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instead of increasing continuously : ``` if (currentSpeed < maxSpeed) { currentSpeed += 0.005; } ``` make currentSpeed increase punctually every 3 more coins collected
Code edit (2 edits merged)
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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
Code edit (7 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (player.shadow.intersects(coins[i])) {' Line Number: 386
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in game.update , for intersections, use player.shadow instead of player
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add a new class Obstacle, inspired by Coin. use dogPoop asset
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Code edit (15 edits merged)
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in road class , add a resertInnerLine function that take the innerLine and and boolean argument for left or right
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replace currentSpeed += 0.005; to handle a max
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add a max to player frame anim speed to avoid optical effects
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update how player animation is related to currentSpeed because currently the player anim isn't regular (it works only for certain values of speed). make it work all the time
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Code edit (5 edits merged)
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make currentSpeed increase over time
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make player frame animation depend on currentSpeed
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add a new global currentSpeed
/**** * 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 var coinsCollected = 0; // Initialize coins collected counter // 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; coinsCollected += 1; // Increment coins collected counter scoreTxt.setText(score); LK.effects.flashObject(player, 0xffd700, 500); // Flash gold for 0.5 seconds coins[i].reset(); // Increase speed every 3 coins collected if (coinsCollected % 3 === 0 && currentSpeed < maxSpeed) { currentSpeed += 1; // Increase speed by 0.5 } } } // 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 = Math.max(0, score - 1); scoreTxt.setText(score); // Reset the obstacle obstacles[i].reset(); } } // Removed continuous speed increase }; // 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;
===================================================================
--- original.js
+++ change.js
@@ -378,9 +378,9 @@
LK.effects.flashObject(player, 0xffd700, 500); // Flash gold for 0.5 seconds
coins[i].reset();
// Increase speed every 3 coins collected
if (coinsCollected % 3 === 0 && currentSpeed < maxSpeed) {
- currentSpeed += 0.5; // Increase speed by 0.5
+ currentSpeed += 1; // Increase speed by 0.5
}
}
}
// Update obstacles and check for collisions
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