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replace if (self.y > roadTop + roadHeight) { self.y -= roadHeight; // Move stripe back to the top self.stripeGraphics.height = 0; // Reset height to initial value self.stripeGraphics.tint = 0xFFFFFF; // Reset tint to initial value } to place thestipe just before the stripe with lowest y
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in stripe.y = roadTop + (i === 0 ? 1 : stripes[i - 1].stripeGraphics.height) take into account previous stripe y
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no, stripe.y = roadTop + i * (roadHeight / nbStripes); // Position stripe under the previous one should get previous stripe height from the array (1 for 1st one)
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update stripe.y = roadTop + i * stripe.stripeGraphics.height; // Position stripe under the previous one because stripes height is dynamic
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update stripe.y = roadTop + i * (roadHeight / nbStripes); // Position stripes to keep them continuously stacked to place stripe under the previous one
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Please fix the bug: 'ReferenceError: stripeGraphics is not defined' in or related to this line: 'stripeGraphics.tint = newTint;' Line Number: 839
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Please fix the bug: 'TypeError: stripe.stripeGraphics is undefined' in or related to this line: 'stripe.stripeGraphics.height = roadHeight / 20 * stripe.progress; // Adjust height based on progress' Line Number: 994
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in for (var i = 0; i < 20; i++) { var stripe = new Stripe(); stripe.y = roadTop + i * (roadHeight / 20); // Position stripes to keep them continuously stacked stripes.push(stripe); game.addChild(stripe); } calculate stipe progress then adjust its height
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can you rework stripe.y = roadTop + i * (roadHeight / 20); // Position stripes to cover the bottom half and var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3); self.y += tempSpeed; stripeGraphics.height = 400 * self.progress; // Adjust height based on progress if (self.y > roadTop + roadHeight) { self.y = roadTop; stripeGraphics.height = 0; // Reset height to initial value stripeGraphics.tint = 0xFFFFFF; // Reset tint to initial value } to keep stipes continuously stacked
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also update stripes tint depending on intensityHalf
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stripes height should start at 0 then grow to 400
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stripes height should grow with progress
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also make stipes speed depend on progress
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make stripes height depend on progress; Don't touch the coin class for that
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make stripes height depend on progress
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Please fix the bug: 'TypeError: self.stripeGraphics is undefined' in or related to this line: 'self.stripeGraphics.height = 200; // Reset height to initial value' Line Number: 112
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Please fix the bug: 'ReferenceError: stripeGraphics is not defined' in or related to this line: 'stripeGraphics.height = 200; // Reset height to initial value' Line Number: 112
