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update score display when score is updated
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display score on top center
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add 1 player score for each successfull jump
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tint each orbit in a random color on creation
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make sure player stays on topmost zindex after each new orbit is created.
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Fix Bug: 'ReferenceError: currentTargetOrbit is not defined' in or related to this line: 'player.radius = orbits[currentTargetOrbit].width - 100 / 2;' Line Number: 134
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Fix Bug: 'TypeError: orbits[i].scaleOrbit is not a function' in or related to this line: 'orbits[i].scaleOrbit(i, 500);' Line Number: 33
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Fix Bug: 'Uncaught TypeError: orbit.positionOrbit is not a function' in or related to this line: 'orbit.positionOrbit(i);' Line Number: 99
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after each jump, start an animation where all orbits scale up by 500 pixels in width and height.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'self.radius = (targetOrbit.width - 100) / 2;' Line Number: 25
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after a player jump, the player should then continue circling at that orbit's distance from center.
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On tap, make player jump to the next orbit.
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draw a circlular object called orbit1 with a diamter of 1800 pixels in the center
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Make the player circle around the center at a distance of 800 pixels.
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Approaching Orbit
/****
* Classes
****/
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.jump = function () {
// Player jump logic
};
self.update = function () {
// Player update logic
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function () {
// Obstacle move logic
};
});
// Orbit class
var Orbit = Container.expand(function () {
var self = Container.call(this);
var orbitGraphics = self.attachAsset('orbit', {
anchorX: 0.5,
anchorY: 0.5
});
self.positionOrbit = function () {
// Orbit positioning logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Game variables
// Initialize assets used in this game.
var player;
var orbits = [];
var obstacles = [];
var currentOrbitIndex = 0;
// Initialize player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2 - 200; // Start the player 200px above the center
// Initialize orbits
function createOrbits() {
for (var i = 0; i < 5; i++) {
var orbit = game.addChild(new Orbit());
orbit.positionOrbit(i);
orbits.push(orbit);
}
}
createOrbits();
// Initialize obstacles
function createObstacles() {
for (var i = 0; i < 10; i++) {
var obstacle = game.addChild(new Obstacle());
obstacle.move();
obstacles.push(obstacle);
}
}
createObstacles();
// Game logic
game.on('down', function (obj) {
player.jump();
});
LK.on('tick', function () {
player.update();
// Update orbits
for (var i = 0; i < orbits.length; i++) {
orbits[i].positionOrbit(i);
}
// Update obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].move();
if (player.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Check if player reached the center
if (player.intersects(orbits[0])) {
LK.setScore(LK.getScore() + 1);
// Reset player to the last orbit
player.x = orbits[orbits.length - 1].x;
player.y = orbits[orbits.length - 1].y;
currentOrbitIndex = orbits.length - 1;
}
});