User prompt
Update with: // If on a platform, check if we're still above it if (self.currentPlatform) { // Check if still above the platform var platformHalfWidth = self.currentPlatform.width / 2; var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { // Before falling, check if there's another platform we should transition to var foundNextPlatform = false; // Check all platforms for a possible transition for (var i = 0; i < platforms.length; i++) { var nextPlatform = platforms[i]; if (nextPlatform !== self.currentPlatform) { var nextPlatformHalfWidth = nextPlatform.width / 2; // Check if player position is above the next platform // Use the same y-coordinate check as the current platform if (self.x > nextPlatform.x - nextPlatformHalfWidth && self.x < nextPlatform.x + nextPlatformHalfWidth && Math.abs(nextPlatform.y - self.currentPlatform.y) < 10) { // Same height (with tolerance) // Found an adjacent platform, transition to it self.currentPlatform = nextPlatform; foundNextPlatform = true; break; } } } // Only fall if we couldn't find a platform to transition to if (!foundNextPlatform) { self.isOnGround = false; self.currentPlatform = null; // Start falling self.velocityY = 0.1; } } }
User prompt
Update with: if (platformSpawnCounter >= platformSpawnInterval) { var platform = new Platform(); // Position the new platform exactly one platform width away from the last one // This ensures there are no gaps between platforms platform.x = lastPlatformX + platform.width; // Determine the height (rest of the code remains the same) if (lastPlatformHeight === lowPlatformHeight) { platform.y = highPlatformHeight; lastPlatformHeight = highPlatformHeight; } else { platform.y = lowPlatformHeight; lastPlatformHeight = lowPlatformHeight; } // Store last platform position lastPlatformX = platform.x; // Add the platform to the game platforms.push(platform); game.addChild(platform); // Reset counter platformSpawnCounter = 0; }
User prompt
Update with: // In the initializeGame function for (var i = 0; i < 5; i++) { var platform = new Platform(); // If this is the first platform, position it based on the player's position if (i === 0) { platform.x = player.x; } else { // For subsequent platforms, position them exactly one platform width away from the previous one // Since platforms are anchored at center, we add the full width to get from center to center platform.x = lastPlatformX + platform.width; } platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; }
User prompt
Update with: // If on a platform, check if we're still above it if (self.currentPlatform) { // Check if still above the platform var platformHalfWidth = self.currentPlatform.width / 2; var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { self.isOnGround = false; self.currentPlatform = null; // Start falling self.velocityY = 0.1; } }
User prompt
Update with: game.update = function () { player.update(); // Spawn platforms platformSpawnCounter++; if (platformSpawnCounter >= platformSpawnInterval) { var platform = new Platform(); // Important: Position the platform EXACTLY at the end of the previous one platform.x = lastPlatformX + platformWidth; // Alternate between platform heights only when we've placed enough platforms // to complete the current "section" of platforms if (platformSpawnCounter >= platformSpawnInterval) { if (lastPlatformHeight === lowPlatformHeight) { platform.y = highPlatformHeight; lastPlatformHeight = highPlatformHeight; } else { platform.y = lowPlatformHeight; lastPlatformHeight = lowPlatformHeight; } } else { // Continue with the current height platform.y = lastPlatformHeight; } // Store last platform position lastPlatformX = platform.x; // Add the platform to the game platforms.push(platform); game.addChild(platform); // Reset counter platformSpawnCounter = 0; }
User prompt
Update with: function initializeGame() { // Create initial platforms at the low level for (var i = 0; i < 5; i++) { var platform = new Platform(); // Place platforms exactly end-to-end // Start with the player's position minus some offset to ensure player starts on platform platform.x = (player.x - 250) + (i * platformWidth); platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; } // Initialize platform height tracking lastPlatformHeight = lowPlatformHeight; // Initialize the player to start on a platform player.isOnGround = true; player.currentPlatform = platforms[0]; }
User prompt
Please fix the bug: 'Can't find variable: platformWidth' in or related to this line: 'platform.x = player.x + i * platformWidth; // No gap between platforms' Line Number: 255
User prompt
Update with: function initializeGame() { // Create initial platforms at the low level for (var i = 0; i < 5; i++) { var platform = new Platform(); platform.x = player.x + (i * platformWidth); // No gap between platforms platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; } // Initialize platform height tracking lastPlatformHeight = lowPlatformHeight; // Initialize the player to start on a platform player.isOnGround = true; player.currentPlatform = platforms[0]; }
User prompt