/**** * 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('coin1', { anchorX: 0.5, anchorY: 0.5, visible: currentCoinType == 0 }); var coinGraphics2 = self.attachAsset('coin2', { //'dollarsBundle' anchorX: 0.5, anchorY: 0.5, visible: currentCoinType == 1 }); var speed = 5; var startY = roadTop + 50; var endY = startY + roadHeight; var leftStartX = 1024 - 100; var leftEndX = 1024 - 650; var rightStartX = 1024 + 100; var rightEndX = 1024 + 650; var startSize = 2; var endSize = 140; coinGraphics.width = startSize; coinGraphics.height = startSize; coinGraphics2.width = startSize; coinGraphics2.height = startSize; self.pathIndex = 0; self.update = function () { // Road should animate even if the game hasn't started if (!isPlaying || isKilled) { return; } self.progress = Math.max(0, self.y - startY) / (endY - startY); // Update progress property coinGraphics.width = startSize + (endSize - startSize) * self.progress; coinGraphics.height = startSize + (endSize - startSize) * self.progress; coinGraphics2.width = startSize + (endSize - startSize) * self.progress; coinGraphics2.height = startSize + (endSize - startSize) * self.progress; var newSpeed = currentSpeed; // + 10 * self.progress; var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3); newSpeed = tempSpeed; 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 > endY + endSize / 2) { self.reset(); } // 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 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 % nextCoinTypeThreshold === 0 && currentSpeed < maxSpeed) { currentSpeed += 3; // Increase speed by 3 } if (coinsCollected >= nextCoinTypeThreshold) { currentCoinType = 1; } } }; self.reset = function () { self.y = startY; self.progress = 0; // Initialize progress property coinGraphics.width = startSize; coinGraphics.height = startSize; coinGraphics2.width = startSize; coinGraphics2.height = startSize; self.pathIndex = Math.floor(Math.random() * 3); coinGraphics.visible = currentCoinType == 0; coinGraphics2.visible = currentCoinType == 1; if (self.pathIndex === 0) { self.x = leftStartX; } else if (self.pathIndex === 2) { self.x = rightStartX; } else { self.x = 1024; } }; }); // CoinAnimation class var CoinAnimation = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin1', { anchorX: 0.5, anchorY: 0.5, visible: currentCoinType == 0 }); var coinGraphics2 = self.attachAsset('coin2', { anchorX: 0.5, anchorY: 0.5, visible: currentCoinType == 1 }); // Initialize velocity and gravity self.vx = (Math.random() < 0.5 ? -1 : 1) * 5; // Random horizontal velocity self.vy = -15; // Initial vertical velocity self.gravity = 0.5; // Gravity effect self.update = function () { self.vy += self.gravity; // Apply gravity to vertical velocity self.x += self.vx; // Update horizontal position self.y += self.vy; // Update vertical position self.alpha -= 0.0035; // Fade out the coin if (currentCoinType == 0) { coinGraphics.alpha = 1; coinGraphics2.alpha = 0; } else if (currentCoinType == 1) { coinGraphics.alpha = 0; coinGraphics2.alpha = 1; } if (self.alpha <= 0) { self.destroy(); // Remove the coin when it becomes invisible } }; }); // Decoration class var Decoration = Container.expand(function () { var self = Container.call(this); var assets = ['decoration1']; var rand = Math.random(); self.assetIndex = Math.floor(Math.random() * assets.length); var randomAsset = assets[self.assetIndex]; var mainGraphics = self.attachAsset(randomAsset, { anchorX: 0.5, anchorY: 0.5 }); var speed = 5; var startY = roadTop + 50; var endY = startY + roadHeight; var xOffset = 2048; var baseLeftStartX = 780; var leftStartX = baseLeftStartX - rand * xOffset / 2; var leftEndX = leftStartX - xOffset * (1 + rand); var baseRightStartX = 1280; var rightStartX = baseRightStartX + rand * xOffset / 2; var rightEndX = rightStartX + xOffset * (1 + rand); var assetWidthRatio = 1; var startSize, endSize; if (self.assetIndex == 0) { startSize = 3; endSize = 1024; assetWidthRatio = 900 / 846; } else if (self.assetIndex == 1) { startSize = 1; endSize = 140; } else if (self.assetIndex == 2) { startSize = 2; endSize = 250; } mainGraphics.width = startSize; mainGraphics.height = startSize; self.pathIndex = 0; self.update = function () { if (isKilled) { return; } var newTint = intensityHalf << 16 | intensityHalf << 8 | intensityHalf; mainGraphics.tint = newTint; self.progress = Math.max(0, self.y - startY) / (endY - startY); // Update progress property mainGraphics.height = startSize + (endSize - startSize) * self.progress; mainGraphics.width = mainGraphics.height * assetWidthRatio; var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3); var newSpeed = currentSpeed; // + 10 * self.progress; newSpeed = tempSpeed * 1; // TEMP DEBUG !!! 