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add a smooth sinusoidal vertical movement to coins, it should be relative, that is it doesn't change current y movement and shadow should not be afected by the relavive move
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add a smooth sinusoidal relative vertical movement to coins
Code edit (1 edits merged)
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in Coin update, Update also the y offset of shadow to grow with progress
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update the y offset of shadow to grow with progress
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Please fix the bug: 'TypeError: coinGraphics is undefined' in or related to this line: 'coinShadow.y = coinGraphics.height * 0.1; // Offset shadow slightly below the coin' Line Number: 41
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add and y offset between coin and its shadow
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in Coin, make Shadow w & h 80% of coin's w & h
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rename playerShadow to shadow
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add a shadow under coins graphics
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add the cent sign to the score when level == 1 and $ sign when level > 1
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add a global names currentLevel
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in game.up when killed, wait 1 se before game over
Code edit (2 edits merged)
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replace ``` var newCoin = new Coin(); newCoin.reset(); coins.push(newCoin); game.addChild(newCoin); ``` by a loop to create 5 coins at y = roadTop - i * 50
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now instead of spwning 1 coin, spaw a serie of 5 on the same path at with an y offset of 50
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update `currentSpeed = currentSpeed * 0.8;` to ensure speed is always between 10 and 20 and is an integer
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add 2 globals lastObstacleHitTime and immunityDelay = 500; then use then in Obstacle update to avoid multiple collision with the same obstacle
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move player/obstacle collision logic relative to Killers from Obstacle class to Killer class
Code edit (7 edits merged)
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move player/Obstacle (except Killer) intersection logic in Obstacle class
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move player/coin intersection login in Coin class
===================================================================
--- original.js
+++ change.js
@@ -65,9 +65,13 @@
// Check for collision with player
if (!player.isJumping && self.y > 2500 && self.y < 2732 && player.shadow.intersects(self)) {
score += 1;
coinsCollected += 1; // Increment coins collected counter
- scoreTxt.setText(score);
+ if (currentLevel == 1) {
+ scoreTxt.setText(score + "¢");
+ } else {
+ scoreTxt.setText("$" + score);
+ }
LK.effects.flashObject(player, 0xffd700, 500); // Flash gold for 0.5 seconds
self.reset();
// Increase speed every 3 coins collected
if (coinsCollected % 3 === 0 && currentSpeed < maxSpeed) {
@@ -393,9 +397,13 @@
game.addChild(coinAnimation);
}
// Reduce score by 1
score = Math.max(0, score - 1);
- scoreTxt.setText(score);
+ if (currentLevel == 1) {
+ scoreTxt.setText(score + "¢");
+ } else {
+ scoreTxt.setText("$" + score);
+ }
console.log("Obstacle y:", self.y);
// Reduce currentSpeed by a factor (e.g., 0.8)
console.log("Old speed :", currentSpeed);
currentSpeed = Math.max(10, Math.min(20, Math.round(currentSpeed * 0.8)));
@@ -929,9 +937,9 @@
road.y = 0;
// Create and attach the landscape instance to the game
var landscape = game.addChild(new Landscape());
score = 0;
- scoreTxt = new Text2('0', {
+ scoreTxt = new Text2(currentLevel == 1 ? '0¢' : '$0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
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