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Dans l'animation de l'arbre, faites le mouvement de l'arbre parabolique.
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For the coin animation, make the coin jump either left or right.
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Lorsque vous atteignez un obstacle, ajoutez une nouvelle animation d'une monnaie qui saute hors du joueur.
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when continuously hiting an obstacle, hit should be counted only once until intersection ends
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hiting an obstacle should be counted only once per obstacle
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hiting an obstacle should be counted only once
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obstacles should not disapear when hit
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in obstacle reset don't change the obstacleGraphics
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if self.assetIndex == 0 startSize = 60 and endSize = 120 if self.assetIndex == 1 startSize = 300 and endSize = 400
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store Math.floor(Math.random() * assets.length) in an assetIndex property
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update ``` var startSize = 200; var endSize = 300; ``` to make it dynamid depending on the asset
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alternate randomly the asset for obstacle
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in Obstacle class, create an array named assets = ['dogPoop', 'hole']
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instead of increasing continuously : ``` if (currentSpeed < maxSpeed) { currentSpeed += 0.005; } ``` make currentSpeed increase punctually every 3 more coins collected
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make player flash 'gold' when taking a coin
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score should not go negative
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make player flash when hitting an obstacle and lose 1 score
/****
* 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,
width: startSize,
height: startSize
});
var speed = 5;
var leftStartX = 1024 - 350;
var leftEndX = 1024 - 700;
var rightStartX = 1024 + 350;
var rightEndX = 1024 + 700;
var innerLeftLineStartX = -150;
var innerLeftLineEndX = -390;
var startSize = 60;
var endSize = 120;
coinGraphics.width = startSize;
coinGraphics.height = startSize;
self.pathIndex = 0;
self.update = function () {
self.progress = (self.y + 50) / (2732 + 50); // Update progress property
coinGraphics.width = startSize + (endSize - startSize) * self.progress;
coinGraphics.height = startSize + (endSize - startSize) * self.progress;
var newSpeed = currentSpeed; // + 10 * self.progress;
self.y += newSpeed;
// Move innerLineLeft x progressively to innerLeftLineEndX
if (self.pathIndex == 0 && self.x != leftEndX) {
self.x = leftStartX + (leftEndX - leftStartX) * self.progress;
}
if (self.pathIndex == 2 && self.x != rightEndX) {
self.x = rightStartX + (rightEndX - rightStartX) * self.progress;
}
if (self.y > 2732 + endSize / 2) {
self.reset();
}
};
self.reset = function () {
self.y = -50;
self.progress = 0; // Initialize progress property
coinGraphics.width = startSize;
coinGraphics.height = startSize;
self.pathIndex = Math.floor(Math.random() * 3);
if (self.pathIndex === 0) {
self.x = leftStartX;
} else if (self.pathIndex === 2) {
self.x = rightStartX;
} else {
self.x = 1024;
}
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('dogPoop', {
anchorX: 0.5,
anchorY: 0.5,
width: startSize,
height: startSize
});
var speed = 5;
var leftStartX = 1024 - 350;
var leftEndX = 1024 - 700;
var rightStartX = 1024 + 350;
var rightEndX = 1024 + 700;
var innerLeftLineStartX = -150;
var innerLeftLineEndX = -390;
var startSize = 60;
var endSize = 120;
obstacleGraphics.width = startSize;
obstacleGraphics.height = startSize;
self.pathIndex = 0;
self.update = function () {
self.progress = (self.y + 50) / (2732 + 50); // Update progress property
obstacleGraphics.width = startSize + (endSize - startSize) * self.progress;
obstacleGraphics.height = startSize + (endSize - startSize) * self.progress;
var newSpeed = currentSpeed; // + 10 * self.progress;
self.y += newSpeed;
// Move innerLineLeft x progressively to innerLeftLineEndX