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 == 1 && self.x != rightEndX) { self.x = rightStartX + (rightEndX - rightStartX) * self.progress; } if (self.y > endY + endSize / 2) { //self.y = -startSize; // Move obstacle back to the top self.reset(); } }; self.reset = function () { self.y = startY; rand = Math.random(); self.progress = 0; // Initialize progress property mainGraphics.width = startSize; mainGraphics.height = startSize; leftStartX = baseLeftStartX - rand * xOffset / 2; leftEndX = leftStartX - xOffset * (1 + rand); rightStartX = baseRightStartX + rand * xOffset / 2; rightEndX = rightStartX + xOffset * (1 + rand); self.pathIndex = Math.floor(rand * 2); if (self.pathIndex === 0) { self.x = leftStartX; } else { self.x = rightStartX; } }; }); var Killer = Container.expand(function () { var self = Container.call(this); var assets = ['killer3']; self.assetIndex = Math.floor(Math.random() * assets.length); var randomAsset = assets[self.assetIndex]; var killerGraphics = self.attachAsset(randomAsset, { anchorX: 0.5, anchorY: 0.5 }); var speed = 5; var startY = roadTop - 1; var endY = startY + roadHeight; var leftStartX = 1024 - 100; var leftEndX = 1024 - 650; var rightStartX = 1024 + 100; var rightEndX = 1024 + 650; var startSize = 1; var endSize = 800; var assetHeightRatio = 500 / 400; killerGraphics.width = startSize; killerGraphics.height = startSize; self.pathIndex = 0; self.inactive = true; self.inactiveStartTime = Date.now(); self.update = function () { if (!isPlaying) { return; } var currentTime = Date.now(); if (self.inactive) { if (currentTime - self.inactiveStartTime >= killerDelay) { self.inactive = false; } return; } if (!isKilled && player && self.y > 2500 && self.y < 2732 && player.shadow.intersects(self)) { isKilled = true; player.visible = false; LK.effects.flashScreen(0xff0000, 1000); // Spawn MurderShape at player's last position var murderShape = new MurderShape(); murderShape.x = player.x; murderShape.y = player.y; murderShape.fixPosition(); game.addChildAt(murderShape, game.getChildIndex(road) + 1); return; } self.progress = Math.max(0, self.y - startY) / (endY - startY); killerGraphics.width = startSize + (endSize - startSize) * self.progress; debugTxt.setText(self.progress.toFixed(2)); killerGraphics.height = assetHeightRatio * killerGraphics.width; var tempSpeed = currentSpeed * 0.5 + currentSpeed * (self.progress * 5); var newSpeed = currentSpeed * 5; newSpeed = tempSpeed * 1; self.y += newSpeed; 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 > endY + endSize / 2) { self.reset(); } }; self.reset = function () { self.y = startY; self.progress = 0; killerGraphics.width = startSize; killerGraphics.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; } self.inactive = true; self.inactiveStartTime = Date.now(); }; }); var Landscape = Container.expand(function () { var self = Container.call(this); var landscapeGraphics = self.attachAsset('landscape2', { anchorX: 0.5, anchorY: 0.0 }); var gradientGraphics = self.attachAsset('gradient', { anchorX: 0.5, anchorY: 0.0, scaleY: -1, y: 1050, blendMode: 2, alpha: 0.5, tint: 0xFFFFFF, height: 10 }); self.x = 2048 / 2; // Center horizontally self.y = 0; // Position at the top self.update = function () { // Old 255 -> 128 / New 128-255 var reverseIntensity = 128 + (255 - intensityHalf); reverseIntensity = Math.max(192, reverseIntensity); var newTint = reverseIntensity << 16 | reverseIntensity << 8 | reverseIntensity; landscapeGraphics.tint = newTint; // Apply reduced tint to the road based on the intensity //debugTxt.setText(intensityHalf.toFixed(2)); }; }); var MurderShape = Container.expand(function () { var self = Container.call(this); var