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Please fix the bug: 'ReferenceError: innerLeftLineEndX is not defined' in or related to this line: 'if (self.x != innerLeftLineEndX) {' Line Number: 37
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like in road, add a progress to Coin
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if coin is on left or right path, add leftStartOffsetX or rightStartOffsetX to ts x
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.x = playerPositions[Math.floor(Math.random() * playerPositions.length)];' Line Number: 32
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coins x should be one of the playerPositions randomly
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Code edit (10 edits merged)
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in innerLineLeft add a property progress that goes from 0 when y =-roadGraphics.height / 2 to 1 when y=roadGraphics.height / 2
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add a debugMarker at 1000,0
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < self.innerLines.length; i++) {' Line Number: 120
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separate innerLines into innerLeftLines and innerRightLines
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in Road update, make innerLineLeft x move progressively to innerLeftLineEndX
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Please fix the bug: 'Uncaught ReferenceError: innerLineOffset is not defined' in or related to this line: 'innerLineLeft.x = -roadGraphics.width / 2 + innerLineOffset;' Line Number: 102
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/****
* Classes
****/
// Assets will be automatically created and loaded during gameplay
// Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 5; // Move coin downwards
if (self.y > 2732) {
self.reset();
}
};
self.reset = function () {
self.y = -50;
self.x = Math.random() * 2048;
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerShadow = self.attachAsset('playerShadow', {
anchorX: 0.5,
anchorY: 0.5
});
playerShadow.alpha = 0.5; // Make the shadow semi-transparent
playerShadow.y = 270; // Offset the shadow slightly below the player
var playerGraphics1 = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
var playerGraphics2 = self.attachAsset('player2', {
anchorX: 0.5,
anchorY: 0.5
});
playerGraphics2.visible = false; // Initially hide player2 asset
var frame = 0;
self.update = function () {
frame++;
if (frame % 10 === 0) {
// Swap frames every 10 game ticks
var visible = playerGraphics1.visible;
playerGraphics1.visible = !visible;
playerGraphics2.visible = visible;
}
};
});
// Road class
var Road = Container.expand(function () {
var self = Container.call(this);
var roadGraphics = self.attachAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
var lineOffset = 250;
var innerLineStartOffset = 850;
var innerLineEndOffset = 250;
var innerLeftLineStartX = -roadGraphics.width / 2 + innerLineStartOffset;
var innerLeftLineEndX = -roadGraphics.width / 2 + innerLineEndOffset;
var leftLine = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 2900,
rotation: 0.16
});
leftLine.x = innerLeftLineStartX; // Position the left line on the left side of the road
leftLine.y = 0; // Center the left line vertically
var rightLine = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 2900,
rotation: -0.16
});
rightLine.x = roadGraphics.width / 2 - lineOffset; // Position the right line on the right side of the road
rightLine.y = 0; // Center the right line vertically
self.innerLines = [];
for (var i = 0; i < 1; i++) {
var innerLineLeft = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 100,
rotation: 0.16
});
innerLineLeft.x = -roadGraphics.width / 2 + innerLineOffset;
innerLineLeft.y = -roadGraphics.height / 2 + i * 300;
self.innerLines.push(innerLineLeft);
var innerLineRight = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 100,
rotation: -0.16,
alpha: 0
});
innerLineRight.x = roadGraphics.width / 2 - innerLineOffset;
innerLineRight.y = -roadGraphics.height / 2 + i * 300;
self.innerLines.push(innerLineRight);
}
self.update = function () {
// Add any update logic for the road if needed
for (var i = 0; i < self.innerLines.length; i++) {
self.innerLines[i].y += 5;
if (self.innerLines[i].y > roadGraphics.height / 2) {
self.innerLines[i].y = -roadGraphics.height / 2;
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var coins = [];
var road;
var score = 0;
var scoreTxt;
// Create player
var player;
// Handle move events
game.down = function (x, y, obj) {
// If tap is on the left half of the screen, move player to the left
if (x < 2048 / 2) {
if (playerPositionIndex > 0) {
playerPositionIndex--;
}
} else {
// If tap is on the right half of the screen, move player to the right
if (playerPositionIndex < 2) {
playerPositionIndex++;
}
}
// Make the player move progressively to the next path
var targetX = playerPositions[playerPositionIndex];
var moveStep = (targetX - player.x) / 10;
var moveInterval = LK.setInterval(function () {
if (Math.abs(targetX - player.x) <= Math.abs(moveStep)) {
player.x = targetX;
LK.clearInterval(moveInterval);
} else {
player.x += moveStep;
}
}, 1000 / 60);
};
// Update game every tick
game.update = function () {
// Update coins and check for collisions
for (var i = coins.length - 1; i >= 0; i--) {
if (player.intersects(coins[i])) {
score += 1;
scoreTxt.setText(score);
coins[i].reset();
}
}
};
// Initialize game
function gameInitialize() {
// Initialize arrays and variables
// Attach the background asset to the game
var background = game.attachAsset('background', {
anchorX: 0.0,
anchorY: 0.0
});
// Create and attach the road instance to the game
road = game.addChild(new Road());
road.x = 2048 / 2;
road.y = 2732 / 2;
score = 0;
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
coins = [];
var newCoin = new Coin();
newCoin.reset();
coins.push(newCoin);
game.addChild(newCoin);
// Define the three fixed x positions for the player
playerPositions = [2048 / 4, 2048 / 2, 2048 / 4 * 3];
// Create a variable to store the current player position index
playerPositionIndex = 1;
// Create player
player = game.addChild(new Player());
player.x = playerPositions[playerPositionIndex]; // Start at the center position
player.y = 2732 - 300;
}
gameInitialize();
Directly overhead, plumb view of a beggar heading top (we see his back).. Zenith view, directly overhead, plumb view. NOT PERSPECTIVE! Fantasy theme. Pixel art
a traffic cone. video game sprite
face view of a big start button in the shape of a dollar bill. video game style
a tree. video game style
a black garbage bag. video game style
Dollar bill. Perspective. video game sprite
perspective of a simple snake rolled up on itself.. video game sprite
Ball of dry desert bushes. video game sprite
tractor. high definition video game sprite
street ad billboard with 1 or 2 posts with "Get rich!" on it. high definition video game sprite
a dog sleeping on a street. video game sprite
desert bush. video game sprite
profile view of an empty motorcycle helmet. black with a white vertical central band and another thiner orange band on the center. NOT PERSPECTIVE!. Pixel art high definition
simple red and white magnet. video game style
gold sign with a "X" and a "2". video game style
bgMusic
Music
coin_1
Sound effect
hit_1
Sound effect
hit_2
Sound effect
hit_3
Sound effect
levelWin_1
Sound effect
car_1
Sound effect
police_1
Sound effect
ambulance_1
Sound effect
accident_1
Sound effect
killed_1
Sound effect
jump_1
Sound effect
rip_1
Sound effect
bonus_take
Sound effect
bonus_approaching
Sound effect