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Code edit (11 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'barricade.x = 2048 + spikeTrap.width;' Line Number: 454
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give all text a black outline
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the +10 signs should fly off to the left side of the screen and be destroyed after a few seconds
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show a +10 sign and play a sound effect when player picks up a collectible
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Increase score by 10 when player picks up a collectible
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add a scorelabel top center of the scree
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make a class for the dustparticle and use its update method instead of running the spread and alpha in an interval
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the dust particles should spread and go transparent before they disappear
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use a separate dustparticle asset for the dustparticles
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'particle.destroy();' Line Number: 169
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the dustparticle effect should be a small aprticle explosion looking like dust that rises from the ground on jump takeoff and landing
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make a dustparticle effect when player jumps and lands
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every five seconds, spawn a spiketrap off the right side of the screen, at groundY and bring it onto the screen at gamespeed + boostspeed
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'data')' in or related to this line: 'var startX = obj.event.data.global.x;' Line Number: 236
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plese make the game.up function detect swipes in three directions, either primarily up,primarily down or primarily right
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===================================================================
--- original.js
+++ change.js
@@ -32,28 +32,99 @@
//<Assets used in the game will automatically appear here>
// Class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ self.playerWalkGraphics = self.attachAsset('playerWalk', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.playerJumpGraphics = self.attachAsset('playerJump', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ });
+ self.playerDuckGraphics = self.attachAsset('playerDuck', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ });
+ self.playerDashGraphics = self.attachAsset('playerDash', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ });
self.speed = 10;
self.velocityY = 0;
+ self.jumping = false;
+ self.dashing = false;
+ self.ducking = false;
+ self.actionTimer = 0;
+ self.actionTimerMax = 180;
self.update = function () {
- // Update position based on velocityY
- self.y -= self.velocityY;
- // Apply gravity
- self.velocityY -= 1;
- // Prevent player from falling below the ground
- if (self.y > 2732 - 510) {
- self.y = 2732 - 510;
- self.velocityY = 0;
+ if (gameStarted) {
+ if (self.jumping) {
+ // Update position based on velocityY
+ self.y -= self.velocityY;
+ // Apply gravity
+ self.velocityY -= 1;
+ // Prevent player from falling below the ground
+ if (self.y > 2732 - 510) {
+ self.y = 2732 - 510;
+ self.velocityY = 0;
+ self.jumping = false;
+ self.playerWalkGraphics.alpha = 1;
+ self.playerJumpGraphics.alpha = 0;
+ }
+ } else if (self.dashing) {
+ self.actionTimer++;
+ if (self.actionTimer >= self.actionTimerMax) {
+ self.dashing = false;
+ self.playerWalkGraphics.alpha = 1;
+ self.playerDashGraphics.alpha = 0;
+ }
+ } else if (self.ducking) {
+ self.actionTimer++;
+ if (self.actionTimer >= self.actionTimerMax) {
+ self.dashing = false;
+ self.playerWalkGraphics.alpha = 1;
+ self.playerDuckGraphics.alpha = 0;
+ }
+ }
+ // Just walking
+ if (!self.jumping && !self.dashing && !self.ducking) {
+ // Bobbing and bumping animation
+ self.y += Math.sin(LK.ticks / 3) * 2;
+ self.rotation = Math.sin(LK.ticks / 20) * 0.1;
+ }
}
- // Bobbing and bumping animation
- self.y += Math.sin(LK.ticks / 3) * 2;
- self.rotation = Math.sin(LK.ticks / 20) * 0.1;
};
+ self.jump = function () {
+ if (!self.jumping) {
+ self.jumping = true;
+ self.playerWalkGraphics.alpha = 0;
+ self.playerDashGraphics.alpha = 0;
+ self.playerJumpGraphics.alpha = 1;
+ self.playerDuckGraphics.alpha = 0;
+ }
+ };
+ self.dash = function () {
+ if (!self.dashing) {
+ self.dashing = true;