murderShapeGraphics = self.attachAsset('murderShape', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // MurderShape does not need to update its position or behavior }; self.fixPosition = function () { if (self.x < 600) { self.x += 150; } else if (self.x > 1400) { self.x -= 150; } }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var assets = ['obstacle1', 'obstacle2', 'obstacle3']; self.assetIndex = Math.floor(Math.random() * assets.length); var randomAsset = assets[self.assetIndex]; var obstacleGraphics = self.attachAsset(randomAsset, { anchorX: 0.5, anchorY: 0.5 }); var speed = 5; var startY = roadTop + 50; var endY = startY + roadHeight; var leftStartX = 1024 - 100; var leftEndX = 1024 - 650; var rightStartX = 1024 + 100; var rightEndX = 1024 + 650; var innerLeftLineStartX = -150; var innerLeftLineEndX = -390; var startSize, endSize; if (self.assetIndex == 0) { startSize = 3; endSize = 350; } else if (self.assetIndex == 1) { startSize = 1; endSize = 140; } else if (self.assetIndex == 2) { startSize = 2; endSize = 250; } obstacleGraphics.width = startSize; obstacleGraphics.height = startSize; self.pathIndex = 0; self.update = function () { if (!isPlaying || isKilled) { return; } // Check for collision with player var currentTime = Date.now(); if (currentTime - lastObstacleHitTime > immunityDelay && player && !player.isJumping && self.y > 2500 && self.y < 2732 && player.shadow.intersects(self)) { lastObstacleHitTime = currentTime; // Update the last hit time // Make player flash red for 1 second LK.effects.flashObject(player, 0xff0000, 1000); // Add coin animation only if score is greater than 0 if (score > 0) { var coinAnimation = new CoinAnimation(); coinAnimation.x = player.x; coinAnimation.y = player.y; game.addChild(coinAnimation); } // Reduce score by 1 score = Math.max(0, score - 1); 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))); console.log("New speed :", currentSpeed); } self.progress = Math.max(0, self.y - startY) / (endY - startY); // Update progress property obstacleGraphics.width = startSize + (endSize - startSize) * self.progress; obstacleGraphics.height = startSize + (endSize - startSize) * self.progress; var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3); var newSpeed = currentSpeed; // + 10 * self.progress; newSpeed = tempSpeed * 1; // TEMP DEBUG !!! 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 > endY + endSize / 2) { //self.y = -startSize; // Move obstacle back to the top self.reset(); } }; self.reset = function () { self.y = startY; 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('shadow', { anchorX: 0.5, anchorY: 0.5 }); self.isJumping = false; // Initialize isJumping to false 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 () { if (!self.isJumping) { frame += Math.min(currentSpeed, 20); // 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; } } self.jump = function () { if (!self.isJumping) { self.isJumping = true; var initialY = self.y; var initialShadowY = self.shadow.y; var jumpHeight = 300; var jumpDuration = 30; var jumpStep = jumpHeight / jumpDuration; var fallStep = jumpHeight / jumpDuration; var jumpStartTime = Date.now(); var jumpInterval = LK.setInterval(function () { var elapsed = Date.now() - jumpStartTime; var progress = elapsed / (jumpDuration * 1000 / 60); if (progress < 1) { var easeProgress = Math.sin(progress * Math.PI / 2); self.y = initialY - jumpHeight * easeProgress; self.shadow.y = initialShadowY + jumpHeight * easeProgress; // Move shadow inversely self.shadow.width = 240 * (1 - 0.5 * easeProgress); // Reduce shadow width self.shadow.height = 100 * (1 - 0.5 * easeProgress); // Reduce shadow height } else { LK.clearInterval(jumpInterval); var fallStartTime = Date.now(); var fallInterval = LK.setInterval(function () { var elapsed = Date.now() - fallStartTime; var progress = elapsed / (jumpDuration * 1000 / 60); if (progress < 1) { var easeProgress = Math.sin(progress * Math.PI / 2); self.y = initialY - jumpHeight + jumpHeight * easeProgress; self.shadow.y = initialShadowY + jumpHeight - jumpHeight * easeProgress; // Move shadow inversely self.shadow.width = 120 + 120 * easeProgress; // Reset shadow width self.shadow.height = 50 + 50 * easeProgress; // Reset shadow height } else { self.y = initialY; self.shadow.y = initialShadowY; // Reset shadow position self.isJumping = false; LK.clearInterval(fallInterval); } }, 1000 / 60); } }, 1000 / 60); } }; }; }); // Road class var Road = Container.expand(function () { var self = Container.call(this); var baseY = 750; var roadGraphics = self.attachAsset('triangle', { tint: 0x555555, // Initialize tint to white anchorX: 0.5, anchorY: 0, width: 2048, height: roadHeight, y: baseY }); var speed = 5; var lineOffset = -150; // Inner lines var innerLineStartY = roadTop; var innerLineEndY = roadTop + roadHeight + 200; // Left var innerLeftLineStartX = -50; var innerLeftLineEndX = -412; var innerLeftLineStartW = 3; var innerLeftLineEndW = 80; var innerLeftLineStartH = 3; var innerLeftLineEndH = 500; var innerLeftLineStartR = 0.22; //0.075; var innerLeftLineEndR = 0.275; // Right var innerRightLineStartX = 50; var innerRightLineEndX = 412; var innerRightLineStartW = 3; var innerRightLineEndW = 80; var innerRightLineStartH = 3; var innerRightLineEndH = 500; var innerRightLineStartR = -0.22; var innerRightLineEndR = -0.275; // Lamp posts // Left Lamp var leftLampStartX = -130; var leftLampEndX = -1600; var leftLampStartY = roadTop; var leftLampEndY = roadTop + roadHeight + 0; // Define leftLampEndY variable var leftLampStartH = 2; var leftLampEndH = 900; var leftLampWRatio = 1 / 3; // Right Lamp var rightLampStartX = 130; var rightLampEndX = 1600; var rightLampStartY = roadTop; var rightLampEndY = roadTop + roadHeight + 0; // Define leftLampEndY variable var rightLampStartH = 2; var rightLampEndH = 900; var rightLampWRatio = 1 / 3; var nbInnerLines = 6; var leftLine = self.attachAsset('triangle', { anchorX: 0.5, anchorY: 0, width: 100, height: 1950, rotation: 0.45 }); leftLine.x = lineOffset; // Position the left line on the left side of the road leftLine.y = roadTop + 45; // Center the left line vertically var rightLine = self.attachAsset('triangle', { anchorX: 0.5, anchorY: 0, width: 100, height: 1950, rotation: -0.45 }); rightLine.x = -lineOffset; // Position the right line on the right side of the road rightLine.y = roadTop + 45; // Center the right line vertically self.innerLeftLines = []; self.innerRightLines = []; self.leftLampPosts = []; self.rightLampPosts = []; for (var i = 0; i < nbInnerLines; i++) { var innerLineLeft = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: innerLeftLineStartW, height: innerLeftLineStartH, rotation: innerLeftLineStartR, alpha: 1 }); innerLineLeft.x = innerLeftLineStartX; innerLineLeft.y = innerLineStartY - 0.1 * i * roadHeight / nbInnerLines; //console.log(i + " : " + innerLineStartY + " + " + i * roadHeight / nbInnerLines + " => " + innerLineLeft.y); innerLineLeft.progress = 0; // Initialize progress property self.innerLeftLines.push(innerLineLeft); var innerLineRight = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: innerRightLineStartW, height: innerRightLineStartH, rotation: innerRightLineStartR, alpha: 1 }); innerLineRight.x = innerRightLineStartX; innerLineRight.y = innerLineStartY - 0.1 * i * roadHeight / nbInnerLines; innerLineRight.progress = 0; // Initialize progress property self.innerRightLines.push(innerLineRight); if (i % 2 == 0) { continue; } var leftLampPost = self.attachAsset('lampPost', { anchorX: 0.5, anchorY: 0.5, height: leftLampStartH, width: leftLampStartH * leftLampWRatio }); var leftLampShadow = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, width: leftLampPost.width * 0.8, height: leftLampPost.height * 0.1, y: leftLampPost.height * 0.5 + 10 // Offset shadow slightly below the lamp post }); leftLampPost.addChild(leftLampShadow); leftLampPost.x = leftLampStartX; leftLampPost.y = leftLampStartY - (i - 1) * 40; self.addChild(leftLampPost); self.leftLampPosts.push(leftLampPost); var rightLampPost = self.attachAsset('lampPost', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, height: rightLampStartH, width: rightLampStartH * rightLampWRatio }); var rightLampShadow = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, width: rightLampPost.width * 0.8, height: rightLampPost.height * 0.1, y: rightLampPost.height * 0.5 + 10 // Offset shadow slightly below the lamp post }); rightLampPost.addChild(rightLampShadow); rightLampPost.x = rightLampStartX; rightLampPost.y = rightLampStartY - (i - 1) * 40; self.addChild(rightLampPost); self.rightLampPosts.push(rightLampPost); } self.update = function () { if (isKilled) { return; } var newTint = intensityHalf << 16 | intensityHalf << 8 | intensityHalf; //roadGraphics.tint = newTint; // Apply reduced tint to the road based on the intensity leftLine.tint = newTint; rightLine.tint = newTint; // Add any update logic for the road if needed for (var i = 0; i < self.innerLeftLines.length; i++) { innerLineLeft = self.innerLeftLines[i]; innerLineLeft.tint = newTint; if (innerLineLeft.y > innerLineEndY) { self.resetInnerLine(innerLineLeft, true); } else { innerLineLeft.progress = Math.max(0, innerLineLeft.y - innerLineStartY) / (innerLineEndY - innerLineStartY); // Update progress property } var tempSpeed = currentSpeed * 0.05 + currentSpeed * (innerLineLeft.progress * 3); var newSpeed = currentSpeed; // + 10 * self.progress; newSpeed = tempSpeed * 1; // TEMP DEBUG !!! innerLineLeft.y += newSpeed; // 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]; innerLineRight.tint = newTint; if (innerLineRight.y > innerLineEndY) { self.resetInnerLine(innerLineRight, false); } else { innerLineRight.progress = Math.max(0, innerLineRight.y - innerLineStartY) / (innerLineEndY - innerLineStartY); } var tempSpeed = currentSpeed * 0.05 + currentSpeed * (innerLineRight.progress * 3); var newSpeed = currentSpeed; // + 10 * self.progress; newSpeed = tempSpeed * 1; // TEMP DEBUG !!! innerLineRight.y += newSpeed; // 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; } } // Lamp posts for (var i = 0; i < self.leftLampPosts.length; i++) { var leftLampPost = self.leftLampPosts[i]; //leftLampPost.tint = newTint; var tempProgress = Math.max(0, leftLampPost.y - leftLampStartY) / (leftLampEndY - leftLampStartY); var tempSpeed = currentSpeed * 0.05 + currentSpeed * (tempProgress * 3); leftLampPost.y += tempSpeed; if (leftLampPost.y > leftLampEndY) { leftLampPost.y = leftLampStartY; leftLampPost.x = leftLampStartX; leftLampPost.height = leftLampStartH; } leftLampPost.progress = Math.max(0, leftLampPost.y - leftLampStartY) / (leftLampEndY - leftLampStartY); // Update progress property leftLampPost.alpha = 0.75 + Math.min(0.25, leftLampPost.progress); if (i == 0) { //debugTxt.setText(leftLampPost.progress.toFixed(2)); } if (leftLampPost.x != leftLampEndX) { leftLampPost.x = leftLampStartX + (leftLampEndX - leftLampStartX) * Math.min(1, leftLampPost.progress * 1); } if (leftLampPost.height != leftLampEndH) { leftLampPost.height = Math.min(1, leftLampPost.progress * 2) * leftLampEndH; // leftLampStartH + (leftLampEndH - leftLampStartH) * Math.min(1, leftLampPost.progress * 1); leftLampPost.width = leftLampPost.height * leftLampWRatio; } } for (var i = 0; i < self.rightLampPosts.length; i++) { var rightLampPost = self.rightLampPosts[i]; var tempProgress = Math.max(0, rightLampPost.y - rightLampStartY) / (rightLampEndY - rightLampStartY); var tempSpeed = currentSpeed * 0.05 + currentSpeed * (tempProgress * 3); rightLampPost.y += tempSpeed; if (rightLampPost.y > rightLampEndY) { rightLampPost.y = rightLampStartY; rightLampPost.x = rightLampStartX; rightLampPost.height = rightLampStartH; } rightLampPost.progress = Math.max(0, rightLampPost.y - rightLampStartY) / (rightLampEndY - rightLampStartY); rightLampPost.alpha = 0.75 + Math.min(0.25, rightLampPost.progress); if (rightLampPost.x != rightLampEndX) { rightLampPost.x = rightLampStartX + (rightLampEndX - rightLampStartX) * rightLampPost.progress; } if (rightLampPost.height != leftLampEndH) { rightLampPost.height = rightLampStartH + (rightLampEndH - rightLampStartH) * Math.min(1, rightLampPost.progress * 2); rightLampPost.width = rightLampPost.height * rightLampWRatio; } } }; 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.y = innerLineStartY - 0.2 * roadHeight / nbInnerLines; innerLine.progress = 0; // Reset progress property }; }); var StartButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; self.buttonMode = true; self.on('down', function () { self.visible = false; isPlaying = true; scoreTxt.visible = true; }); }); var Stripe = Container.expand(function () { var self = Container.call(this); self.stripeGraphics = self.attachAsset('stripe1', { anchorX: 0, anchorY: 0.5, height: 0 }); self.progress = 0; // Initialize progress property self.update = function () { self.progress = Math.max(0, self.y - roadTop) / roadHeight; // Update progress property var newTint = intensityHalf << 16 | intensityHalf << 8 | intensityHalf; self.stripeGraphics.tint = newTint; var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3); self.y += tempSpeed; if (self.stripeGraphics) { self.stripeGraphics.height = 400 * self.progress; // Adjust height based on progress } if (self.y > roadTop + roadHeight) { self.y -= roadHeight; // Move stripe back to the top self.stripeGraphics.height = 0; // Reset height to initial value self.stripeGraphics.tint = 0xFFFFFF; // Reset tint to initial value } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var stripes = []; // Initialize arrays and variables var currentLevel = 1; var isPlaying = false; var isKilled = false; var killerDelay = 10000; // Delay in milliseconds before updating killer var lastKillerUpdate = 0; // Timestamp of the last killer update var currentCoinType = 0; var nextCoinTypeThreshold = 10; var isNight = false; var roadHeight = 2000; var roadTop = 1000; // ~= road.height/2 - baseY var background; var landscape1; var coins = []; var obstacles = []; var road; var score = 0; var scoreTxt; var startX = 0; var startY = 0; var endX = 0; var endY = 0; var intensity = 0; var intensityHalf = 0; var leftLampPosts = []; var rightLampPosts = []; var leftDecorations = []; var rightDecorationss = []; var maxSpeed = 50; // Define a maximum speed limit var currentSpeed = 10; //20; // Initialize currentSpeed var coinsCollected = 0; // Initialize coins collected counter var isIntersectingObstacle = false; // Flag to track if the player is currently intersecting an obstacle var lastObstacleHitTime = 0; // Timestamp of the last obstacle hit var immunityDelay = 500; // Immunity delay in milliseconds var playerPositionIndex = 1; // Initialize player position index // Define the three fixed x positions for the player var playerPositions = [2048 / 5, 2048 / 2, 4 * 2048 / 5]; // Create player var player; var debugMarker; var debugText; var debugTxt; function easeInOutQuad(t) { return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t; } function updateBackgroundColor() { var time = new Date().getTime() * 0.0002; intensity = Math.sin(time) * 127 + 128; var color = Math.max(32, intensity) << 16 | Math.max(32, intensity) << 8 | Math.max(32, intensity); background.tint = color; isNight = intensity < 128; intensityHalf = 128 + Math.floor(intensity * 0.5); } // Handle move events game.down = function (x, y, obj) { if (!isPlaying) { return; } startX = x; startY = y; }; game.up = function (x, y, obj) { if (isKilled) { LK.setTimeout(function () { LK.showGameOver(); }, 500); return; } if (!isPlaying) { return; } 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--; } } } else { if (deltaY < 0) { // Swipe up player.jump(); } } // Make the player move progressively to the next path var targetX = playerPositions[playerPositionIndex]; var initialX = player.x; var moveDuration = 30; var moveStartTime = Date.now(); var