if (self.pathIndex == 0 && self.x != leftEndX) {
self.x = leftStartX + (leftEndX - leftStartX) * self.progress;
}
if (self.pathIndex == 2 && self.x != rightEndX) {
self.x = rightStartX + (rightEndX - rightStartX) * self.progress;
}
if (self.y > 2732 + endSize / 2) {
self.reset();
}
};
self.reset = function () {
self.y = -50;
self.progress = 0; // Initialize progress property
obstacleGraphics.width = startSize;
obstacleGraphics.height = startSize;
self.pathIndex = Math.floor(Math.random() * 3);
if (self.pathIndex === 0) {
self.x = leftStartX;
} else if (self.pathIndex === 2) {
self.x = rightStartX;
} else {
self.x = 1024;
}
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
self.shadow = self.attachAsset('playerShadow', {
anchorX: 0.5,
anchorY: 0.5
});
self.shadow.alpha = 0.5; // Make the shadow semi-transparent
self.shadow.y = 270; // Offset the shadow slightly below the player
var playerGraphics1 = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
x: -5
});
var playerGraphics2 = self.attachAsset('player2', {
anchorX: 0.5,
anchorY: 0.5,
x: 5
});
playerGraphics2.visible = false; // Initially hide player2 asset
var frame = 0;
self.update = function () {
frame += Math.min(currentSpeed, 10); // Add a max limit to avoid optical effects
if (frame >= 100) {
frame = 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 speed = 5;
var lineOffset = 250;
var innerLineStartOffset = 950;
var innerLineEndOffset = 650;
var innerLeftLineStartX = -150;
var innerLeftLineEndX = -390;
var innerLeftLineStartW = 30;
var innerLeftLineEndW = 60;
var innerLeftLineStartH = 200;
var innerLeftLineEndH = 400;
var innerLeftLineStartR = 0.075;
var innerLeftLineEndR = 0.075;
var innerRightLineStartX = 150;
var innerRightLineEndX = 390;
var innerRightLineStartW = 30;
var innerRightLineEndW = 60;
var innerRightLineStartH = 200;
var innerRightLineEndH = 400;
var innerRightLineStartR = -0.075;
var innerRightLineEndR = -0.075;
var leftLine = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 2900,
rotation: 0.16
});
leftLine.x = -roadGraphics.width / 2 + lineOffset; // 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.innerLeftLines = [];
self.innerRightLines = [];
for (var i = 0; i < 6; i++) {
var innerLineLeft = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: innerLeftLineStartW,
height: innerLeftLineStartH,
rotation: innerLeftLineStartR
});
innerLineLeft.x = innerLeftLineStartX;
innerLineLeft.y = -roadGraphics.height / 2 + i * 600;
innerLineLeft.progress = 0; // Initialize progress property
self.innerLeftLines.push(innerLineLeft);
var innerLineRight = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: innerLeftLineStartW,
height: innerLeftLineStartH,
rotation: innerRightLineStartR
});
innerLineRight.x = innerRightLineStartX;
innerLineRight.y = -roadGraphics.height / 2 + i * 600;
innerLineRight.progress = 0; // Initialize progress property
self.innerRightLines.push(innerLineRight);
}
var leftLine2 = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 2900,
rotation: 0.075,
alpha: 0 //0.15
});
leftLine2.x = -267; // Position the left line on the left side of the road
leftLine2.y = 0; // Center the left line vertically
var leftLine3 = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 2900,
rotation: -0.075,
alpha: 0 //0.15
});
leftLine3.x = 267; // Position the left line on the left side of the road
leftLine3.y = 0; // Center the left line vertically
//
self.resetInnerLine = function (innerLine, isLeft) {
if (isLeft) {
innerLine.x = innerLeftLineStartX;
innerLine.rotation = innerLeftLineStartR;
innerLine.width = innerLeftLineStartW;
innerLine.height = innerLeftLineStartH;
} else {
innerLine.x = innerRightLineStartX;
innerLine.rotation = innerRightLineStartR;
innerLine.width = innerRightLineStartW;
innerLine.height = innerRightLineStartH;
}
innerLine.progress = 0; // Reset progress property
};
self.update = function () {
// Add any update logic for the road if needed
for (var i = 0; i < self.innerLeftLines.length; i++) {
innerLineLeft = self.innerLeftLines[i];
var newSpeed = currentSpeed; // + 10 * innerLineLeft.progress;
innerLineLeft.y += newSpeed;
if (innerLineLeft.y > roadGraphics.height / 2) {
innerLineLeft.y = -roadGraphics.height / 2;
self.resetInnerLine(innerLineLeft, true);
} else {
innerLineLeft.progress = (innerLineLeft.y + roadGraphics.height / 2) / roadGraphics.height; // Update progress property
