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Update score text
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Add a text2 at top center for the score
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Add 1 to score for each hurdle passed
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In Athlete update() Jumpspeed and gravity should grow with globalSpeed
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Jumpspeed and gravity should grow with globalSpeed
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In gamePlaying after the first flash on collision , add a second flash when athlete reache the ground ( isOnGround==true)
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after the first flash on collision , add a second flash when athlete reache s the ground ( isOnGround==true)
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Add a second flash when isFalling and isOnGround
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Add an additional one time flash when isFalling and isOnGround
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Add another one time flash when isFalling and isOnGround
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Reduce jump speed as global speed increases
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Increase global speed after each obstacle passed
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Use that global variable For obstacles
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Use that global variable
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Add a new global variable to control both tracks and obstacles speed
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Call LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second only once
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Also stop obstacles
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When athlete is falling and is on ground, stop tracks and obstacles movement
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/****
* Classes
****/
/****************************************************************************************** */
/**************************************** CLASSES ***************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
var Athlete = Container.expand(function () {
var self = Container.call(this);
self.speedX = 5;
self.jumpSpeed = -17;
self.gravity = 0.5;
self.isOnGround = true;
self.isFalling = false; // Indicates if the athlete is currently falling
self.currentPosture = ""; // Store the name of the current posture
self.isChangingPosture = false; // 0 when idle or moving down, 1 when moving up
self.nextPosture = null;
self.tint = 0xc0d4FF;
// BODY PARTS
self.trunk = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
rotation: 0.125,
tint: 0x000000 //self.tint // TEMP DEBUG
});
self.head = self.trunk.attachAsset('head', {
anchorX: 0.5,
anchorY: 2,
scaleX: 1,
scaleY: 1,
tint: 0x000000 // self.tint
});
self.rightArm = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1,
tint: self.tint
});
// Right hand asset attachment removed
self.leftArm = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1,
tint: self.tint
});
// Left hand asset attachment removed
self.rightLeg = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1.0,
tint: self.tint
});
// Right foot asset attachment removed
self.leftLeg = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1.0,
tint: self.tint
});
// Left foot asset attachment removed
// FUNCTIONS
self.updatePosture = function () {
var speed = 0.2; //0.1; // Speed of transition
if (!self.targetPosture) {
return;
}
// Check if the target posture for hands and legs is reached
//log("self.targetPosture: " + self.targetPosture.name + " : self.rightHand.x: " + self.rightHand.x, " self.targetPosture.rightHand.x: " + self.targetPosture.rightHand.x);
var handsAndLegsReached = Math.abs(self.rightLeg.x - self.targetPosture.rightLeg.x) < 1 && Math.abs(self.rightLeg.y - self.targetPosture.rightLeg.y) < 1 && Math.abs(self.leftLeg.x - self.targetPosture.leftLeg.x) < 1 && Math.abs(self.leftLeg.y - self.targetPosture.leftLeg.y) < 1 && Math.abs(self.head.x - self.targetPosture.head.x) < 1 && Math.abs(self.head.y - self.targetPosture.head.y) < 1;
if (handsAndLegsReached) {
//log("handsAndLegsReached !");
// Update currentPosture to the name of the targetPosture when hands and legs posture is reached
self.currentPosture = self.targetPosture.name;
self.targetPosture = null;
self.isChangingPosture = false;
if (self.nextPosture) {
self.setPosture(self.nextPosture);
}
return;
} else {
self.isChangingPosture = true;
}
if (self.targetPosture && self.targetPosture.head) {
self.head.x += (self.targetPosture.head.x - self.head.x) * speed;
}
self.head.y += (self.targetPosture.head.y - self.head.y) * speed;
self.rightArm.x += (self.targetPosture.rightArm.x - self.rightArm.x) * speed;
self.rightArm.y += (self.targetPosture.rightArm.y - self.rightArm.y) * speed;
self.rightArm.rotation += (self.targetPosture.rightArm.r - self.rightArm.rotation) * speed;
// Right hand updates removed due to hand assets being removed
self.leftArm.x += (self.targetPosture.leftArm.x - self.leftArm.x) * speed;
self.leftArm.y += (self.targetPosture.leftArm.y - self.leftArm.y) * speed;
self.leftArm.rotation += (self.targetPosture.leftArm.r - self.leftArm.rotation) * speed;
// Left hand updates removed due to hand assets being removed
self.trunk.x += (self.targetPosture.trunk.x - self.trunk.x) * speed;
self.trunk.y += (self.targetPosture.trunk.y - self.trunk.y) * speed;