moveInterval = LK.setInterval(function () { var elapsed = Date.now() - moveStartTime; var progress = elapsed / (moveDuration * 1000 / 60); if (progress < 1) { var easeProgress = easeInOutQuad(progress); player.x = initialX + (targetX - initialX) * easeProgress; } else { player.x = targetX; LK.clearInterval(moveInterval); } }, 1000 / 60); }; // Update game every tick game.update = function () { updateBackgroundColor(); if (!isPlaying || isKilled) { return; } }; // Initialize game function gameInitialize() { // Initialize arrays and variables // Attach the background asset to the game background = game.attachAsset('background1', { anchorX: 0.0, anchorY: 0.0 }); //background.y = -2000; game.addChild(background); // Add a series of Stripe instances to cover the bottom half of the screen for (var i = 0; i < 20; i++) { var stripe = new Stripe(); stripe.y = roadTop + i * (roadHeight / 20); // Position stripes to keep them continuously stacked stripe.progress = Math.max(0, stripe.y - roadTop) / roadHeight; // Calculate progress stripes.push(stripe); game.addChild(stripe); if (stripe.stripeGraphics) { stripe.stripeGraphics.height = 400 * stripe.progress; // Adjust height based on progress } } // Create and attach a decoration instance to the game var newDecoration = new Decoration(); newDecoration.reset(); game.addChild(newDecoration); // Create and attach the road instance to the game road = game.addChild(new Road()); road.x = 2048 / 2; road.y = 0; // Create and attach the landscape instance to the game var landscape = game.addChild(new Landscape()); score = 0; scoreTxt = new Text2(currentLevel == 1 ? '0¢' : '$0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; LK.gui.top.addChild(scoreTxt); coins = []; for (var i = 0; i < 5; i++) { var newCoin = new Coin(); newCoin.reset(); newCoin.y = roadTop - i * 50; 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 and attach the killer instance to the game var newKiller = new Killer(); newKiller.reset(); obstacles.push(newKiller); game.addChild(newKiller); // Create player player = game.addChild(new Player()); player.frame = 0; player.x = playerPositions[playerPositionIndex]; // Start at the center position player.y = 2732 - 300; // Attach a debugMarker asset to the game at position (1000, 0) debugMarker = game.attachAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5 }); debugMarker.x = 10; debugMarker.y = 2500; debugTxt = new Text2('Debug Info', { size: 50, fill: "#ff0000" }); debugTxt.anchor.set(1, 1); // Set anchor to the bottom right corner LK.gui.bottomRight.addChild(debugTxt); var startButton = game.addChild(new StartButton()); startButton.x = 2048 / 2; startButton.y = 2732 / 4; // TEMP DEBUG !!! startButton.width = 100; startButton.height = 100; isPlaying = false; } gameInitialize(); for (var i = 0; i < stripes.length; i++) { stripes[i].update(); }
===================================================================
--- original.js
+++ change.js
@@ -807,9 +807,9 @@
self.stripeGraphics.tint = newTint;
var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3);
self.y += tempSpeed;
if (self.stripeGraphics) {
- self.stripeGraphics.height = roadHeight / 20 * self.progress; // Adjust height based on progress
+ self.stripeGraphics.height = 400 * self.progress; // Adjust height based on progress
}
if (self.y > roadTop + roadHeight) {
self.y -= roadHeight; // Move stripe back to the top
self.stripeGraphics.height = 0; // Reset height to initial value
@@ -963,9 +963,9 @@
stripe.progress = Math.max(0, stripe.y - roadTop) / roadHeight; // Calculate progress
stripes.push(stripe);
game.addChild(stripe);
if (stripe.stripeGraphics) {
- stripe.stripeGraphics.height = roadHeight / 20 * stripe.progress; // Adjust height based on progress
+ stripe.stripeGraphics.height = 400 * stripe.progress; // Adjust height based on progress
}
}
// Create and attach a decoration instance to the game
var newDecoration = new Decoration();
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