User prompt
Please fix the bug: 'ReferenceError: Can't find variable: obstacleType' in or related to this line: 'console.log("Selected obstacle type: ", obstacleType);' Line Number: 888
User prompt
Please modify the game obstacle and warning system to ensure consistent selection between warning icons and actual obstacles. Specifically: 1. Define a single `obstacleTypes` array as a constant at the class/file level that both the warning and spawn systems will reference 2. When selecting an obstacle type, store the selection in a class variable that both the warning icon creation and obstacle spawn can access 3. Ensure the random selection happens only once per spawn cycle 4. Maintain the same probabilities for each obstacle type (Duck, Eagle, Fish) The warning icon should always accurately preview the type of obstacle that will spawn next. The y-position logic for each type should remain unchanged.
User prompt
Move the warning icon initialization to after an obstacle type is chosen.
User prompt
Do we need the ObstacleWarningIcon class still? Just use the fish, eagle and duck icon classes and get rid of the redundant class
User prompt
Why are the wrong warning icons loading still? Debug
User prompt
Warning icons are still not loading properly. Do we need to make separate classes for the icons and redo the code appropriately?
User prompt
The obstacle warning icons are not loading right. Compare warning icon class and initialization in game.update. Are the assets being paired appropriately and does some of the code need to be fixed in the warning icon class
User prompt
Make sure the right assets are attached to the obstacle warning icons
User prompt
When eagle is next, use EagleIcon, when fish use FishIcon, when duck use DuckIcon
User prompt
Make sure the right warning icon loads for the correct obstacle.
User prompt
Before an obstacle loads, display icon for the appropriate type. Icon should load when 1 second is left on spawn or respawn delay. Have icon center screen, flashing and set opacity to 75%, destroy icon when obstacle loads.
User prompt
Slow it down more
User prompt
Slow down the returning from dashing
User prompt
When dashing while jumping or falling, have the returning animation prioritize the Y part of the original position before the X
User prompt
When dashing while jumping or falling make sure that the Coot slides smoothly back to the original position.
User prompt
Increase the arc of the sun
User prompt
During title screen have game logo start off screen center left. Then have it slide in quickly before stopping center screen. After press slide logo quickly offscreen to the right before starting game.
User prompt
The heart icons are not initializing properly after leaving the title screen.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'icon.alpha = index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost' Line Number: 705
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'icon.alpha = index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost' Line Number: 705
User prompt
Do not initialize Coot during title screen ststr
User prompt
Add a title screen state to the game when it first initializes. During this state only the background, mid ground trees, water and foreground should initialize. Do not add value towards time played during this state.
User prompt
I want to add a game icon screen when the game loads. Using GameIcon. It should fall from off the top of the screen and bounce into the center. Gamr
User prompt
Every time game speed increases, decrease respawn delay for all obstacles by the same.
User prompt
As the game speed increases all obstacle spawn and respawn delay should decrease by the same amount.
/****
* 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(coinCount.toString());
coinIcon.x = -coinCounter.width - 10; // Update coin icon position based on counter width
return; // Ensure no further updates after destruction
}
}
// 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;
}
self.dashTimer++;
} else {
// Return to original position smoothly
self.x += (self.originalX - self.x) * 0.03; // Further slow down the return to original X 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;
}
};
});
// 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;
// Destroy the sun when it goes off-screen to the right
if (self.x > self.endX) {
self.destroy();
}
};
});
// 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 = 10000; // Initialize default spawn delay to 10 seconds
Obstacle.respawnDelay = {
Eagle: Obstacle.getRandomDelay(4000, 6000),
Duck: Obstacle.getRandomDelay(4000, 6000),
Fish: Obstacle.getRandomDelay(4000, 6000) // 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 sun
var sun = game.addChild(new Sun());
sun.x = sun.startX;
sun.y = sun.startY;
// 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 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 speedIncreaseInterval = 20000; // 20 seconds in milliseconds
var maxGameSpeed = 3.0; // 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 (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 (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay - 1000) {
// Store the selected obstacle type in a class variable
if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay - 1000) {
if (!warningIcon) {
var randomIndex = Math.floor(Math.random() * obstacleTypes.length);
currentObstacleType = obstacleTypes[randomIndex];
if (currentObstacleType === 'Duck') {
warningIcon = game.addChild(new DuckWarningIcon());
} else if (currentObstacleType === 'Eagle') {
warningIcon = game.addChild(new EagleWarningIcon());
} else if (currentObstacleType === 'Fish') {
warningIcon = game.addChild(new FishWarningIcon());
}
warningIcon.x = 2048 / 2;
warningIcon.y = 2732 / 2;
}
}
if (!warningIcon) {
if (obstacleType === 'Duck') {
warningIcon = game.addChild(new DuckWarningIcon());
} else if (obstacleType === 'Eagle') {
warningIcon = game.addChild(new EagleWarningIcon());
} else if (obstacleType === 'Fish') {
warningIcon = game.addChild(new FishWarningIcon());
}
warningIcon.x = 2048 / 2;
warningIcon.y = 2732 / 2;
}
}
if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) {
if (warningIcon) {
warningIcon.destroy();
warningIcon = null;
}
// Ensure the random selection happens only once per spawn cycle
if (!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());
}
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; // Adjusted to account for padding and counter width
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
// Initialize Coot when exiting the title screen
coot = game.addChild(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
// 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
});
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
@@ -858,13 +858,13 @@
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());
}
- console.log("Selected obstacle type: ", obstacleType);
- currentObstacle = game.addChild(new Obstacle(obstacleType));
+ 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 = 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());
+ 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();
}
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