User prompt
Update score text
Code edit (15 edits merged)
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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
Code edit (1 edits merged)
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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
Code edit (1 edits merged)
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Reduce jump speed as global speed increases
Code edit (3 edits merged)
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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
Code edit (9 edits merged)
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User prompt
Also stop obstacles
User prompt
When athlete is falling and is on ground, stop tracks and obstacles movement
Code edit (1 edits merged)
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Code edit (3 edits merged)
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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.isFalling) { self.runAnim(); } if (!self.isOnGround && !self.isFalling) { self.y += self.speedY * Math.abs(globalSpeed / 10); self.speedY += self.gravity * Math.abs(globalSpeed / 10); var groundY = game.groundLevel - 200; if (self.y >= groundY) { self.y = groundY; self.isOnGround = true; } } if (self.isFalling) { self.y += 10; //self.speedY; //self.speedY += self.gravity; var groundY = game.groundLevel + 100; if (self.y >= groundY) { self.y = groundY; 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 = globalSpeed; self.move = function () { self.x += self.speedX; // * 0; // TEMP DEBUG !!! }; }); /****************************************************************************************** */ /************************************** TRACK CLASS ************************************ */ /****************************************************************************************** */ var Track = Container.expand(function () { var self = Container.call(this); self.speedX = globalSpeed; // Use global speed for track 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 ****/ // Enumeration for game states /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ 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; var scoreTxt; var globalSpeed = -10; // Global speed for tracks and obstacles /****************************************************************************************** */ /************************************** 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 scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" // White color for better visibility }); scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay at the top center var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, visible: false // TEMP DEBUG }); 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 and increase global speed if (obstacles[i].x < -100) { // Assuming obstacle width is less than 100px obstacles[i].destroy(); obstacles.splice(i, 1); // Increase global speed after each obstacle passed and add 1 to score globalSpeed -= 5; // Increase the speed track.speedX = globalSpeed; // Update track speed track2.speedX = globalSpeed; // Update track2 speed LK.setScore(LK.getScore() + 1); // Add 1 to score for each hurdle passed scoreTxt.setText("Score: " + LK.getScore()); // Update score text with prefix obstacles.forEach(function (obstacle) { // Update all obstacles speed obstacle.speedX = globalSpeed; }); } } // 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); } if (!(athlete.isFalling && athlete.isOnGround)) { track.update(); track2.update(); } else { // Stop obstacles movement when athlete is falling and on ground obstacles.forEach(function (obstacle) { obstacle.speedX = 0; }); } game.addChild(athlete); // Check for collisions obstacles.forEach(function (obstacle) { if (athlete.intersects(obstacle.centralRod)) { athlete.isFalling = true; athlete.isOnGround = false; athlete.fallAnim(); // Call fall animation before game over if (!athlete.hasFlashed) { LK.effects.flashScreen(0xaaaaaa, 500); // Flash screen red for half a second athlete.hasFlashed = true; } LK.setTimeout(function () { LK.showGameOver(); // Show game over screen }, 600); // Delay game over to allow fall animation to be seen } }); if (athlete.hasFlashed && athlete.isFalling && athlete.isOnGround) { LK.effects.flashScreen(0xff0000, 100); // Flash screen red for half a second athlete.hasFlashedGround = true; } } /****************************************************************************************** */ /************************************** 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();
===================================================================
--- original.js
+++ change.js
@@ -407,8 +407,9 @@
globalSpeed -= 5; // Increase the speed
track.speedX = globalSpeed; // Update track speed
track2.speedX = globalSpeed; // Update track2 speed
LK.setScore(LK.getScore() + 1); // Add 1 to score for each hurdle passed
+ scoreTxt.setText("Score: " + LK.getScore()); // Update score text with prefix
obstacles.forEach(function (obstacle) {
// Update all obstacles speed
obstacle.speedX = globalSpeed;
});
Elongated elipse with black top half and white bottom half.
full close and front view of empty stands. retro gaming style
delete
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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.