Update with: game.update = function () { player.update(); // Spawn platforms platformSpawnCounter++; if (platformSpawnCounter >= platformSpawnInterval) { var platform = new Platform(); // Position the platform at the end of the last one with no gap platform.x = lastPlatformX + platformWidth; // Alternate between platform heights, but only when switching levels if (lastPlatformHeight === lowPlatformHeight) { platform.y = highPlatformHeight; lastPlatformHeight = highPlatformHeight; } else { platform.y = lowPlatformHeight; lastPlatformHeight = lowPlatformHeight; } // Store last platform position lastPlatformX = platform.x; // Add the platform to the game platforms.push(platform); game.addChild(platform); // Reset counter platformSpawnCounter = 0; }
Code edit (12 edits merged)
Please save this source code
User prompt
Update with: self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformHalfWidth = platform.width / 2; // The offset should match exactly how the player aligns with the lower platform initially var playerPlatformOffset = 250; // This is the exact offset between player.y and lowPlatformHeight // Check if player is above the platform and falling if (self.velocityY > 0 && // Must be falling down self.y < platform.y - playerPlatformOffset && self.y + self.velocityY >= platform.y - playerPlatformOffset && self.x > platform.x - platformHalfWidth && self.x < platform.x + platformHalfWidth) { // Land on the platform with the exact same positioning as on the low platform self.y = platform.y - playerPlatformOffset; self.velocityY = 0; self.isJumping = false; self.isOnGround = true; self.currentPlatform = platform; return; } } };
User prompt
Update with: self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformHalfWidth = platform.width / 2; // Define the collision threshold based on player sprite height var collisionOffset = 80; // This value represents how far above the platform the player should stand // Check if player is above the platform and falling if (self.velocityY > 0 && // Must be falling down self.y < platform.y - collisionOffset && self.y + self.velocityY >= platform.y - collisionOffset && self.x > platform.x - platformHalfWidth && self.x < platform.x + platformHalfWidth) { // Land on the platform with consistent positioning self.y = platform.y - collisionOffset; self.velocityY = 0; self.isJumping = false; self.isOnGround = true; self.currentPlatform = platform; return; // Exit after finding a collision } } };
User prompt
Update with: self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformHalfWidth = platform.width / 2; // Check if player is above the platform and falling if (self.velocityY > 0 && // Must be falling down self.y < platform.y - 40 && // Increased collision threshold from 10 to 40 self.y + self.velocityY >= platform.y - 40 && self.x > platform.x - platformHalfWidth && self.x < platform.x + platformHalfWidth) { // Land on the platform self.y = platform.y - 40; // Adjust landing position to match detection threshold self.velocityY = 0; self.isJumping = false; self.isOnGround = true; self.currentPlatform = platform; return; // Exit after finding a collision } } };
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: self.sprites[self.runFrame] is undefined' in or related to this line: 'self.sprites[self.runFrame].alpha = 1;' Line Number: 135
User prompt
Please fix the bug: 'TypeError: self.sprites[self.runFrame] is undefined' in or related to this line: 'self.sprites[self.runFrame].alpha = 1;' Line Number: 108
User prompt
Please fix the bug: 'TypeError: self.sprites is undefined' in or related to this line: 'for (var i = 0; i < self.sprites.length; i++) {' Line Number: 62
Code edit (8 edits merged)
Please save this source code
User prompt
set background color to black
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: LK.timeout is not a function' in or related to this line: 'LK.timeout(function () {' Line Number: 105
User prompt
Please fix the bug: 'TypeError: game.getTime is not a function' in or related to this line: 'var currentTime = game.getTime();' Line Number: 87
User prompt
Please fix the bug: 'TypeError: LK.getTime is not a function' in or related to this line: 'self.jumpStartTime = LK.getTime(); // Record when jump started' Line Number: 129
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> var Player = Container.expand(function () { var self = Container.call(this); // Animation properties self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6']; self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3']; self.runFrame = 0; self.animationSpeed = 0.08; self.animationCounter = 0; self.sprites = []; self.groundY = 2732 / 2; // Store the ground position // Pre-attach all animation frames but make only the first one visible // First add run animation sprites for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); // Set all frames except the first to be invisible sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Then add jump animation sprites for (var i = 0; i < self.jumpAnimation.length; i++) { var sprite = self.attachAsset(self.jumpAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); // Set all jump frames to invisible initially sprite.alpha = 0; self.sprites.push(sprite); } // Movement properties self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; // Added to track jump animation phases self.jumpStartTime = 0; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Handle jumping physics and animation