add the jumping motion to the Fish: else if (type === 'Fish') { self.x += self.speedX; if (self.x <= coot.x && !self.isJumping) { self.speedX = 0; graphics.alpha = 0; self.pauseTime += 0.05; } if (self.pauseTime >= 1 && !self.isJumping) { graphics.alpha = 1; graphics.rotation = -Math.PI/2; self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; } // Add jumping motion if (self.isJumping) { self.jumpTime += 0.1; var jumpHeight = -Math.sin(self.jumpTime) * 300; self.y = self.jumpStartY + jumpHeight; if (self.jumpTime > Math.PI) { self.destroy(); } } if (self.x <= -self.width / 2) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); } }
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Add the reappear logic after pause: else if (type === 'Fish') { self.x += self.speedX; if (self.x <= coot.x && !self.isJumping) { self.speedX = 0; graphics.alpha = 0; self.pauseTime += 0.05; } // Add this check for when to reappear if (self.pauseTime >= 1 && !self.isJumping) { graphics.alpha = 1; graphics.rotation = -Math.PI/2; self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; } if (self.x <= -self.width / 2) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); } }
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Update the Fish behavior: else if (type === 'Fish') { self.x += self.speedX; if (self.x <= coot.x && !self.isJumping) { self.speedX = 0; graphics.alpha = 0; self.pauseTime += 0.05; // Just add this line } if (self.x <= -self.width / 2) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); } }
/**** * Classes ****/ 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 * gameSpeed; 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); } } }; }); var EagleFeather = Container.expand(function () { var self = Container.call(this); var featherGraphics = self.attachAsset('Eaglefeather', { anchorX: 0.5, anchorY: 0.5 }); // Initialize feather properties self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed self.driftX = Math.random() * 2 - 1; // Random sideways drift self.driftY = Math.random() * -1 - 0.5; // Upward drift self.fadeRate = 0.005; // Fade out rate self.update = function () { self.x += self.driftX * gameSpeed; self.y += self.driftY * gameSpeed; featherGraphics.rotation += self.rotationSpeed; featherGraphics.alpha -= self.fadeRate; // Destroy feather when fully faded if (featherGraphics.alpha <= 0) { self.destroy(); } }; }); // 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 * gameSpeed; 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 * gameSpeed; // self.y = coot.y; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); // Class for the Obstacle (Duck, Eagle, and Fish 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 }); // Add a Ripple instance to the Duck obstacle if (type === 'Duck') { self.lastRippleTime = Date.now(); var ripple = new Ripple(); ripple.x = 0; // Center the ripple on the Duck ripple.y = graphics.height / 2; // Position the ripple at the bottom of the Duck self.addChildAt(ripple, 0); // Add ripple below the Duck but above the water layer } self.speedX = -6; if (type === 'Fish') { self.isJumping = false; self.pauseTime = 0; graphics.tint = 0x4444ff; graphics.alpha = 0.7; } if (type === 'Fish') { self.speedX = -6; // Back to original fast swimming speed self.jumpSpeed = 0.05; // Slow jump speed control self.isJumping = false; self.isPausing = false; self.pauseTime = 0; self.lastSplashTime = Date.now(); // Add splash timer graphics.tint = 0x4444ff; // Set underwater blue tint initially graphics.alpha = 0.7; // Set underwater opacity initially self.isFalling = false; self.jumpVelocity = 0; self.jumpStartY = self.y; // Store original position self.jumpTime = 0; // Initialize jump time counter self.y = 2732 * 0.90; // Set Fish Y position to the bottom of the Coot's dive } if (type === 'Eagle') { self.lastFeatherTime = Date.now(); self.targetY = coot.isDiving || coot.isReturning ? coot.originalY : coot.y; self.speedY = (self.targetY - self.y) / 100; } self.update = function () { self.x += self.speedX * gameSpeed; if (type === 'Fish') { // Move horizontally self.x += self.speedX; // Generate underwater splash effects if (!self.isJumping && Date.now() - self.lastSplashTime >= 200) { // Generate every 200ms var numSplashes = Math.floor(Math.random() * 2) + 1; // 1-2 splashes for (var i = 0; i < numSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); // Random position along fish body splash.y = self.y; splash.tint = 0x4444ff; // Match fish's underwater tint game.addChildAt(splash, game.getChildIndex(self) - 1); } self.lastSplashTime = Date.now(); } // Check if crossing under Coot if (self.x <= coot.x && !self.isJumping) { self.speedX = 0; graphics.alpha = 0; self.pauseTime += 0.05; } // Add this check for when to reappear if (self.pauseTime >= 1 && !self.isJumping) { graphics.alpha = 1; graphics.rotation = Math.PI / 2; // Changed from -Math.PI/2 to rotate the other way self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; } // Handle jumping motion if (self.isJumping) { self.jumpTime += self.jumpSpeed; // Use slower jumpSpeed var jumpHeight = -Math.sin(self.jumpTime) * 600; // Changed from 300 to 600 self.y = self.jumpStartY + jumpHeight; // Generate bigger splash burst when jumping out if (self.jumpTime < 0.1) { // Only on first frame of jump var