User prompt
Please reorganize the dash state management code to fix state conflicts. Specifically: 1. Move the dash completion check into the dash handling section of the update function 2. Remove the duplicate isJumping check in the dash return logic 3. Only reset isDashReturning after dash is fully complete 4. Update the move permission checks in jump() and dive() to: - Allow diving after dash completes - Remove unnecessary state checks - Keep isDashing separate from isReturning state 5. Ensure all state flags are reset in the correct order when dash completes
User prompt
Please fix the state cleanup and move availability after dashing. Specifically: 1. In the dash completion code (where Math.abs(self.x - self.originalX) < 1): - Reset ALL relevant state flags (isDashing, isDashReturning) - Remove any artificial delays for next moves - Ensure the completion check happens immediately after reaching original position 2. Update the condition checks in dive() and jump() functions: - Remove or fix any overly restrictive state checks - Allow diving right after dash completes - Allow jumping right after dash completes 3. Double check all state flags in move permission logic (the if conditions in jump, dive, dash)
User prompt
Please fix the state management between dash, dive, and jump to prevent state conflicts. Specifically: 1. Separate dive return state from dash return state (create a separate isDashReturning flag) 2. In the dash return logic: - Handle jump case separately - if isJumping, use a different return calculation - Ensure dash return doesn't interfere with dive's isReturning state 3. Update state checks in jump(), dive(), and dash() functions to use the correct return flags 4. Ensure clean state transitions when combining moves: - Dash during dive return - Jump then dash - Dash then jump
User prompt
Please modify the dash return movement to be consistently smooth. Specifically: 1. Replace the current lerp factor (0.02) with an approach that maintains consistent speed 2. Consider using a fixed return speed instead of percentage-based movement 3. Adjust the completion threshold (currently < 1) to prevent stuttering at the end 4. Add position cleanup after the return to ensure exact positioning
User prompt
Please fix the dash state transitions to ensure proper state cleanup. Specifically: 1. Add proper state cleanup in the dash completion code 2. Reset isReturning and other relevant states when dash completes 3. Add a small buffer period after dash completion before allowing new moves 4. Ensure originalX is properly maintained across state changes
User prompt
Make the flapping animation even more pronounced.
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Implement that please
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Reduce amount of sparkles generated by Coins by 30%
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Add more sporadic flitting to the butterflies than just up and down.
User prompt
Reduce butterfly spawning by 75%.
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Create butterfly class to generate a random one out of the three. Have them spawn off screen to the right within the Y parameters of the mid ground tree layer. They should be animated to behave like butterflies and flit around while moving left. Destroy them once they leave the screen.
User prompt
The night background should be fully visible after the sun is destroyed.
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Reduce the time it takes for the moon or sun to travel across the screen by 25%
User prompt
Please fix the problem with the coins not being destroyed at the end of their collection animation. If they reach either the coin counter or the coin icon, they are destroyed and counted.
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Some coins aren’t being destroyed when after they animate into the corner. Let’s try setting an animation that is aimed for the last digit of the coin counter and the coin is destroyed and counted no matter what.
User prompt
Coin icon is moving left before it has a reason to. It should hug the coin counter.
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Slow down the animation back to the original position after dashing
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Do not transition from night background back into background until a few seconds before moon is going to be destroyed and finish when it is destroyed.
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The transition for the background into night background is starting too early. It should start a few seconds before the Sun is destroyed and finish as it is destroyed.
User prompt
As Coin icon moves left as coin counter grows, have the code for coin destruction and collecting compensate for the new position.
