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Remove the whole spawn collectible code.
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Add the collectable spawning function to game update with obstacle.
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if the obstacle lastPath is 0 then coin current path should be 1 and if obstacle lastPath is 1 then coin last Path should be 0.
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currently the lives and sheild speed is slower than the coin and path, make it eaqual speed.
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Remove the redundent code
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'newObstacle.x = newCollectible.x + i * newObstacle.width;' Line Number: 351
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Now there is some issue with our logic, so now what i want is, move the obstacle to the collectible and consider it in collectible chance.
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remove the overlap check from spawnable fuction
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still sometimes the coins and obstacle groups are spawned on the same path same location, fix this issue.
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from line 394 to 404 you are checking the overlap of obstacle and coins, but that logic is not working for the group of coins and obstacles. You can change a logic to, when obstacles(groups) are spawned on the lower path, spawn coins group in front of the obstacle group ( on the upper path), and if obstacles(groups) are spawned on the upper path then spawn coins group in front of the obstacle group ( on the lower path).
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still not visible to me.
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fix the bug coin text is not visible.
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move the coin display on the top right corner
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dd the display text for coin on the same y location of Score, but the x location should be on right.
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function spawnCollectible() { // ... (rest of the code for life and shield spawning remains the same) // 50% chance to spawn a coin var newCoin = new Coin(); var randomPath = Math.random() > 0.5 ? 1 : 2; // Choose a random path (1 or 2) var validPosition = false; var maxAttempts = 10; // Maximum attempts to find a valid spawn position var attempts = 0; while (!validPosition && attempts < maxAttempts) { newCoin.x = 2048 + Math.random() * 500; // Place coin on the path OPPOSITE to the most recent obstacle if (randomPath === 1) { // If the obstacle was on path 1 newCoin.y = 2732 * 2 / 3 + 80; // Place coin on path 2 newCoin.rotation = Math.PI; // Rotate 180 degrees } else { // If the obstacle was on path 2 newCoin.y = 2732 / 3 - 80; // Place coin on path 1 newCoin.rotation = 0; // No rotation } // Check for overlap with obstacles validPosition = true; for (var j = 0; j < game.children.length; j++) { if (game.children[j] instanceof Obstacle && newCoin.intersects(game.children[j])) { validPosition = false; break; } } attempts++; } // If a valid position is found within the attempts, add the coin and its group if (validPosition) { coins.push(newCoin); game.addChild(newCoin); // Spawn coin group (rest of the code for spawning grouped coins remains the same) // ... } } Explanation of Changes: Track Last Path: We've introduced a variable lastPath to keep track of the path where the most recent obstacle was spawned. Opposite Path Placement: Now, the coin is placed on the opposite path to the last spawned obstacle. Overlap Check: An overlap check ensures the coin's initial position doesn't collide with any existing obstacles. If it does, the coin is repositioned, and the process repeats until a valid position is found. Limited Attempts: A maximum of 10 attempts are allowed to find a valid position to avoid infinite loops in case there's no space.
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To prevent coins from overlapping with obstacles when they spawn, we'll need to modify the coin spawning logic in the spawnCollectible function. Here's the improved code with the necessary adjustments: JavaScript function spawnCollectible() { // ... (rest of the code for life and shield spawning remains the same) // 50% chance to spawn a coin var newCoin = new Coin(); var randomPath = Math.random() > 0.5 ? 1 : 2; // Choose a random path (1 or 2) var validPosition = false; var maxAttempts = 10; // Maximum attempts to find a valid spawn position var attempts = 0; while (!validPosition && attempts < maxAttempts) { newCoin.x = 2048 + Math.random() * 500; // Place coin on the path OPPOSITE to the most recent obstacle if (randomPath === 1) { // If the obstacle was on path 1 newCoin.y = 2732 * 2 / 3 + 80; // Place coin on path 2 newCoin.rotation = Math.PI; // Rotate 180 degrees } else { // If the obstacle was on path 2 newCoin.y = 2732 / 3 - 80; // Place coin on path 1 newCoin.rotation = 0; // No rotation } // Check for overlap with obstacles validPosition = true; for (var j = 0; j < game.children.length; j++) { if (game.children[j] instanceof Obstacle && newCoin.intersects(game.children[j])) { validPosition = false; break; } } attempts++; } // If a valid position is found within the attempts, add the coin and its group if (validPosition) { coins.push(newCoin); game.addChild(newCoin); // Spawn coin group (rest of the code for spawning grouped coins remains the same) // ... } } Use code with caution. Key Changes: Track Last Path: We've introduced a variable lastPath to keep track of the path where the most recent obstacle was spawned. Opposite Path Placement: Now, the coin is placed on the opposite path to the last spawned obstacle. Overlap Check: An overlap check ensures the coin's initial position doesn't collide with any existing obstacles. If it does, the coin is repositioned, and the process repeats until a valid position is found. Limited Attempts: A maximum of 10 attempts are allowed to find a valid position to avoid infinite loops in case there's no space.
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Bug Identification: The main issue is that the code section responsible for spawning collectibles has a logic error. Here's the problematic part: JavaScript var collectibleChance = Math.random(); if (collectibleChance < 0.2) { // ... spawn a life } else if (collectibleChance < 0.5) { // ... spawn a shield } else { // ... spawn a coin } Use code with caution. In this logic: There's a 20% chance of spawning a life (collectibleChance < 0.2). If a life isn't spawned, there's then a 30% chance of spawning a shield (collectibleChance < 0.5). However, this check is flawed because if a life wasn't spawned, then collectibleChance is already guaranteed to be at least 0.2. So, the condition for spawning a shield will never be true. This leaves the remaining 50% chance always allocated to spawning coins. Solution: To fix this, you need to adjust the conditions for spawning lives and shields: JavaScript var collectibleChance = Math.random(); if (collectibleChance < 0.2) { // ... spawn a life } else if (collectibleChance >= 0.2 && collectibleChance < 0.5) { // Correct the condition // ... spawn a shield } else { // ... spawn a coin } Use code with caution. Now, the logic is: 0% to 20%: Spawn a life 20% to 50%: Spawn a shield 50% to 100%: Spawn a coin This way, each collectible type has its intended chance of spawning.
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Sheild chance : 30 % Health Chance : 20 % Coin Chance : 50 %
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sheild and lives are not spawning fix the bug
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increase the frequency of the coins
Code edit (1 edits merged)
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remove this probabilty between the collectables.
===================================================================
--- original.js
+++ change.js
@@ -375,9 +375,9 @@
game.addChild(groupedCoin);
}
}
}
-LK.setInterval(spawnCollectible, 3000);
+LK.setInterval(spawnCollectible, 1500);
var background = game.addChild(new Background());
var path1 = game.addChild(new Path());
path1.y = 2732 / 3;
var path2 = game.addChild(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