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Create a Collectable Coin, Life, and Shield. These collectibles should spawn on the paths at random intervals, move with the paths, and have unique effects when collected by the ninja: Coins: Increase the coin counter and temporarily double the score multiplier. Lives: Add an extra life.( spawn very rarely ) Shields: Make the ninja invincible for a short duration. ( spawn rarely )
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Check for bugs.
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Create a Collectable class that includes Coin, Life, and Shield subclasses. These collectibles should spawn on the paths at random intervals, move with the paths, and have unique effects when collected by the ninja: Coins: Increase the coin counter and temporarily double the score multiplier. Lives: Add an extra life. Shields: Make the ninja invincible for a short duration.
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Nothing is visible on the screen, i think there is some problem : fix the issue.
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Collectable Class (Base Class): Properties: x: Horizontal position on the screen. y: Vertical position on the screen. speed: Movement speed (match the path speed). isCollected: Flag to track if the collectible has been collected. sprite: The visual representation of the collectible (e.g., an image or animation). Methods: update(): Move the collectible to the left, update its position, and check for collisions with the player. onCollect(): Virtual method (to be overridden in subclasses) to define specific behavior when collected. destroy(): Remove the collectible from the game. Coin Class (Subclass of Collectable): Properties: (Inherit from Collectable) Methods: onCollect(): Increase the coin counter displayed on the screen. Double the score multiplier for a set duration. Call destroy() to remove the coin. Life Class (Subclass of Collectable): Properties: (Inherit from Collectable) Methods: onCollect(): Increase the number of lives displayed on the screen. Call destroy() to remove the life collectible. Shield Class (Subclass of Collectable): Properties: (Inherit from Collectable) Methods: onCollect(): Activate a shield effect on the ninja, making them invincible for 10 seconds. Call destroy() to remove the shield collectible. Spawning and Movement: Spawn collectibles on the surface of the paths at random intervals. Ensure collectibles spawn in non-obstacle areas. Coins can be spawned in groups for a collecting spree effect. Lives should be spawned rarely and in challenging locations (e.g., between obstacles). All collectibles should move to the left at the same speed as the paths. Additional Considerations: Visual Design: Design sprites or animations for each collectible type (coin, life, shield). Score Multiplier Logic: Implement the score multiplier increase and duration logic in the Coin class. Shield Effect: Create a visual effect (e.g., a glowing aura) to indicate that the ninja has a shield active. Difficulty Balancing: Adjust spawn rates and locations to provide a fair and engaging challenge.
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Instead of showing meter sumobol show Distance tranveled.
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Move lives little bit up
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increase the resolution of text, not the size
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change the font to lexend
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reduce the size of the score display, and change the font to Karasha.
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more
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more
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more
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Little bit more, above the upper path
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little bit more
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little bit more
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Little bit more
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move a score little bit up
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Move the score display y location same as y location of lives.
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calculation of distance is based on the path, one path is 100 meter long(say), now change the code accordingly to the this analogy
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Add Score Based on the distance traveled in meters.
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move the lives little bit right on x axis
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Little bit more
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Move the lives little bit up in y axis
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Lives should never go down, in terms of visiblity. Currently lives are getting hidden when new path is spawned
===================================================================
--- original.js
+++ change.js
@@ -23,30 +23,23 @@
});