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Initialize Coot below the Foreground layer
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Coins are not spawning at all
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When Coot is initialized, it should be below Foreground layer
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Coin spin is not affected by game speed
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Increase dash forward distance by 10%
/**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('Coin', { anchorX: 0.5, anchorY: 0.5 }); // Initialize coin properties self.rotationSpeed = 0.05; // Rotation speed for the coin self.speedX = -5; // Speed of the coin moving left self.collecting = false; // Flag to check if the coin is being collected self.targetX = 0; // Target X position for collection animation self.targetY = 0; // Target Y position for collection animation self.update = function () { // Generate GoldSparkle particles if (Math.random() < 0.075) { // Reduced chance by 25% // 10% chance to generate a sparkle each update var sparkle = new GoldSparkle(); sparkle.x = self.x + (Math.random() * coinGraphics.width - coinGraphics.width / 2); sparkle.y = self.y + (Math.random() * coinGraphics.height - coinGraphics.height / 2); game.addChild(sparkle); } // Removed rotation effect from the coin // Move the coin left self.x += self.speedX * gameSpeed; // Apply spin effect over Y axis coinGraphics.scale.x = Math.sin(self.x * 0.015); // If the coin is being collected, animate it if (self.collecting) { self.x += (self.targetX - self.x) * 0.1; self.y += (self.targetY - self.y) * 0.1; coinGraphics.scale.x *= 0.90; coinGraphics.scale.y *= 0.90; // Check if the coin has reached the target position or is small enough if (Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5 || coinGraphics.scale.x < 0.1 && coinGraphics.scale.y < 0.1) { self.destroy(); coinCount++; coinCounter.setText(Math.min(coinCount, 999).toString()); coinIcon.x = -coinCounter.width - 10; // Update coin icon position to hug the coin counter return; } } // Destroy the coin if it goes off screen if (self.x < -coinGraphics.width / 2 && !self.collecting) { self.destroy(); return; // Ensure no further updates after destruction } }; }); 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.originalX = self.x; // Store original X position self.speed = 6.5; self.dashSpeed = 15; self.lives = 3; // Initialize Coot with three lives self.dashDelay = 30; self.isFalling = false; self.isDashing = false; self.fallRotation = 0; // Initialize fall rotation self.dashTimer = 0; 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.isInvincible = false; // Initialize invincible state 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; self.fallStartY = self.y; // Initialize fall start Y position self.fallRotation = 0; // Initialize fall rotation self.fallSpeed = 5; // Initialize fall speed } } else if (self.isFalling) { if (self.lives <= 0) { self.y -= self.fallSpeed; // Hop up a little self.fallRotation += 0.05; // Rotate backwards cootGraphics.rotation = -self.fallRotation; // Apply rotation if (self.y <= self.fallStartY - 50) { self.fallSpeed = -10; // Start falling down } if (self.y > 2732) { LK.showGameOver(); // Trigger game over when off screen } } else { self.y += self.gravity * 7; // 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 / 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); } } } // 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 * 1.1; } self.dashTimer++; } else { // Return to original position smoothly self.x += (self.originalX - self.x) * 0.02; // Slow down the return speed to original position if (Math.abs(self.x - self.originalX) < 1) { self.x = self.originalX; self.isDashing = false; self.dashTimer = 0; } } } }; self.isDiving = false; 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 self.jump = function () { if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) { 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.dash = function () { if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) { self.isDashing = true; self.originalX = self.x; self.dashTimer = 0; } }; self.dive = function () { if (!self.isJumping && !self.isDiving && !self.isDashing) { 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 DuckWarningIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('DuckIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); self.flashInterval = 0; self.update = function () { self.flashInterval++; if (self.flashInterval % 30 < 15) { iconGraphics.alpha = 0.75; } else { iconGraphics.alpha = 0.5; } }; }); 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(); } }; }); var EagleWarningIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('EagleIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); self.flashInterval = 0; self.update = function () { self.flashInterval++; if (self.flashInterval % 30 < 15) { iconGraphics.alpha = 0.75; } else { iconGraphics.alpha = 0.5; } }; }); var FishWarningIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('FishIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); self.flashInterval = 0; self.update = function () { self.flashInterval++; if (self.flashInterval % 30 < 15) { iconGraphics.alpha = 0.75; } else { iconGraphics.alpha = 0.5; } }; }); // Define a single obstacleTypes array as a constant // 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; } } }; }); var GoldSparkle = Container.expand(function () { var self = Container.call(this); var sparkleGraphics = self.attachAsset('GoldSparkle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() * 2 - 1) * 0.75; // Reduced horizontal speed by 25% self.speedY = (Math.random() * 2 - 1) * 0.75; // Reduced vertical speed by 25% self.fadeRate = 0.02; // Rate at which the sparkle fades self.update = function () { self.x += self.speedX; self.y += self.speedY; sparkleGraphics.alpha -= self.fadeRate; if (sparkleGraphics.alpha <= 0) { self.destroy(); } }; }); // 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; } }; }); var Moon = Container.expand(function () { var self = Container.call(this); var moonGraphics = self.attachAsset('Moon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize moon properties self.startX = -moonGraphics.width / 2; // Start off-screen to the left self.startY = 2732 * 0.25; // 25% from the top self.endX = 2048 + moonGraphics.width / 2; // End off-screen to the right self.arcHeight = 2732 * 0.1; // Arc height self.duration = 5 * 60 * 60; // 5 minutes in ticks (assuming 60 FPS) self.ticks = 0; self.update = function () { self.ticks++; var progress = self.ticks / self.duration; self.x = self.startX + (self.endX - self.startX) * progress; self.y = self.startY - Math.sin(progress * Math.PI) * self.arcHeight; // Start fading the night background into day a few seconds before the moon is destroyed if (self.x >= 2048 - moonGraphics.width) { nightBackground.alpha = 1 - (self.x - (2048 - moonGraphics.width)) / moonGraphics.width; } // Destroy the moon when it goes off-screen to the right if (self.x > self.endX) { self.destroy(); game.addChild(new Sun()); } }; }); // 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.speedX = -8; // Add horizontal speed variable for eagle } 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 += 0.02; // Increase pause time by reducing increment rate } // 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 (type === 'Eagle') { self.targetY = coot.originalY; self.speedY = (self.targetY - self.y) / 50; } } 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 } }; }); var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('Sun', { anchorX: 0.5, anchorY: 0.5 }); // Initialize sun properties self.startX = -sunGraphics.width / 2; // Start off-screen to the left self.startY = 2732 * 0.25; // 25% from the top self.endX = 2048 + sunGraphics.width / 2; // End off-screen to the right self.arcHeight = 2732 * 0.1; // Arc height self.duration = 5 * 60 * 60; // 5 minutes in ticks (assuming 60 FPS) self.ticks = 0; self.update = function () { self.ticks++; var progress = self.ticks / self.duration; self.x = self.startX + (self.endX - self.startX) * progress; self.y = self.startY - Math.sin(progress * Math.PI) * self.arcHeight; // Start fading the background into night a few seconds before the sun is destroyed if (self.x >= 2048 - sunGraphics.width) { nightBackground.alpha = (self.x - (2048 - sunGraphics.width)) / sunGraphics.width; } // Destroy the sun when it goes off-screen to the right if (self.x > self.endX) { self.destroy(); nightBackground.alpha = 0; // Reset night background alpha game.addChild(new Moon()); } }; }); // 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 ****/ // Define a single obstacleTypes array as a constant var obstacleTypes = ['Duck', 'Eagle', 'Fish']; Obstacle.getRandomDelay = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }; Obstacle.spawnDelay = 9000; // Initialize default spawn delay to 9 