if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Get jump frame index offset var jumpOffset = self.runAnimation.length; // Determine jump animation based on velocity and time var currentTime = Date.now(); if (currentTime - self.jumpStartTime < 100) { // Brief initial jump1 phase (first 100ms) self.sprites[jumpOffset + 0].alpha = 1; // jump1 } else if (self.velocityY < 0) { // Going up - show jump2 self.sprites[jumpOffset + 1].alpha = 1; // jump2 } else if (self.velocityY > 0 && self.y < self.groundY - 5) { // Going down but not near landing - show jump3 self.sprites[jumpOffset + 2].alpha = 1; // jump3 } else if (self.y >= self.groundY - 5) { // About to land - show jump1 briefly self.sprites[jumpOffset + 0].alpha = 1; // jump1 // Make sure player doesn't go below ground if (self.y > self.groundY) { self.y = self.groundY; } // Schedule return to running after a brief moment LK.setTimeout(function () { self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; self.y = self.groundY; // Ensure player is at exact ground level }, 50); // Very short duration for jump1 at the end } } else { // Run animation when not jumping self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; // Update to next frame self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } // Show current run frame self.sprites[self.runFrame].alpha = 1; } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; self.jumpState = "start"; self.jumpStartTime = Date.now(); // Record when jump started } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ var platforms = []; var platformSpawnInterval = 60; var platformSpawnCounter = 0; var currentPlatformHeight = 2732 / 1.5; // Starting at player level var isHighPlatformMode = false; var highPlatformTimer = 0; var highPlatformDuration = 0; var lastPlatformX = 0; //<Assets used in the game will automatically appear here> var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 4.5; player.y = 2732 / 1.5; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Initialize the game with starting platforms function initializeGame() { // Create initial platforms for (var i = 0; i < 5; i++) { var platform = new Platform(); platform.x = player.x + i * 150; // Spaced out platforms platform.y = player.y; // At player level platforms.push(platform); game.addChild(platform); } // Initialize the player to start on a platform player.isOnGround = true; player.currentPlatform = platforms[0]; // Set initial high platform duration highPlatformDuration = Math.floor(Math.random() * 500) + 300; } // Handle game updates game.update = function () { player.update(); // Spawn platforms platformSpawnCounter++; if (platformSpawnCounter >= platformSpawnInterval) { var platform = new Platform(); platform.x = 2048 + 50; // Start just off-screen to the right // Determine platform height based on current mode if (isHighPlatformMode) { platform.y = currentPlatformHeight - 600; // Higher platform } else { platform.y = currentPlatformHeight; // Regular height } // Store last platform position for spacing lastPlatformX = platform.x; platforms.push(platform); game.addChild(platform); // Randomize the spawn interval for the next platform platformSpawnInterval = Math.floor(Math.random() * 50) + 40; platformSpawnCounter = 0; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { platforms[i].update(); // Remove platforms that are destroyed if (platforms[i].destroyed) { platforms.splice(i, 1); } } // Handle high platform mode timing highPlatformTimer++; if (highPlatformTimer >= highPlatformDuration) { // Toggle high platform mode isHighPlatformMode = !isHighPlatformMode; if (isHighPlatformMode) { // Set the new higher platform height currentPlatformHeight = 2732 / 1.5 - 600; highPlatformDuration = Math.floor(Math.random() * 300) + 200; } else { // Return to regular height currentPlatformHeight = 2732 / 1.5; highPlatformDuration = Math.floor(Math.random() * 500) + 300; } highPlatformTimer = 0; } // Enemy handling (keep your existing enemy code) //enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -33,63 +33,49 @@
});
//<Assets used in the game will automatically appear here>
var Player = Container.expand(function () {
var self = Container.call(this);
- // Initialize sprites array with run and jump animations
- self.sprites = [LK.getAsset('playerrun1', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerrun2', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerrun3', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerrun4', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerrun5', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerrun6', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerjump1', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerjump2', {
- anchorX: 0.5,
- anchorY: 0.5
- }), LK.getAsset('playerjump3', {
- anchorX: 0.5,
- anchorY: 0.5
- })];
- // Initialize runFrame and runAnimation
+ // Animation properties
+ self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6'];
+ self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3'];
self.runFrame = 0;
- self.runAnimation = [0, 1, 2, 3, 4, 5]; // Indices of run animation frames
- // Add platform collision properties
- self.isOnGround = true;
- self.currentPlatform = null;
- self.groundY = 2732 / 1.5;
- // Modify the update function to handle platform physics
