User prompt
Make the Coot look like he’s going under the water on Dive using a smooth transition, opacity and tint change and particle generation.
User prompt
Implement all of that
User prompt
On Dive move Coot layer to the lowest layer. Return to normal after Dive
User prompt
On Dive have Coot later go behind water layer. Return to correct layer after diving.
User prompt
I want a slightly higher variance that duck is created over eagle
User prompt
Modify the obstacle class to remove the reset logic so that new obstacles can be created.
User prompt
Please fix the bug: 'TypeError: LK.random is not a function. (In 'LK.random()', 'LK.random' is undefined)' in or related to this line: 'var randomIndex = Math.floor(LK.random() * obstacleTypes.length);' Line Number: 290
User prompt
Use different random number generation for obstacle type decision in update
User prompt
Let’s try fixing number 2 now
User prompt
Let’s try fixing number one first
User prompt
That didn’t work. It’s generating way too many obstacles.
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'currentObstacle.update')' in or related to this line: 'currentObstacle.update();' Line Number: 300
User prompt
Add a small delay of between 0.5-2 seconds before a new obstacle is generated
User prompt
Check number 2
User prompt
Check number 3
User prompt
Please fix the bug: 'TypeError: Math.seedrandom is not a function. (In 'Math.seedrandom()', 'Math.seedrandom' is undefined)' in or related to this line: 'var obstacleType = obstacleTypes[randomIndex];' Line Number: 292
User prompt
Please fix the bug: 'TypeError: Math.seedrandom is not a function. (In 'Math.seedrandom()', 'Math.seedrandom' is undefined)' in or related to this line: 'Math.seedrandom(); // Reseed the random number generator to ensure randomness' Line Number: 291
User prompt
Check number 4 for possible causes
User prompt
Still not working
User prompt
Looks it’s driving me crazy here. I don’t want just eagles or ducks over and over again. You need to think outside the box and check all logic related to generating new obstacles.
User prompt
Still didn’t work. Try something different.
User prompt
Run through obstacle generation step by step. Why is only one type of obstacle being recycled over and over again per game? The random selection works perfectly at the beginning of the game
User prompt
The random obstacle generation is working at the start of the game but not after an obstacle leaves the screen.
User prompt
Debug random obstacle generator
User prompt
That did not work. Please try again.
/**** * 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.jumpHeight = 105; self.isJumping = false; self.update = function () { if (self.isJumping) { self.y -= self.speed; if (self.y <= 2732 / 2 - self.jumpHeight) { self.isJumping = false; } } 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) { LK.setTimeout(function () { self.isDiving = false; cootGraphics.alpha = 1; // Reset opacity cootGraphics.tint = 0xffffff; // Reset tint }, 500); // Pause for 0.5 seconds at the bottom of the dive } } else if (!self.isJumping && !self.isDiving) { if (self.y < self.originalY) { self.y += self.speed; // Return to original position at normal speed if (self.y > self.originalY) { self.y = self.originalY; } } else if (self.y > self.originalY) { self.y -= self.speed; // Move upwards to original position if (self.y < self.originalY) { self.y = self.originalY; } } 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) { cootGraphics.rotation = Math.sin(LK.ticks / 10) / 10; // Generate 1-2 water splash particles every 60 ticks (1 second) if (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.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.originalY = self.y; } }; self.dive = function () { if (!self.isJumping && !self.isDiving) { self.isDiving = true; 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
@@ -29,14 +29,15 @@
self.isJumping = false;
}
} else if (self.isDiving) {
self.y += self.speed * 1.5;
- cootGraphics.alpha = Math.max(0.5, cootGraphics.alpha - 0.05); // Gradually reduce opacity
+ 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) {
LK.setTimeout(function () {
self.isDiving = false;
- cootGraphics.alpha = 1; // Restore opacity
- game.setChildIndex(self, game.getChildIndex(foreground1) + 1); // Return Coot to normal layer
+ cootGraphics.alpha = 1; // Reset opacity
+ cootGraphics.tint = 0xffffff; // Reset tint
}, 500); // Pause for 0.5 seconds at the bottom of the dive
}
} else if (!self.isJumping && !self.isDiving) {
if (self.y < self.originalY) {
@@ -82,18 +83,18 @@
};
self.dive = function () {
if (!self.isJumping && !self.isDiving) {
self.isDiving = true;
- game.setChildIndex(self, 0); // Move Coot to the lowest layer
self.originalX = self.x;
self.originalY = self.y;
self.y += self.speed * 2; // Start diving downwards immediately with increased speed
- // Add bubble particles
- for (var i = 0; i < 5; i++) {
- var bubble = new Splash();
- bubble.x = self.x;
- bubble.y = self.y + cootGraphics.height / 2;
- game.addChildAt(bubble, game.getChildIndex(foreground1) - 1);
+ // 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);
}
}
};
});
@@ -280,9 +281,9 @@
if (!currentObstacle || currentObstacle.x < -currentObstacle.width / 2) {
if (currentObstacle) {
currentObstacle.destroy();
}
- var obstacleTypes = ['Duck', 'Duck', 'Duck', 'Eagle']; // Further increase Duck probability
+ 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
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