seconds Obstacle.respawnDelay = { Eagle: Obstacle.getRandomDelay(3000, 5000), Duck: Obstacle.getRandomDelay(3000, 5000), Fish: Obstacle.getRandomDelay(3000, 5000) // 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 })); var nightBackground = game.addChild(LK.getAsset('NightBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 2500, scaleY: 2732 / 2500, alpha: 0 })); var DayCount = 1; // Global variable to keep track of the number of days, initialized to 1 at game start // Initialize the sun after title screen var sun; // 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 logo var gameLogo = LK.getAsset('GameIcon', { anchorX: 0.5, anchorY: 0.5, x: -100, // Start off-screen to the left y: 2732 / 2 // Center vertically }); game.addChild(gameLogo); // Initialize game variables var coot; var dragStartY = null; // Initialize dragStartY to null var dragStartX = null; // Initialize dragStartX to null var gameSpeed = 0; // Global variable for game speed, set to 0 during title screen var isTitleScreen = true; // Flag to indicate if the game is in the title screen state var gameActive = false; // Flag to indicate if the game is actively being played var speedIncreaseInterval = 20000; // 20 seconds in milliseconds var maxGameSpeed = 4.0; // Maximum game speed var lastSpeedIncreaseTime = Date.now(); // Track the last time speed was increased var score = 0; var coinCount = 0; // Global variable to keep track of collected coins var currentObstacle = null; var warningIcon = 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); // Add coin counter display var coinCounter = new Text2('0', { size: 150, // Increased size for better visibility fill: "#ffffff" }); coinCounter.anchor.set(1, 0); // Anchor to the top right corner // Add coin asset beside the coin counter var coinIcon = LK.getAsset('Coin', { anchorX: 1, anchorY: 0, x: -coinCounter.width - 10, // Position to the left of the counter with some padding y: 0 }); LK.gui.topRight.addChild(coinIcon); LK.gui.topRight.addChild(coinCounter); // Add heart icons to represent Coot's lives var heartIcons = []; for (var i = 0; i < 3; i++) { // Always create 3 heart icons var heartIcon = LK.getAsset('HeartLife', { anchorX: 0, anchorY: 0, x: -coinCounter.width - 10 - i * 110, y: coinIcon.height + 10 }); LK.gui.topRight.addChild(heartIcon); heartIcons.push(heartIcon); } // Update heart icons based on remaining lives heartIcons.forEach(function (icon, index) { icon.alpha = coot && index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost }); game.update = function () { if (isTitleScreen) { // Only update background, midground trees, water, and foreground during title screen midgroundtrees1.update(); midgroundtrees2.update(); water1.update(); water2.update(); foreground1.update(); foreground2.update(); // Animate game logo sliding in from the left if (gameLogo.x < 2048 / 2) { gameLogo.x += 30; // Slide in quickly } else { gameLogo.x = 2048 / 2; // Stop at center } return; // Exit update function to prevent further updates } coot.update(); // Increase game speed every 20 seconds if (!isTitleScreen && Date.now() - lastSpeedIncreaseTime >= speedIncreaseInterval) { if (gameSpeed < maxGameSpeed) { gameSpeed = Math.min(gameSpeed + 0.1, maxGameSpeed); // Decrease respawn delay for all obstacles Obstacle.respawnDelay.Eagle = Math.max(Obstacle.respawnDelay.Eagle - 500, 1000); Obstacle.respawnDelay.Duck = Math.max(Obstacle.respawnDelay.Duck - 500, 1000); Obstacle.respawnDelay.Fish = Math.max(Obstacle.respawnDelay.Fish - 500, 1000); } lastSpeedIncreaseTime = Date.now(); } // Removed the timer counter increment and display logic // Check for collision between the Coot and the Collision Block of the current obstacle if (currentObstacle && coot.intersects(currentObstacle.children[0]) && !coot.isInvincible) { coot.lives -= 1; if (coot.lives <= 0) { coot.isFalling = true; coot.fallStartY = coot.y; coot.fallRotation = 0; coot.fallSpeed = 5; heartIcons[0].alpha = 0.2; // Dim the last heart icon to indicate all lives lost } else { coot.isInvincible = true; heartIcons[coot.lives].alpha = 0.2; // Dim the heart icon to indicate a lost life // Flash effect for invincibility LK.effects.flashScreen(0xff0000, 100); // Flash screen red for 100ms var flashInterval = LK.setInterval(function () { coot.children[0].alpha = coot.children[0].alpha === 1 ? 