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in Stripe class add a function updateForLevel() that changes the graphics visibility depending on the level
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rename stripe1 to 'stripe_1'
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updateBackgroundColor should start with current level backgroundTint and make it lighter or darker using intensity
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rename background1 to 'background_1'
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In changeLevel(), change the background by updating the background tint using levelConfig
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In changeLevel(), make a big white flash
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Add a new function changeLevel()
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add a global moneyLost = 0
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add an argument 'negative' to update score
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rename increaseScore to updateScore
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dont write "$10.00" but "$10"
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change the coin collet flash color to green
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change the coin collet flash color to white
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- add a freePath() function in ObstacleManager - call freePath in Obstacle.reset()
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add logs in ObstacleManager update (use log())
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add isDebug global = false
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use lastObstacleSpawnTime instead of lastObstacleHitTime
===================================================================
--- original.js
+++ change.js
@@ -58,9 +58,9 @@
self.reset();
}
// Check for collision with player
if (!player.isJumping && self.y > 2500 && self.y < 2732 && player.shadow.intersects(self)) {
- updateScore();
+ updateScore(false);
// coinsCollected increment moved to increaseScore function
LK.effects.flashObject(player, 0x00ff00, 500); // Flash green for 0.5 seconds
self.reset();
// Increase speed every 3 coins collected
@@ -408,14 +408,9 @@
coinAnimation.y = player.y;
game.addChild(coinAnimation);
}
// Reduce score by 1
- score = Math.max(0, score - 1);
- if (currentLevel == 1) {
- scoreTxt.setText(score + "¢");
- } else {
- scoreTxt.setText("$" + score);
- }
+ updateScore(true);
//log("Obstacle y:", self.y);
// Reduce currentSpeed by a factor (e.g., 0.8)
//log("Old speed :", currentSpeed);
//currentSpeed = Math.max(10, Math.min(20, Math.round(currentSpeed * 0.8)));
@@ -993,10 +988,16 @@
/****************************************************************************************** */
/************************************** GAME FUNCTIONS ************************************ */
/****************************************************************************************** */
function updateScore() {
- score += levelConfigs[currentLevel].coinValue || 1;
- coinsCollected += 1; // Increment coins collected counter
+ var negative = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
+ if (negative) {
+ score -= levelConfigs[currentLevel].coinValue || 1;
+ score = Math.max(0, score); // Ensure score doesn't go below 0
+ } else {
+ score += levelConfigs[currentLevel].coinValue || 1;
+ coinsCollected += 1; // Increment coins collected counter
+ }
if (score < 1) {
scoreTxt.setText((score * 100).toFixed(0) + "¢");
} else if (score < 10) {
scoreTxt.setText("$" + score.toFixed(2));
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