self.rightLeg.x += (self.targetPosture.rightLeg.x - self.rightLeg.x) * speed;
self.rightLeg.y += (self.targetPosture.rightLeg.y - self.rightLeg.y) * speed;
// Right foot updates removed due to foot assets being removed
self.leftLeg.x += (self.targetPosture.leftLeg.x - self.leftLeg.x) * speed;
self.leftLeg.y += (self.targetPosture.leftLeg.y - self.leftLeg.y) * speed;
};
self.moveRight = function () {
self.x += self.speedX;
};
self.jump = function () {
if (self.isOnGround) {
self.isOnGround = false;
self.speedY = self.jumpSpeed;
}
};
self.update = function () {
if (self.isOnGround) {
self.runAnim();
}
if (!self.isOnGround) {
self.y += self.speedY;
self.speedY += self.gravity;
if (self.y >= game.groundLevel - 200) {
self.y = game.groundLevel - 200;
self.isOnGround = true;
}
}
};
self.runAnim = function () {
var ocsilDelay = 5;
var armsAmplitude = 0.5;
var legsAmplitude = 0.5;
// Simulate running by continuously balancing the arms and legs
var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
var runningLegAngle = Math.sin(LK.ticks / ocsilDelay) * legsAmplitude; // Oscillate leg angle to simulate running faster
var armSwitchProgress = (Math.sin(LK.ticks / 5) + 0) / 2; // Normalize between 0 and 1
self.rightArm.x = 10 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftArm.x = -15 * (1 - armSwitchProgress) + 20 * armSwitchProgress;
self.rightLeg.x = 5 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftLeg.x = -10 * (1 - armSwitchProgress) + 10 * armSwitchProgress;
self.rightArm.rotation = runningArmAngle; // - Math.PI * 0.5;
self.leftArm.rotation = -runningArmAngle;
self.rightLeg.rotation = -runningLegAngle;
self.leftLeg.rotation = runningLegAngle;
self.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
self.head.width = 50 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
//self.rightArm.height = 180 * (0.5 + Math.abs(runningArmAngle));
//self.leftArm.height = 150 * (0.7 + Math.abs(runningArmAngle));
//self.rightLeg.height = 200 * (0.5 + Math.abs(runningArmAngle + Math.PI * 0.125));
//self.leftLeg.height = 200 * (0.5 + Math.abs(runningArmAngle + Math.PI * 0.125));
};
self.jumpAnim = function () {
var ocsilDelay = 50;
var armsAmplitude = 1;
// Simulate running by continuously balancing the arms and legs
var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
var armSwitchProgress = (Math.sin(LK.ticks / 5) + 0) / 2; // Normalize between 0 and 1
self.rightArm.x = 10 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftArm.x = -15 * (1 - armSwitchProgress) + 20 * armSwitchProgress;
self.rightLeg.x = 5 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftLeg.x = -10 * (1 - armSwitchProgress) + 10 * armSwitchProgress;
self.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
var rotationSpeed = 0.05; // Speed of rotation change
if (self.speedY > 0) {
self.rightArm.rotation += (0 - self.rightArm.rotation) * rotationSpeed;
self.leftArm.rotation += (0 - self.leftArm.rotation) * rotationSpeed;
// Return legs to initial rotation when descending
self.rightLeg.rotation += (0 - self.rightLeg.rotation) * rotationSpeed;
self.leftLeg.rotation += (0 - self.leftLeg.rotation) * rotationSpeed;
self.leftLeg.height += 35 * rotationSpeed;
self.leftArm.height += 35 * rotationSpeed;
} else {
self.rightArm.rotation += -Math.PI * 3 * rotationSpeed;
self.leftArm.rotation += Math.PI * 1.75 * rotationSpeed;
; //+= (1 - self.leftArm.rotation) * rotationSpeed;
// Continue with jump animation adjustments
self.rightLeg.rotation += (-2.3 - self.rightLeg.rotation) * rotationSpeed;
self.leftLeg.rotation += (1.8 - self.leftLeg.rotation) * rotationSpeed;
self.leftLeg.height -= 35 * rotationSpeed;
self.leftArm.height -= 35 * rotationSpeed;
}
};
self.fallAnim = function () {
var fallSpeed = 0.1; // Speed of fall animation
// Adjust body parts to simulate falling
self.trunk.rotation += (Math.PI / 2 - self.trunk.rotation) * fallSpeed;
self.head.rotation += (Math.PI / 2 - self.head.rotation) * fallSpeed;
self.rightArm.rotation += (Math.PI / 2 - self.rightArm.rotation) * fallSpeed;
self.leftArm.rotation += (Math.PI / 2 - self.leftArm.rotation) * fallSpeed;
self.rightLeg.rotation += (Math.PI / 2 - self.rightLeg.rotation) * fallSpeed;
self.leftLeg.rotation += (Math.PI / 2 - self.leftLeg.rotation) * fallSpeed;
};
self.setPosture = function (newPosture) {
log("Set posture: " + newPosture.name);
if (self.isChangingPosture) {
// Store next posture for when target one is reached
self.nextPosture = newPosture;
return;
}
if (self.nextPosture) {
// If a next posture is set, use it as target
newPosture = self.nextPosture;
self.nextPosture = null;
}
if (newPosture && self.currentPosture != newPosture.name) {
// Set new posture
self.targetPosture = newPosture;
}
};
});
/****************************************************************************************** */
/************************************** OBSTACLE CLASS ************************************ */
/****************************************************************************************** */
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
self.leftRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0 // Anchor at the bottom for collision detection
});
self.centralRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1,
y: -200,
rotation: Math.PI * 0.125,
tint: 0xffff00 // Apply a yellow tint for glow effect
});
self.rightRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.0,
x: 95,
y: -460
});
self.speedX = -10;
self.move = function () {
self.x += self.speedX; // * 0; // TEMP DEBUG !!!
