User prompt
Increase gravity while falling for coot
User prompt
Increase gravity while Coot falling
User prompt
If returnDelay is greater than 0 don’t allow dash
User prompt
Make sure you can’t dash while diving or returning.
User prompt
Add a horizontal speed variable for eagle as well.
User prompt
Make it an equal chance for all obstacles to spawn.
User prompt
Increase eagles horizontal movement speed as well
User prompt
Increase speed of eagle movement
User prompt
Make sure you can only dash if you’re in the starting position.
User prompt
Add a check to make sure you can’t dash if you’re jumping or diving
User prompt
Add a check to make sure you can’t jump or dive during a dash
User prompt
Okay implement that control to make the Coot dash.
User prompt
Add a dash state to Coot class: self.isDashing = false; self.dashSpeed = 15; self.dashDelay = 60; // frames before return (1 second at 60fps) self.dashTimer = 0; self.originalX = self.x; // Store original position // Add to your existing update method self.update = function() { // Existing update code here... // Handle dash state if (self.isDashing) { if (self.dashTimer < self.dashDelay) { // Dash forward if (self.x < 2048 * 0.75) { // Stop at 3/4 of screen width self.x += self.dashSpeed; } self.dashTimer++; } else { // Return to original position if (self.x > self.originalX) { self.x -= self.dashSpeed/2; // Return at half speed } else { self.x = self.originalX; self.isDashing = false; self.dashTimer = 0; } } } };
User prompt
Still wobbling during dive. Fix
User prompt
Dive is not working. Debug
User prompt
Remove Y axis change from Dash. Do not remove from Diving
User prompt
No Y axis change on dash
User prompt
Have Coot dash forward half of the screen on drag right.
User prompt
Add a new dashing state for Coot.
User prompt
Increase speed of Coot wobble
User prompt
Increase game speed to 1.5
User prompt
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.isFirst = false; self.update = function () { if (self.isFirst) { self.x -= self.speed * gameSpeed; // Apply gameSpeed to movement self.other.x = self.x + self.width; // Reset earlier - when piece is mostly off screen if (self.x < -self.width/1.5) { self.x += self.width; self.other.x = self.x + self.width; } } }; });
User prompt
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.isFirst = false; // Will be set during initialization self.update = function () { // Only move the first piece if (self.isFirst) { self.x -= self.speed; // Move second piece to maintain fixed distance self.other.x = self.x + self.width; // Reset both pieces when first goes off screen if (self.x < -self.width) { self.x += self.width; self.other.x = self.x + self.width; } } }; }); ``` And for this version, initialization would be: ``` var foreground1 = new Foreground(); var foreground2 = new Foreground(); game.addChild(foreground1); game.addChild(foreground2); foreground1.x = 2048 / 2; foreground1.y = 2732 * 0.9; foreground2.x = foreground1.x + foreground1.width; foreground2.y = 2732 * 0.9; foreground1.isFirst = true; foreground1.other = foreground2; foreground2.other = foreground1;
User prompt
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 () { // Move piece self.x -= self.speed; // If piece moves off left side if (self.x < -self.width) { // Place it immediately after the other piece var targetX = self.other.x + self.width; self.x = targetX; } }; });
User prompt
Set game speed to 1
/**** * 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.isReturning && !self.isFalling) { cootGraphics.rotation = Math.sin(LK.ticks / 5) * 0.1; // Increase wobble speed by reducing the divisor // 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.isFirst = false; // Will be set during initialization self.update = function () { // Only move the first piece if (self.isFirst) { self.x -= self.speed * gameSpeed; // Apply gameSpeed to movement // Move second piece to maintain fixed distance self.other.x = self.x + self.width; // Reset both pieces when first goes off screen if (self.x < -self.width / 1.5) { // Reset earlier - when piece is mostly off screen self.x += self.width; self.other.x = self.x + self.width; } } }; }); // 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 = new Foreground(); var foreground2 = new Foreground(); game.addChild(foreground1); game.addChild(foreground2); foreground1.x = 2048 / 2; foreground1.y = 2732 * 0.9; foreground2.x = foreground1.x + foreground1.width; foreground2.y = 2732 * 0.9; foreground1.isFirst = true; foreground1.other = foreground2; foreground2.other = foreground1; // Validate positioning if (Math.abs(foreground2.x - (foreground1.x + foreground1.width)) > 1) { console.error("Foreground pieces are not correctly positioned!"); } foreground1.other = foreground2; foreground2.other = foreground1; game.addChild(foreground1); game.addChild(foreground2); 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
@@ -44,15 +44,17 @@
// 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.isDashing) {
- self.x += self.dashSpeed * gameSpeed; // Move Coot quickly to the right
- if (Date.now() >= self.dashEndTime) {
- self.isDashing = false; // End dashing state
- }
+ } 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) {
@@ -81,9 +83,9 @@
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) {
+ if (!self.isJumping && !self.isReturning && !self.isFalling) {
cootGraphics.rotation = Math.sin(LK.ticks / 5) * 0.1; // Increase wobble speed by reducing the divisor
// 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;
@@ -100,12 +102,8 @@
}
}
};
self.isDiving = false;
- self.isDashing = false; // New state for dashing
- self.dashSpeed = 20; // Speed during dash
- self.dashDuration = 500; // Duration of dash in milliseconds
- self.dashEndTime = 0; // Time when dash should end
self.jump = function () {
if (!self.isJumping && !self.isDiving && !self.isReturning) {
self.isJumping = true;
self.originalX = self.x;
@@ -113,14 +111,8 @@
self.isReturning = false; // Ensure returning state is reset when jumping
self.originalY = self.y;
}
};
- self.dash = function () {
- if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) {
- self.isDashing = true;
- self.dashEndTime = Date.now() + self.dashDuration; // Set end time for dash
- }
- };
self.dive = function () {
if (!self.isJumping && !self.isDiving) {
self.isDiving = true;
self.returnDelay = Date.now() + 5000; // Set return delay to 5 seconds using time
@@ -128,9 +120,9 @@
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 * 10; // Start diving downwards immediately with increased speed
+ 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();
@@ -553,31 +545,21 @@
};
// Handle touch events for jumping and diving
game.down = function (x, y, obj) {
dragStartY = y; // Record the initial y position when touch starts
- dragStartX = x; // Record the initial x 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 (Math.abs(dragStartY - y) < 20 && coot.y === coot.originalY) {
- // Check for a quick tap to dash
- coot.dash();
- dragStartY = null; // Reset dragStartY to prevent repeated dashes
} 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
- } else if (x - dragStartX > 50 && coot.y === coot.originalY) {
- // Check if the drag is rightward and significant
- coot.dash();
- dragStartX = null; // Reset dragStartX to prevent repeated dashes
}
}
};
game.up = function (x, y, obj) {
dragStartY = null; // Reset dragStartY when touch ends
- dragStartX = null; // Reset dragStartX when touch ends
};
\ No newline at end of file
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