+ self.playerWalkGraphics.alpha = 0;
+ self.playerDashGraphics.alpha = 1;
+ self.playerJumpGraphics.alpha = 0;
+ self.playerDuckGraphics.alpha = 0;
+ }
+ };
+ self.duck = function () {
+ if (!self.ducking) {
+ self.ducking = true;
+ self.playerWalkGraphics.alpha = 0;
+ self.playerDashGraphics.alpha = 0;
+ self.playerJumpGraphics.alpha = 0;
+ self.playerDuckGraphics.alpha = 1;
+ }
+ };
});
var Shrubbery = Container.expand(function () {
var self = Container.call(this);
var assetType = Math.random() < 0.3 ? 'shrubbery' : Math.random() < 0.5 ? 'pine' : 'berrybush';
@@ -119,8 +190,9 @@
player.y = 2732 - 510;
game.addChild(player);
// Array to keep track of obstacles
var obstacles = [];
+var colectibles = [];
var gameSpeed = 2;
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
@@ -130,50 +202,78 @@
game.addChild(obstacle);
}
// Handle touch events for player movement
game.down = function (x, y, obj) {
- player.velocityY = 50;
+ if (!gameStarted) {
+ gameStarted = true;
+ }
+ //player.velocityY = 50;
};
+game.up = function (x, y, obj) {
+ var startX = obj.event.data.global.x;
+ var startY = obj.event.data.global.y;
+ var endX = x;
+ var endY = y;
+ var deltaX = endX - startX;
+ var deltaY = endY - startY;
+ if (Math.abs(deltaX) > Math.abs(deltaY)) {
+ if (deltaX > 0) {
+ console.log("Swipe Right");
+ // Add logic for right swipe
+ }
+ } else {
+ if (deltaY > 0) {
+ console.log("Swipe Down");
+ // Add logic for down swipe
+ } else {
+ console.log("Swipe Up");
+ // Add logic for up swipe
+ }
+ }
+};
+var gameStarted = false;
// Update game logic
game.update = function () {
- // Update player
- player.update();
- // Move paths to the left
- path1.x -= 2;
- path2.x -= 2;
- // Reset path positions for seamless scrolling
- if (path1.x <= -2048) {
- path1.x = path2.x + 2048;
- }
- if (path2.x <= -2048) {
- path2.x = path1.x + 2048;
- }
- // Move shrubberies to the left
- for (var i = game.children.length - 1; i >= 0; i--) {
- var child = game.children[i];
- if (child instanceof Shrubbery || child instanceof Collectible) {
- child.x -= gameSpeed + child.speed;
- if (child.x <= -child.width) {
- child.x = 2048 + child.width;
+ if (gameStarted) {
+ // Update player
+ player.update();
+ // Move paths to the left
+ path1.x -= 2;
+ path2.x -= 2;
+ // Reset path positions for seamless scrolling
+ if (path1.x <= -2048) {
+ path1.x = path2.x + 2048;
+ }
+ if (path2.x <= -2048) {
+ path2.x = path1.x + 2048;
+ }
+ // Move shrubberies to the left
+ for (var i = game.children.length - 1; i >= 0; i--) {
+ var child = game.children[i];
+ if (child instanceof Shrubbery || child instanceof Collectible) {
+ child.x -= gameSpeed + child.speed;
+ if (child.x <= -child.width) {
+ child.x = 2048 + child.width;
+ }
}
}
- }
- // Update obstacles
- for (var i = obstacles.length - 1; i >= 0; i--) {
- obstacles[i].update();
- if (obstacles[i].intersects(player)) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
+ // Update obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].update();
+ if (obstacles[i].intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
}
- }
- // Spawn new obstacles
- if (LK.ticks % 60 == 0) {
- //spawnObstacle();
- }
- // Spawn new collectible every 30 ticks
- if (LK.ticks % 90 == 0) {
- var collectible = new Collectible();
- collectible.x = 2048 + collectible.width;
- collectible.y = Math.random() * (2332 - collectible.height);
- game.addChild(collectible);
- }
+ // Spawn new obstacles
+ if (LK.ticks % 60 == 0) {
+ //spawnObstacle();
+ }
+ // Spawn new collectible every 30 ticks
+ if (LK.ticks % 90 == 0) {
+ var collectible = new Collectible();
+ collectible.x = 2048 + collectible.width;
+ collectible.y = Math.random() * (2332 - collectible.height);
+ game.addChild(collectible);
+ }
+ } // endif gameStarted
};
\ No newline at end of file
A background illstration for a game, rich in style, medieval fantasy themed, of a landscape seen from a great distance, like froma mountain ridge with mountains and forests and lakes and lots of features.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A spritesheet with various poses for a heavily armored little dwarven warrior with an axe in various poses for use in an endless runner game. Te poses should include walking, eating, jumping, ducking low, and chargingforward. Sprites should be laid out in a rectangular grid wih blank space between them. Style should be medieval fantasy.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A game logo for a game called 'Endless Viking Run' using norse font on a background of a viking shield and crossed axes. Muted colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.