}
// Move innerLineLeft x progressively to innerLeftLineEndX
if (innerLineLeft.x != innerLeftLineEndX) {
innerLineLeft.x = innerLeftLineStartX + (innerLeftLineEndX - innerLeftLineStartX) * innerLineLeft.progress;
}
// Move innerLineLeft x progressively
if (innerLineLeft.rotation != innerLeftLineEndR) {
innerLineLeft.rotation = innerLeftLineStartR + (innerLeftLineEndR - innerLeftLineStartR) * innerLineLeft.progress;
}
// Move innerLineLeft x progressively
if (innerLineLeft.width != innerLeftLineEndW) {
//innerLineLeft.width = innerLeftLineStartW + (innerLeftLineEndW - innerLeftLineStartW) * innerLineLeft.progress;
}
// Move innerLineLeft x progressively
if (innerLineLeft.height != innerLeftLineEndH) {
//innerLineLeft.height = innerLeftLineStartH + (innerLeftLineEndH - innerLeftLineStartH) * innerLineLeft.progress;
}
}
for (var i = 0; i < self.innerRightLines.length; i++) {
innerLineRight = self.innerRightLines[i];
var newSpeed = currentSpeed; //+ 10 * innerLineRight.progress;
innerLineRight.y += newSpeed;
if (innerLineRight.y > roadGraphics.height / 2) {
innerLineRight.y = -roadGraphics.height / 2;
self.resetInnerLine(innerLineRight, false);
} else {
innerLineRight.progress = (innerLineRight.y + roadGraphics.height / 2) / roadGraphics.height; // Update progress property
}
// Move innerLineRight x progressively to innerRightLineEndX
if (innerLineRight.x != innerRightLineEndX) {
innerLineRight.x = innerRightLineStartX + (innerRightLineEndX - innerRightLineStartX) * innerLineRight.progress;
}
// Move innerLineRight x progressively
if (innerLineRight.rotation != innerRightLineEndR) {
innerLineRight.rotation = innerRightLineStartR + (innerRightLineEndR - innerRightLineStartR) * innerLineRight.progress;
}
// Move innerLineRight x progressively
if (innerLineRight.width != innerRightLineEndW) {
//innerLineRight.width = innerRightLineStartW + (innerRightLineEndW - innerRightLineStartW) * innerLineRight.progress;
}
// Move innerLineRight x progressively
if (innerLineRight.height != innerRightLineEndH) {
//innerLineRight.height = innerRightLineStartH + (innerRightLineEndH - innerRightLineStartH) * innerLineRight.progress;
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var coins = [];
var obstacles = [];
var road;
var score = 0;
var scoreTxt;
var startX = 0;
var startY = 0;
var endX = 0;
var endY = 0;
var maxSpeed = 50; // Define a maximum speed limit
var currentSpeed = 15; //20; // Initialize currentSpeed
// Define the three fixed x positions for the player
var playerPositions = [2048 / 6, 2048 / 2, 5 * 2048 / 6];
// Create player
var player;
// Handle move events
game.down = function (x, y, obj) {
startX = x;
startY = y;
};
game.up = function (x, y, obj) {
endX = x;
endY = y;
var deltaX = endX - startX;
var deltaY = endY - startY;
if (Math.abs(deltaX) > Math.abs(deltaY)) {
if (deltaX > 0) {
// Swipe right
if (playerPositionIndex < 2) {
playerPositionIndex++;
}
} else {
// Swipe left
if (playerPositionIndex > 0) {
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 && player.shadow && player.shadow.intersects(coins[i])) {
score += 1;
scoreTxt.setText(score);
coins[i].reset();
}
}
// Update obstacles and check for collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
if (player && player.shadow && player.shadow.intersects(obstacles[i])) {
// Make player flash red for 1 second
LK.effects.flashObject(player, 0xff0000, 1000);
// Reduce score by 1
score -= 1;
scoreTxt.setText(score);
// Reset the obstacle
obstacles[i].reset();
}
}
if (currentSpeed < maxSpeed) {
currentSpeed += 0; //0.005;
}
};
// 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);
// Create a variable to store the current player position index
playerPositionIndex = 1;
// Create and attach the obstacle instance to the game
var newObstacle = new Obstacle();
newObstacle.reset();
obstacles.push(newObstacle);
game.addChild(newObstacle);
// Create player
player = game.addChild(new Player());
player.frame = 0;
player.x = playerPositions[playerPositionIndex]; // Start at the center position
player.y = 2732 - 300;
}
gameInitialize();
// Attach a debugMarker asset to the game at position (1000, 0)
var debugMarker = game.attachAsset('debugMarker', {
anchorX: 0.5,
anchorY: 0.5
});
debugMarker.x = 1024;
debugMarker.y = 10;
//debugMarker.x = 1024 - 370;
//debugMarker.y = 2732 - 10;
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