User prompt
Event Listener: Ensure that a touch or click event listener is properly attached to the game area or canvas element. Verify that the event listener correctly triggers the jump function when the screen is tapped/clicked. Jump Function: Get Current Path: Accurately determine the ninja's current path (upper or lower). Calculate Jump Target: If on the lower path, set the jump target to the upper path's y-coordinate. If on the upper path, set the jump target to the lower path's y-coordinate. Jump Animation: Implement a smooth transition from the current y-position to the target y-position. This can be done using a simple linear interpolation or a more advanced easing function for a smoother effect. Ensure the ninja sprite visually moves upwards or downwards during the jump. Update Path: After the jump is complete, update the currentPath property to reflect the new path the ninja is on. Collision Handling: During Jump: Temporarily disable collision detection with the paths during the jump animation to prevent the ninja from getting stuck. After Jump: Re-enable collision detection once the ninja has reached the target path to ensure it stays grounded.
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When the screen is clicked/tapped: Determine Current Path: Check whether the ninja is currently on the upper or lower path. Calculate Jump Target: If the ninja is on the upper side of the lower path, set the jump target to the lower side of the upper path. If the ninja is on the lower side of the upper path, set the jump target to the upper side of the lower path. Execute Jump: Initiate a smooth jump animation for the ninja towards the calculated target position. Adjust the ninja's vertical position to align with the target surface upon landing. Update the ninja's currentPath property to reflect the new path. Ensure the jump feels responsive and visually appealing. Fine-tune the jump height and duration to match the desired gameplay experience. Consider adding a sound effect to accompany the jump action for added feedback.
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now when i click the ninja should jump to the surface of the other path and flip the ninja to head downward.
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Stop shooting projectiles
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Move the pawn little bit above on the y axis so it matches with the surface of the path.
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Add ninja pawn on the upper side of the lower path
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Remove the Enemies.
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do not spawn the enemies after the enemy reach half of the screen.
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Reduce the spawn rate of the enmies to half of the obstacles.
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reduce the shake
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instead of roation animation add shake animation so that it feels like they are shooting.
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Animate the Enemies.
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always Rotate the Enemies of upper path to 180 degree
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Enemies are not spawned in the groups like obstacles they spawned single.
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There are three kinds of enemies easy level, medium level, hard level. Spawn rate: Easy level enemies : Spawned More Often Medium Level Enemies : Spawn Sometimes Hard Level Enemies : Spawn Rarely
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now also add a logic to spawn enemies in the same way you are spawning obstacles.
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Now the obstacles are spawning perfectly, Now what you have to do is spawn the enemeis same as the obstacle but spawn rate for the enemies should be very less. and the spawn location for the enemies is on the opposite path where the obstacles are spawning.
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Decrase the spawn rate but obstacle should start spawning early
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now the group size of the obstacle should be choosen randomly between 1 - 3
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if two or more obstacle groups are spawned on the same path( one after other ) then the gap between the obstacle groups should be less.
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always Rotate the obstacle of upper path to 180 degree
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change a spawn rate such as, if let's say the current obstacle group is spawned on the upper path and the next one is going to spawn on the lower path(due to random path selection) then there should be double distance gap between the obstacle group and other way if current obstacle group is spawned on the upper path and also the next group is going to spawn on the upper path then the distance should be half of the distance.
User prompt
change a distance such as, if let's say the current obstacle group is spawned on the upper path and the next one is going to spawn on the lower path then there should be double distance gap between the obstacle group and other way if current obstacle group is spawned on the upper path and also the next group is going to spawn on the upper path then the distance should be half of the distance.
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Now Remove the group of the Obstacle from the one path and add the keep the obstacle group of another path, and removal and keeping should be random but it should be like if removing on the one path then it should be spawned on the other path and vice versa.
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now spawn three obstacle inline or group instead of single.
===================================================================
--- original.js
+++ change.js
@@ -103,9 +103,13 @@
newObstacle.y = 2732 / 3 + 80;
} else {
newObstacle.y = 2732 * 2 / 3 - 80;
}
- newObstacle.rotation = 0; // No rotation
+ if (randomPath === 1) {
+ newObstacle.rotation = Math.PI; // Rotate 180 degrees
+ } else {
+ newObstacle.rotation = 0; // No rotation
+ }
game.addChildAt(newObstacle, game.children.length);
}
lastPath = randomPath;
}
Ninja Star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A minimalist icon depicting a ninja head silhouette in black. The silhouette should be simple and recognizable, with a headband or mask detail. The background should be transparent or a contrasting color (e.g., red or white).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Transparent sheild bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a series of curved, tapered lines that originate from the ninja's body and extend outward in the direction of movement. The lines should vary in length and thickness, with a sense of energy and dynamism.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
backgroundMusic
Sound effect
coinCollect
Sound effect
jumpSound
Sound effect
footstepSound1
Sound effect
footstepSound2
Sound effect
footstepSound3
Sound effect
shooterSpawn
Sound effect
destructorSpawn
Sound effect
attackerSpawn
Sound effect
shooterAttack
Sound effect
destructorAttack
Sound effect
attackerAttack
Sound effect
enemyHit
Sound effect
shieldCollect
Sound effect
shieldCollectSound
Sound effect
ninjaGrunt
Sound effect
destructorAttackSound
Sound effect