burstSplashes = Math.floor(Math.random() * 4) + 6; // 6-9 splashes (increased from 4-6) for (var i = 0; i < burstSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); splash.y = self.jumpStartY - Math.random() * 200; // Make splashes go higher game.addChildAt(splash, game.getChildIndex(self) - 1); } } // Change tint based on height above water if (self.y < self.jumpStartY - 50) { graphics.tint = 0xffffff; // Normal color above water graphics.alpha = 1.0; } else { graphics.tint = 0x4444ff; // Blue tint in water graphics.alpha = 0.7; } if (self.jumpTime > Math.PI) { Obstacle.lastDestroyTime = Date.now(); console.log("Fish destroyed after jump at " + Date.now()); currentObstacle = null; // Add this line self.destroy(); } } // Normal destroy check if (self.x <= -self.width / 2) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); } } else if (type === 'Eagle') { self.y += self.speedY; if (Date.now() - self.lastFeatherTime >= 900) { // Feather spawn every 900ms var numFeathers = Math.floor(Math.random() * 2) + 2; // Spawn 2-3 feathers for (var i = 0; i < numFeathers; i++) { var feather = new EagleFeather(); feather.x = self.x + (Math.random() * 20 - 10); // Slight horizontal variation feather.y = self.y + graphics.height / 2; game.addChildAt(feather, game.getChildIndex(self) - 1); } self.lastFeatherTime = Date.now(); } if (self.x <= -self.width / 2) { console.log("Checking for destruction: Eagle at " + self.x); 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') { // Add wobble effect to Duck graphics.rotation = Math.sin(LK.ticks / 20) * 0.05; // Ripple spawn logic if (Date.now() - self.lastRippleTime >= 500) { var ripple = new Ripple(); ripple.x = self.x; ripple.y = self.y + graphics.height / 2; game.addChildAt(ripple, game.getChildIndex(self) - 1); self.lastRippleTime = Date.now(); } // Existing destroy logic if (self.x <= -self.width / 2) { console.log("Checking for destruction: Duck at " + self.x); self.destroy(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } } collisionBlock.x = 0; collisionBlock.y = 0; }; }); var Ripple = Container.expand(function () { var self = Container.call(this); var rippleGraphics = self.attachAsset('Ripple', { anchorX: 0.5, anchorY: 0.5 }); self.initialScale = 0.05; self.growthRate = 0.02; self.fadeRate = 0.01; self.maxScale = 2.0; rippleGraphics.scaleX = self.initialScale; rippleGraphics.scaleY = self.initialScale; self.update = function () { console.log("Ripple update called"); rippleGraphics.scaleX += self.growthRate; rippleGraphics.scaleY += self.growthRate; rippleGraphics.alpha -= self.fadeRate; console.log("Ripple scale:", rippleGraphics.scaleX, "Ripple alpha:", rippleGraphics.alpha); if (rippleGraphics.scaleX >= self.maxScale || rippleGraphics.alpha <= 0) { console.log("Ripple destroyed"); self.destroy(); } }; }); // Static respawn delay property // 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 * gameSpeed; self.y += self.speedY * gameSpeed; 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 * gameSpeed; // 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 ****/ Obstacle.getRandomDelay = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }; Obstacle.spawnDelay = 2500; // Default fallback Obstacle.respawnDelay = { Eagle: Obstacle.getRandomDelay(2000, 3000), Duck: Obstacle.getRandomDelay(2000, 3000), Fish: Obstacle.getRandomDelay(2000, 3000) // Add Fish delay }; Obstacle.lastDestroyTime = Date.now() - 5000; // Initialize to ensure first spawn check passes 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 gameSpeed = 1.5; // Global variable for game speed 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 // Check if the current obstacle needs destruction if (currentObstacle && currentObstacle.x < -currentObstacle.width / 2) { currentObstacle.destroy(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); currentObstacle = null; } // Check if it's time to spawn a new obstacle if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) { var obstacleTypes = ['Duck', 'Duck', 'Duck', 'Eagle', 'Fish']; // Keep the spawn code with all types var randomIndex = Math.floor(Math.random() * obstacleTypes.length); var obstacleType = obstacleTypes[randomIndex]; console.log("Selected obstacle type: ", 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 : obstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85; // Changed from 0.90 to 0.85 for Fish 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
@@ -510,9 +510,9 @@
var obstacleType = obstacleTypes[randomIndex];
console.log("Selected obstacle type: ", 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 : obstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.90; // Ensure Fish has its initial Y position defined
+ currentObstacle.y = obstacleType === 'Duck' ? 2732 * 0.75 : obstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85; // Changed from 0.90 to 0.85 for Fish
console.log("Spawned " + obstacleType + " at " + Date.now());
}
if (currentObstacle) {
currentObstacle.update();
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 โCoot Runโ. 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 captainโs 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 โStartโ. 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 โHow to playโ. 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