};
});
/****************************************************************************************** */
/************************************** TRACK CLASS ************************************ */
/****************************************************************************************** */
var Track = Container.expand(function () {
var self = Container.call(this);
self.speedX = -10; // Speed at which the track moves to simulate forward movement
// Attach track asset
self.trackAsset = self.attachAsset('track', {
anchorX: 0.0,
anchorY: 0.0
});
// Method to update track position
self.update = function () {
self.x += self.speedX;
// Reset position to create a continuous track effect
if (self.x <= -2048) {
self.x = 2048;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
// Enumeration for game states
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
HELP: 'HELP',
STARTING: 'STARTING',
NEW_ROUND: 'NEW_ROUND',
PLAYING: 'PLAYING',
SCORE: 'SCORE'
};
var gameState = GAME_STATE.INIT;
var athlete;
var obstacles = [];
var groundLevel = 2732 - 200; // Ground level set 200px from the bottom
var obstacleSpawnTicker = 0;
var obstacleSpawnRate = 180; // Spawn an obstacle every 2 seconds
var isDebug = true;
var track;
var track2;
/****************************************************************************************** */
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */
var idlePosture = {
name: "idlePosture",
trunk: {
x: 0,
y: 0
},
head: {
x: 0,
y: 0
},
rightArm: {
x: 20,
y: -80,
r: 0 //Math.PI * 2 * 0.0
},
leftArm: {
x: -20,
y: -80,
r: 0 //Math.PI * 2 * 0.125
},
rightLeg: {
x: 5,
y: 100
},
leftLeg: {
x: -5,
y: 100
}
};
/****************************************************************************************** */
/*********************************** UTILITY FUNCTIONS ************************************ */
/****************************************************************************************** */
function log() {
if (isDebug) {
var _console;
(_console = console).log.apply(_console, arguments);
}
}
/****************************************************************************************** */
/************************************** INPUT HANDLERS ************************************ */
/****************************************************************************************** */
// Touch event to make the athlete jump
game.on('down', function () {
athlete.jump();
});
/****************************************************************************************** */
/************************************* AI FUNCTIONS *************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* GAME STATES **************************************** */
/****************************************************************************************** */
function gameInitialize() {
log("Game initialize...");
// Add background asset
var background = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0
});
game.addChild(background);
// Initialize track using Track class
track = game.addChild(new Track());
track.x = 0;
track.y = 2732 - 512;
// Second track instance for continuous effect
track2 = game.addChild(new Track());
track2.x = 2048; // Position the second track right after the first one
track2.y = 2732 - 512;
// Initialize athlete
athlete = game.addChild(new Athlete());
athlete.x = 400;
athlete.y = groundLevel - 200;
athlete.setPosture(idlePosture);
// Set the ground level globally accessible within the game instance
game.groundLevel = groundLevel;
gameState = GAME_STATE.PLAYING;
}
function gamePlaying() {
log("Game playing...");
athlete.update();
athlete.updatePosture();
// Move obstacles and check for off-screen
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
// Remove obstacle if it moves off-screen
if (obstacles[i].x < -100) {
// Assuming obstacle width is less than 100px
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Spawn obstacles
obstacleSpawnTicker++;
if (obstacleSpawnTicker >= obstacleSpawnRate) {
obstacleSpawnTicker = 0;
var newObstacle = new Obstacle();
newObstacle.x = 2048; // Start from the right edge
newObstacle.y = groundLevel + 200;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
track.update();
track2.update();
game.addChild(athlete);
// Check for collisions
obstacles.forEach(function (obstacle) {
if (athlete.intersects(obstacle.centralRod)) {
athlete.isFalling = true;
athlete.fallAnim(); // Call fall animation before game over
LK.setTimeout(function () {
LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
LK.showGameOver(); // Show game over screen
}, 1500); // Delay game over to allow fall animation to be seen
}
});
}
/****************************************************************************************** */
/************************************** MAIN GAME LOOP ************************************ */
/****************************************************************************************** */
LK.on('tick', function () {
switch (gameState) {
case GAME_STATE.MENU:
// Handle menu logic here
break;
case GAME_STATE.STARTING:
// Handle game starting logic here
break;
case GAME_STATE.PLAYING:
gamePlaying();
break;
case GAME_STATE.SCORE:
// Handle score display logic here
break;
}
});
gameInitialize();
Elongated elipse with black top half and white bottom half.
full close and front view of empty stands. retro gaming style
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Basquettes à ressort futuriste. vue de profile. Retro gaming style
a blue iron man style armor flying. Retro gaming style
a blue iron man style armor flying horizontally. Retro gaming style
round button with a big "up" arrow icon and a small line under it. UI
A big black horizontal arrow pointing left with centred text 'YOU' in capital letters, painted on an orange floor.. horizontal and pointing left
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gold athletics medal with ribbon. retro gaming style
a black oval with a crying smiley face.