0.5 : 1; }, 100); LK.setTimeout(function () { LK.clearInterval(flashInterval); coot.children[0].alpha = 1; coot.isInvincible = false; }, 1500); } } // 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 (gameActive && !currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay - 1000) { if (!warningIcon) { var randomIndex = Math.floor(Math.random() * obstacleTypes.length); currentObstacleType = obstacleTypes[randomIndex]; var warningIconClass = currentObstacleType + 'WarningIcon'; var warningIconClassMap = { 'Duck': DuckWarningIcon, 'Eagle': EagleWarningIcon, 'Fish': FishWarningIcon }; warningIcon = game.addChild(new warningIconClassMap[currentObstacleType]()); warningIcon.x = 2048 / 2; warningIcon.y = 2732 / 2; } } if (gameActive && !currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) { if (warningIcon) { warningIcon.destroy(); warningIcon = null; } console.log("Selected obstacle type: ", currentObstacleType); currentObstacle = game.addChild(new Obstacle(currentObstacleType)); currentObstacle.x = 2048 + currentObstacle.width / 2; // Ensure it starts off-screen currentObstacle.y = currentObstacleType === 'Duck' ? 2732 * 0.75 : currentObstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85; // Changed from 0.90 to 0.85 for Fish console.log("Spawned " + currentObstacleType + " at " + Date.now()); } if (currentObstacle) { currentObstacle.update(); } // Check for collision between the Coot and Coins game.children.forEach(function (child) { if (child instanceof Coin && coot.intersects(child) && !child.collecting) { child.collecting = true; child.targetX = 2048 - coinCounter.width - coinIcon.width - 20 - coinIcon.x; // Adjusted to account for padding, counter width, and dynamic icon position child.targetY = coinIcon.y + coinIcon.height / 2; // Center vertically on the coin icon } }); // Update the foreground foreground1.update(); foreground2.update(); // Spawn coins randomly if (LK.ticks % 120 == 0) { // Every 2 seconds at 60 FPS var newCoin = new Coin(); newCoin.x = 2048 + newCoin.width / 2; // Start off-screen to the right newCoin.y = Math.random() * (2732 * 0.45) + 2732 * 0.35; // Random Y position between 35% and 80% of the screen height game.addChild(newCoin); } }; // Handle touch events for jumping and diving game.down = function (x, y, obj) { if (isTitleScreen) { // Slide game logo offscreen to the right var slideOutInterval = LK.setInterval(function () { gameLogo.x += 50; // Slide out quickly if (gameLogo.x > 2048 + gameLogo.width / 2) { LK.clearInterval(slideOutInterval); } }, 16); isTitleScreen = false; // Exit title screen state gameSpeed = 1.2; // Set initial game speed gameActive = true; // Set gameActive to true when gameplay starts Obstacle.lastDestroyTime = Date.now(); // Initialize lastDestroyTime when gameplay starts // Initialize Coot when exiting the title screen coot = new Coot(); coot.x = 2048 * 0.20; coot.y = 2732 * 0.75; coot.originalX = coot.x; // Initialize originalX position coot.originalY = coot.y; // Initialize originalY position game.addChildAt(coot, game.getChildIndex(foreground1) - 1); // Initialize heart icons based on Coot's lives heartIcons.forEach(function (icon, index) { icon.alpha = index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost }); // Initialize the sun after exiting the title screen sun = game.addChild(new Sun()); sun.x = sun.startX; sun.y = sun.startY; return; // Exit function to prevent further actions } 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 && dragStartX !== null) { if (x - dragStartX > 50) { // Check if the drag is rightward and significant coot.isDashing = true; dragStartX = null; // Reset dragStartX to prevent repeated dashes } 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 dragStartX = null; // Reset dragStartX when touch ends };
===================================================================
--- original.js
+++ change.js
@@ -39,15 +39,9 @@
self.destroy();
coinCount++;
coinCounter.setText(Math.min(coinCount, 999).toString());
coinIcon.x = -coinCounter.width - 10; // Update coin icon position to hug the coin counter
- return; // Ensure no further updates after destruction
- } else if (self.x <= 2048 - coinCounter.width - coinIcon.width) {
- self.destroy();
- coinCount++;
- coinCounter.setText(Math.min(coinCount, 999).toString());
- coinIcon.x = -coinCounter.width - 10; // Update coin icon position to hug the coin counter
- return; // Ensure no further updates after destruction
+ return;
}
}
// Destroy the coin if it goes off screen
if (self.x < -coinGraphics.width / 2 && !self.collecting) {
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