var Collectable = Container.expand(function () {
var self = Container.call(this);
self.speed = 30;
- self.isCollected = false;
self.update = function () {
self.x -= self.speed;
if (self.x < -self.width) {
self.destroy();
}
};
- self.onCollect = function () {
- // To be overridden in subclasses
- };
- self.destroy = function () {
- self.parent.removeChild(self);
- };
});
var Shield = Collectable.expand(function () {
var self = Collectable.call(this);
var shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5
});
- self.onCollect = function () {
- // Activate shield effect
+ self.effect = function () {
+ // Make the ninja invincible for a short duration
ninja.invincible = true;
var shieldEffect = game.addChild(LK.getAsset('shieldEffect', {
anchorX: 0.5,
anchorY: 0.5,
@@ -55,44 +48,39 @@
}));
LK.setTimeout(function () {
ninja.invincible = false;
shieldEffect.destroy();
- }, 10000);
- self.destroy();
+ }, 5000);
};
});
var Life = Collectable.expand(function () {
var self = Collectable.call(this);
var lifeGraphics = self.attachAsset('life', {
anchorX: 0.5,
anchorY: 0.5
});
- self.onCollect = function () {
- // Increase number of lives
+ self.effect = function () {
+ // Add an extra life
ninja.lives++;
- // Update lives display
var life = game.addChild(new Life());
life.x = 100 + (ninja.lives - 1) * 100;
life.y = path1.y - 150;
game.setChildIndex(life, game.children.length - 1);
- self.destroy();
};
});
var Coin = Collectable.expand(function () {
var self = Collectable.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
- self.onCollect = function () {
- // Increase coin counter
+ self.effect = function () {
+ // Increase coin counter and temporarily double the score multiplier
ninja.coins++;
- // Double score multiplier for a set duration
- ninja.scoreMultiplier *= 2;
+ ninja.scoreMultiplier = 2;
LK.setTimeout(function () {
- ninja.scoreMultiplier /= 2;
+ ninja.scoreMultiplier = 1;
}, 5000);
- self.destroy();
};
});
var Dash = Container.expand(function () {
var self = Container.call(this);
@@ -166,8 +154,12 @@
}
}
scoreTxt.setText(ninja.distanceTraveled + 'm'); // Update the score display
for (var i = 0; i < game.children.length; i++) {
+ if (game.children[i] instanceof Collectable && self.intersects(game.children[i])) {
+ game.children[i].effect();
+ game.children[i].destroy();
+ }
if (game.children[i] instanceof Obstacle && self.intersects(game.children[i]) && !self.invincible) {
// Reduce the lives by one
self.lives--;
// Update the display
@@ -281,10 +273,10 @@
ninja.y = path2.y - ninja.height;
ninja.currentPath = 'lower';
ninja.lives = 3;
ninja.distanceTraveled = 0; // Initialize distance traveled to 0
-ninja.coins = 0; // Initialize coins to 0
-ninja.scoreMultiplier = 1; // Initialize score multiplier to 1
+ninja.coins = 0; // Initialize coin counter
+ninja.scoreMultiplier = 1; // Initialize score multiplier
var targetPath;
// Display the lives a little bit more up in y axis from the upper path
for (var i = 0; i < ninja.lives; i++) {
var life = game.addChild(new Life());
@@ -320,29 +312,14 @@
};
game.update = function () {
var lastPath = 0;
if (LK.ticks % 50 == 0) {
- // Spawn collectibles
- if (Math.random() < 0.3) {
- var newCollectable;
- var collectableType = Math.random();
- if (collectableType < 0.6) {
- newCollectable = new Coin();
- } else if (collectableType < 0.9) {
- newCollectable = new Life();
- } else {
- newCollectable = new Shield();
- }
- newCollectable.x = 2048;
- newCollectable.y = Math.random() > 0.5 ? path1.y - 50 : path2.y - 50;
- game.addChild(newCollectable);
- }
var randomPath = Math.random() > 0.5 ? 1 : 2;
var spawnDistance = randomPath === lastPath ? 512 : 4096;
var obstacleGroupSize = Math.floor(Math.random() * 3) + 1;
for (var i = 0; i < obstacleGroupSize; i++) {
var newObstacle = new Obstacle();
- newObstacle.x = 2048 + i * newObstacle.width;
+ newObstacle.x = spawnDistance + i * newObstacle.width;
if (randomPath === 1) {
newObstacle.y = 2732 / 3 + 80;
} else {
newObstacle.y = 2732 * 2 / 3 - 80;
@@ -355,15 +332,29 @@
game.addChildAt(newObstacle, game.children.length);
}
lastPath = randomPath;
}
+ if (LK.ticks % 100 == 0) {
+ var randomCollectableType = Math.random();
+ var newCollectable;
+ if (randomCollectableType < 0.5) {
+ newCollectable = new Coin();
+ } else if (randomCollectableType < 0.8) {
+ newCollectable = new Life();
+ } else {
+ newCollectable = new Shield();
+ }
+ newCollectable.x = 2048;
+ newCollectable.y = Math.random() > 0.5 ? path1.y - 50 : path2.y - 50;
+ game.addChild(newCollectable);
+ }
if (LK.ticks % 20 == 0) {
var newPath1 = new Path();
- newPath1.x = 2048; // Set the x-coordinate to the right edge of the screen
+ newPath1.x = 2048 + 100; // Increase the x-coordinate by 100 to create a gap
newPath1.y = 2732 / 3;
game.addChild(newPath1);
var newPath2 = new Path();
- newPath2.x = 2048; // Set the x-coordinate to the right edge of the screen
+ newPath2.x = 2048 + 100; // Increase the x-coordinate by 100 to create a gap
newPath2.y = 2732 * 2 / 3;
game.addChild(newPath2);
ninja.distanceTraveled += 100; // Increase distance traveled by 100 meters for each new path
}
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