+ self.animationSpeed = 0.08;
+ self.animationCounter = 0;
+ self.sprites = [];
+ self.groundY = 2732 / 2; // Store the ground position
+ // Pre-attach all animation frames but make only the first one visible
+ // First add run animation sprites
+ for (var i = 0; i < self.runAnimation.length; i++) {
+ var sprite = self.attachAsset(self.runAnimation[i], {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set all frames except the first to be invisible
+ sprite.alpha = i === 0 ? 1 : 0;
+ self.sprites.push(sprite);
+ }
+ // Then add jump animation sprites
+ for (var i = 0; i < self.jumpAnimation.length; i++) {
+ var sprite = self.attachAsset(self.jumpAnimation[i], {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set all jump frames to invisible initially
+ sprite.alpha = 0;
+ self.sprites.push(sprite);
+ }
+ // Movement properties
+ self.speed = 5;
+ self.jumpHeight = 40;
+ self.isJumping = false;
+ self.velocityY = 0;
+ self.jumpState = "none"; // Added to track jump animation phases
+ self.jumpStartTime = 0;
self.update = function () {
- // Hide all sprites first (keep your existing animation code)
+ // Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
}
- // Apply gravity if not on a platform
- if (!self.isOnGround && !self.isJumping) {
- self.velocityY += 0.7;
- self.y += self.velocityY;
- // Show falling animation (using jump3)
- var jumpOffset = self.runAnimation.length;
- self.sprites[jumpOffset + 2].alpha = 1; // jump3
- }
- // Check if player has fallen off the bottom of the screen
- if (self.y > 2732) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
// Handle jumping physics and animation
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7;
@@ -102,16 +88,28 @@
self.sprites[jumpOffset + 0].alpha = 1; // jump1
} else if (self.velocityY < 0) {
// Going up - show jump2
self.sprites[jumpOffset + 1].alpha = 1; // jump2
- } else if (self.velocityY > 0) {
- // Going down - show jump3
+ } else if (self.velocityY > 0 && self.y < self.groundY - 5) {
+ // Going down but not near landing - show jump3
self.sprites[jumpOffset + 2].alpha = 1; // jump3
- // Check for landing on platforms
- self.checkPlatformCollision();
+ } else if (self.y >= self.groundY - 5) {
+ // About to land - show jump1 briefly
+ self.sprites[jumpOffset + 0].alpha = 1; // jump1
+ // Make sure player doesn't go below ground
+ if (self.y > self.groundY) {
+ self.y = self.groundY;
+ }
+ // Schedule return to running after a brief moment
+ LK.setTimeout(function () {
+ self.isJumping = false;
+ self.velocityY = 0;
+ self.jumpState = "none";
+ self.y = self.groundY; // Ensure player is at exact ground level
+ }, 50); // Very short duration for jump1 at the end
}
- } else if (self.isOnGround) {
- // Run animation when on a platform
+ } else {
+ // Run animation when not jumping
self.animationCounter += self.animationSpeed;
if (self.animationCounter >= 1) {
self.animationCounter = 0;
// Update to next frame
@@ -119,43 +117,17 @@
}
// Show current run frame
self.sprites[self.runFrame].alpha = 1;
}
- // If on a platform, move with it
- if (self.currentPlatform) {
- self.x -= self.currentPlatform.speed;
- // Check if still on platform
- if (self.x < self.currentPlatform.x - 50 || self.x > self.currentPlatform.x + 50) {
- self.isOnGround = false;
- self.currentPlatform = null;
- }
- }
};
self.jump = function () {
- if (self.isOnGround || self.isJumping) {
+ if (!self.isJumping) {
self.isJumping = true;
- self.isOnGround = false;
self.velocityY = -self.jumpHeight;
self.jumpState = "start";
- self.jumpStartTime = Date.now();
- self.currentPlatform = null;
+ self.jumpStartTime = Date.now(); // Record when jump started
}
};
- self.checkPlatformCollision = function () {
- for (var i = 0; i < platforms.length; i++) {
- var platform = platforms[i];
- // Check if player is above the platform and falling
- if (self.y < platform.y - 4 && self.y + self.velocityY >= platform.y - 4 && self.x > platform.x - 50 && self.x < platform.x + 50) {
- // Land on the platform
- self.y = platform.y - 4;
- self.velocityY = 0;
- self.isJumping = false;
- self.isOnGround = true;
- self.currentPlatform = platform;
- break;
- }
- }
- };
});
/****
* Initialize Game
@@ -215,10 +187,8 @@
player.currentPlatform = platforms[0];
// Set initial high platform duration
highPlatformDuration = Math.floor(Math.random() * 500) + 300;
}
-// Call this at the start
-initializeGame();
// Handle game updates
game.update = function () {
player.update();
// Spawn platforms
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows..
A gold coin. 8 bit pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Dark and moody dungeon background. Infinite repeatable texture. 8 bit pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A ruby. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A wooden arrow with white feathers and a steel arrow head. Horizontal. Pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
backgroundmusic1
Music
playerjump
Sound effect
swordslash
Sound effect
jarbreak
Sound effect
enemyhit
Sound effect
eyeballhit
Sound effect
coincollect
Sound effect
woodbreak
Sound effect
coinbounce
Sound effect
potion
Sound effect
playerouch
Sound effect
bowfiring
Sound effect
arrowfire
Sound effect
arrowpickup
Sound effect
gameover
Sound effect