User prompt
Increase gravity during falling
User prompt
Increase delay at the bottom of dive to 3 seconds total
User prompt
Remove water particles and wobble from falling
User prompt
Wobble should still happen when not jumping, diving or returning.
User prompt
Remove wobble and water particles during jumping.
User prompt
Increase gravity by a factor of 10
User prompt
Increase jump height by 2x and increase speed of descent by 2x
User prompt
Increase jump height by 3 times
User prompt
The Coot's dive delay and jump mechanics need adjustment: 1. For the dive delay: - We need to properly decrement returnDelay in the update function - Only start the return movement when returnDelay reaches 0 - Make sure we're correctly tracking the delay using LK.ticks or a frame counter 2. For the jump movement: - The jump is too small because we're missing proper jump velocity and gravity variables - We need continuous upward movement when jump starts - Add proper jump arc with initial velocity and gravity - Keep applying the motion until reaching maximum height - Then add descent until reaching original Y position - Reset isJumping only when back at original height Please maintain the existing dive mechanics while fixing these issues.
User prompt
Increase the total delay of the return to 2 seconds.
User prompt
Increase the delay of the dive by another second
User prompt
That did not work.
User prompt
Add a delay of 1 second at the bottom of the dive before returning
User prompt
The Coot's movement needs two adjustments: 1. The dive return speed is too fast. Could you modify the return interpolation factor (currently 0.1) to something smaller like 0.03 or 0.05 to make the surfacing movement more gradual? 2. The jump function isn't working. Let's debug it by: - Making sure we have proper jump velocity/height variables set - Adding the actual upward movement logic in the update function when isJumping is true - Adding logic to handle the descent after reaching maximum jump height - Making sure isJumping gets reset when the jump completes Please maintain all the existing splash effects and wobble animations while making these adjustments.
User prompt
The coot won’t jump now
User prompt
Make the return half that speed
User prompt
The dive looks great but comes back to the surface too quickly.
User prompt
The Coot currently dives down but doesn't return to its original position. Could you modify the dive functionality to: 1. Track how far the Coot has dived 2. Make the Coot return to its original position (stored in originalY) once it reaches a maximum dive depth 3. Reset the isDiving state once the Coot returns to its starting position 4. Use smooth interpolation for the return movement, similar to how we handle the x-position changes Please modify the existing code to include this return movement while maintaining the current diving and splash particle effects.
User prompt
Make sure after diving that the state is removed and set to returning. Then handle the return to original position.
User prompt
Add an isReturning state for the Coot to handle returning to the top after diving.
User prompt
Check in the coot class itself for a reason that the coot isn’t rising after diving.
User prompt
The game update needs to be changed to update the Coots rise back up after diving. Currently it only moves it back to the original state if it’s not diving or jumping
User prompt
During Dive the Coot has to be returned to the original position.
User prompt
That didn’t work. I think it’s how diving is handled. Maybe don’t remove the diving state until the coot is back to the original position.
User prompt
That looks great but I’d like the reverse on the rise back up
/**** * Classes ****/ // Class for the CollisionBlock 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 = 30; // 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.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 * 2; // Apply 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.jumpVelocity = 15; // Reset jump velocity for next jump } // 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 = 60; // 1 second delay at 60 FPS } } else if (self.returnDelay > 0) { if (self.returnDelay > 0) { self.returnDelay--; } } else if (!self.isReturning && self.y >= 2732 * 0.90 && self.returnDelay === 0) { self.isReturning = true; // Start returning after delay } else if (self.isReturning) { self.y -= self.speed * 0.03; // Move upwards to original position even more slowly cootGraphics.alpha = Math.min(1, cootGraphics.alpha + 0.05); // Gradually increase opacity cootGraphics.tint = 0xffffff; // Reset tint to white if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1; // Reset opacity cootGraphics.tint = 0xffffff; // Reset tint } if (self.isReturning) { self.y -= self.speed; // Move upwards to original position cootGraphics.alpha = Math.min(1, cootGraphics.alpha + 0.05); // Gradually increase opacity cootGraphics.tint = 0xffffff; // Reset tint to white if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1; // Reset opacity cootGraphics.tint = 0xffffff; // Reset tint } } 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) { cootGraphics.rotation = Math.sin(LK.ticks / 10) * 0.1; // Add wobble effect when not jumping, diving, or returning // Generate 1-2 water splash particles every 60 ticks (1 second) only when not jumping, diving, or falling if (!self.isJumping && !self.isDiving && !self.isFalling && LK.ticks % 60 == 0) { var numParticles = Math.floor(Math.random() * 2) + 1; for (var i = 0; i < numParticles; i++) { var splashLeft = new Splash(); splashLeft.x = self.x - cootGraphics.width / 2; splashLeft.y = self.y + cootGraphics.height / 2; game.addChildAt(splashLeft, game.getChildIndex(foreground1) - 1); var splashRight = new Splash(); splashRight.x = self.x + cootGraphics.width / 2; splashRight.y = self.y + cootGraphics.height / 2; game.addChildAt(splashRight, game.getChildIndex(foreground1) - 1); } } } }; self.isDiving = false; self.jump = function () { if (!self.isJumping && !self.isDiving && !self.isReturning) { self.isJumping = true; self.originalX = self.x; self.x += (self.originalX + 2048 * 0.10 - self.x) * 0.1; // Gradually move forward by 10% of the screen width 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 = 180; // Set return delay to 3 seconds (180 frames at 60 FPS) self.isReturning = false; // Ensure returning state is reset when diving self.originalX = self.x; self.originalY = self.y; self.y += self.speed * 2; // Start diving downwards immediately with increased speed // Generate water splash particles var numParticles = Math.floor(Math.random() * 3) + 2; // Generate 2-4 particles for (var i = 0; i < numParticles; i++) { var splash = new Splash(); splash.x = self.x; splash.y = self.y + cootGraphics.height / 2; game.addChildAt(splash, game.getChildIndex(foreground1) - 1); } } }; }); // Class for the foreground var Foreground = Container.expand(function () { var self = Container.call(this); var foregroundGraphics = self.attachAsset('Foreground', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); // Class for the midgroundtrees var Midgroundtrees = Container.expand(function () { var self = Container.call(this); var midgroundtreesGraphics = self.attachAsset('Midgroundtrees', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 3; self.update = function () { self.x -= self.speed; // self.y = coot.y; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); // Class for the Obstacle (Duck and Eagle combined) var Obstacle = Container.expand(function (type) { var self = Container.call(this); var graphics; var collisionBlock = self.addChild(new CollisionBlock()); collisionBlock.x = 0; collisionBlock.y = 0; graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -6; if (type === 'Eagle') { self.targetY = coot.y; self.speedY = (self.targetY - self.y) / 100; } self.update = function () { self.x += self.speedX; if (type === 'Eagle') { self.y += self.speedY; if (self.x <= -self.width / 2) { self.destroy(); // Destroy the obstacle when it moves off-screen } if (self.y < self.targetY) { self.speedY = (self.targetY - self.y) / 100; } else { self.speedY = 0; } } else if (type === 'Duck') { if (self.x <= -self.width / 2) { self.destroy(); // Destroy the obstacle when it moves off-screen } } collisionBlock.x = 0; collisionBlock.y = 0; }; }); // Class for the water splash particles var Splash = Container.expand(function () { var self = Container.call(this); var scale = Math.random() * 0.75 + 0.25; var splashGraphics = self.attachAsset('Watersplash', { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale }); self.speedX = Math.random() * 2 - 1; // Random speed in X direction self.speedY = -Math.random() * 5; // Random upward speed in Y direction self.gravity = 0.1; // Gravity to pull the particle down self.update = function () { self.x += self.speedX; self.y += self.speedY; self.speedY += self.gravity; // Apply gravity // Add rotation based on the speed of the particle self.rotation += self.speedX / 10; if (self.y > 2732) { // If the particle is below the screen self.destroy(); // Destroy the particle } }; }); // Class for the water var Water = Container.expand(function () { var self = Container.call(this); var waterGraphics = self.attachAsset('Water', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 2; self.update = function () { self.x -= self.speed; // self.y = midgroundtrees1.y + midgroundtrees1.height / 2; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 2500, scaleY: 2732 / 2500 })); // Initialize the midgroundtrees var midgroundtrees1 = game.addChild(new Midgroundtrees()); midgroundtrees1.x = 2048 / 2; midgroundtrees1.y = 2732 * 0.7; var midgroundtrees2 = game.addChild(new Midgroundtrees()); midgroundtrees2.x = 2048 / 2 + midgroundtrees2.width; midgroundtrees2.y = 2732 * 0.7; // Initialize the water var water1 = game.addChild(new Water()); water1.x = 2048 / 2; water1.y = midgroundtrees1.y + midgroundtrees1.height / 2; var water2 = game.addChild(new Water()); water2.x = 2048 / 2 + water2.width; water2.y = midgroundtrees2.y + midgroundtrees2.height / 2; // Initialize game variables var coot = game.addChild(new Coot()); coot.x = 2048 * 0.20; coot.y = 2732 * 0.75; coot.originalY = coot.y; // Initialize originalY position var score = 0; var currentObstacle = null; // Initialize the foreground var foreground1 = game.addChild(new Foreground()); foreground1.x = 2048 / 2; foreground1.y = 2732 * 0.9; var foreground2 = game.addChild(new Foreground()); foreground2.x = 2048 / 2 + foreground2.width; foreground2.y = 2732 * 0.9; var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle game updates game.update = function () { coot.update(); if (LK.ticks % 60 == 0) { score++; scoreTxt.setText(score); } // Check for collision between the Coot and the Collision Block of the current obstacle if (currentObstacle && coot.intersects(currentObstacle.children[0])) { LK.showGameOver(); } // Update the midgroundtrees midgroundtrees1.update(); midgroundtrees2.update(); // Update the water water1.update(); water2.update(); // Update the current obstacle if (!currentObstacle || currentObstacle.x < -currentObstacle.width / 2) { if (currentObstacle) { currentObstacle.destroy(); } var obstacleTypes = ['Duck', 'Duck', 'Eagle']; // Increase Duck probability var randomIndex = Math.floor(Math.random() * obstacleTypes.length); var obstacleType = obstacleTypes[randomIndex]; currentObstacle = game.addChild(new Obstacle(obstacleType)); currentObstacle.x = 2048 + currentObstacle.width / 2; // Ensure it starts off-screen currentObstacle.y = obstacleType === 'Duck' ? 2732 * 0.75 : 2732 * 0.25; // Adjust Eagle's initial Y position } 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
@@ -33,9 +33,9 @@
self.isJumping = false; // Stop jumping when upward velocity is zero
self.isFalling = true; // Start falling
}
} else if (self.isFalling) {
- self.y += self.gravity; // Apply gravity to fall down
+ self.y += self.gravity * 2; // Apply 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.jumpVelocity = 15; // Reset jump velocity for next jump
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