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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 } } };
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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 } } };
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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
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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
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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 (9 edits merged)
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set background color to black
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: LK.timeout is not a function' in or related to this line: 'LK.timeout(function () {' Line Number: 105
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Please fix the bug: 'TypeError: game.getTime is not a function' in or related to this line: 'var currentTime = game.getTime();' Line Number: 87
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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
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Please fix the bug: 'TypeError: game.getTime is not a function' in or related to this line: 'self.jumpStartTime = game.getTime(); // Record when jump started' Line Number: 129
Code edit (4 edits merged)
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 109
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Refactor the player class to properly use the run animation when not jumping.
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 59
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Reduce the speed of the frame change in the run animation
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 62
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 62
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 61
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 59
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Slow down the speed of the run animation by half
/**** * 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 < -500) { // Increased value to ensure platforms are fully off-screen 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 / 1.5; // Store the ground position // Platform collision properties self.isOnGround = true; self.currentPlatform = null; // 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; // Keeping the original jump height 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; } // Apply gravity if not on a platform and not actively jumping 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 for platform collisions while falling self.checkPlatformCollision(); } // 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; // 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) { // Going down - show jump3 self.sprites[jumpOffset + 2].alpha = 1; // jump3 // Check for landing on platforms while falling during a jump self.checkPlatformCollision(); } // End jump if hitting the original ground (for backward compatibility) if (self.y >= self.groundY && !self.currentPlatform) { self.y = self.groundY; self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; self.isOnGround = true; } } else if (self.isOnGround) { // Run animation when on a platform or ground 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; } // If on a platform, check if we're still above it // But don't move with the platform (removed that behavior) 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; } } }; self.jump = function () { if (self.isOnGround) { self.isJumping = true; self.isOnGround = false; self.velocityY = -self.jumpHeight; self.jumpState = "start"; self.jumpStartTime = Date.now(); self.currentPlatform = null; } else if (self.isJumping && self.velocityY < 10) { // Allow for a small double-jump to reach higher platforms // Only if not falling too fast self.velocityY = -self.jumpHeight * 0.7; self.jumpStartTime = Date.now(); } }; 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 } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ var platforms = []; var platformSpawnInterval = 60; var platformSpawnCounter = 0; // Define the two fixed platform heights var lowPlatformHeight = 2732 / 1.5 + 250; // Regular height (player.y + 250) var highPlatformHeight = lowPlatformHeight - 600; // High platform (600 pixels higher) // Simple toggle for alternating platform heights var useHighPlatform = false; var platformGap = 200; // Gap between platforms var lastPlatformX = 0; // Track the last platform position //<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 at the low level for (var i = 0; i < 5; i++) { var platform = new Platform(); platform.x = player.x + i * platformGap; platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; } // Initialize the player to start on a platform player.isOnGround = true; player.currentPlatform = platforms[0]; } initializeGame(); // Handle game updates 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 a gap platform.x = lastPlatformX + 1000 + platformGap; // Toggle between high and low platforms if (useHighPlatform) { platform.y = highPlatformHeight; } else { platform.y = lowPlatformHeight; } // Toggle for next platform useHighPlatform = !useHighPlatform; // Store last platform position lastPlatformX = platform.x; // Add the platform to the game platforms.push(platform); game.addChild(platform); // Reset counter 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); } } // 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
@@ -165,16 +165,16 @@
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 - 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.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;
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