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Fix this obstacle issue.
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Increase the frequency of obstacle spawning
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Currently the frequency of the obstacles is too less in comparision to speed.
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Decrease the distance between each obstacle spawn point. This will ensure that obstacles appear closer together even as the path speed increases.
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**Reduce Spawn Distance**: Decrease the distance between each obstacle spawn point. This will ensure that obstacles appear closer together even as the path speed increases.
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Do the suggested currections.
Code edit (2 edits merged)
Please save this source code
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gradually increase the Path Speed.
Code edit (1 edits merged)
Please save this source code
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increase the speed of running path
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increase the speed rate of path spwaning.
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increase the speed of the ninja to faster.
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increase the path swithching speed.
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Remove the spawn dash from jump.
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Please fix the bug: 'Uncaught RangeError: Maximum call stack size exceeded' in or related to this line: 'var dashGraphics = self.attachAsset('dash', {' Line Number: 17
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path switching should not done over a time.
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decrese the time to switch the path.
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increase the speed of path switching.
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increase the speed of path switching
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As i can see here, When i am jumping the dash is getting invisible, i want it to continuesly spawn in the same way, dash is spawned behind the ninja for running, it should be spawned continously for jumpin as well.
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remove the code that stop the spawning of dash when jumping.
Code edit (1 edits merged)
Please save this source code
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dash should be spawned continuesly while jumping same as running dash.
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currently the dash is not following the ninja while jumping, you can do one thing spawn a dash behind the ninja and reduce the opacity over some miliseconds and destroy the dash after the opacity is 0 and the spawn the other dash. this process should not take much time it should be in very little time like may be microseconds while jumpin.
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Currently the dash is only showing one time when i am jumping inbetween the paths, it should show continuously.
===================================================================
--- original.js
+++ change.js
@@ -118,9 +118,9 @@
var pathGraphics = self.attachAsset('path', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed += 0.01;
+ self.speed = LK.ticks / 300;
self.update = function () {
self.x -= self.speed;
if (self.x < -self.width) {
self.destroy();
@@ -151,14 +151,16 @@
// Check if the ninja is on a path before allowing a jump
if (ninja.currentPath === 'lower' && ninja.y >= path2.y - ninja.height || ninja.currentPath === 'upper' && ninja.y <= path1.y - ninja.height) {
if (ninja.currentPath === 'lower') {
targetPath = 'upper';
- ninja.y -= 700; // Increase the jump speed
- ninja.y += 700; // Increase the jump speed
+ ninja.y -= 500; // Increase the jump speed
ninja.scale.y *= -1; // Flip vertically
+ // No code to insert, we are removing the timeout that destroys the dash
} else {
targetPath = 'lower';
+ ninja.y += 500; // Increase the jump speed
ninja.scale.y *= -1; // Flip vertically
+ // No code to insert, we are removing the timeout that destroys the dash
}
ninja.currentPath = targetPath;
}
};
@@ -166,9 +168,9 @@
var lastPath = 0;
if (LK.ticks % 150 == 0) {
var randomPath = Math.random() > 0.5 ? 1 : 2;
var spawnDistance = randomPath === lastPath ? 256 : 2048;
- var obstacleGroupSize = Math.floor(Math.random() * 5) + 1;
+ var obstacleGroupSize = Math.floor(Math.random() * 3) + 1;
for (var i = 0; i < obstacleGroupSize; i++) {
var newObstacle = new Obstacle();
newObstacle.x = spawnDistance + i * newObstacle.width;
if (randomPath === 1) {
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