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remove the random generation of the obstacles
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Reduce the spawn rate of the obstacle and also the obstacle of one path should not face the the other path.
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currently the spawning of obstacle is linear i want it to be random.
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Remove this grouping system for the obstacles
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Currently if i play the game, i am not able to procede in the game because the obstacle are on the both the side, so what i want is whenever there is a obstacle on the one side then other side should be without any obstacles and vise versa.
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Current you are spawning the Obstacles on the both the path at the same time but i want to spawn obstacle like if the group is spawning on the lower path then it should no spawn on the upper path and if the group is spawning on the upper path then it should not spawn on the lower path.
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the group size should not be more than the 7
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the distance should be not random between the groups it should be constant
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There should be a gap between the groups of the spikes so that the ninja will get the place to jump.
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always Rotate the obstacle of upper path to 180 degree
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Generate the group of Obstacles instead of single obstacles ( group size can 1 - 7 ) , at the random distance.
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now currently obstacles are spawning on every 60 tick, but i want to generate bunch of obstacle together, let's some time 3 obstacles together sometimes 5 obstacles together or some times 7 obstacles together, and sometimes 1 obstacle, sometimes 2 obstacles. there should be some gap between this packges of the obstacles.
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when clicked ninja should jump on the other path.
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ninja should shoot horizontally
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fix the issue
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Create an animation for the background that simulates endless downward motion. Utilize a single background asset, duplicating it and placing it directly above the original to extend the visual field. As both copies of the background move downwards in tandem, once the lower background completely exits the screen, it should be destroyed and then immediately recreated and attached above the remaining visible background. This cycle of destruction and recreation maintains an infinite loop, effectively achieving the illusion of continuous, unbroken movement in the game environment.
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can you fix the issue.
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Enemies and Obstastacle should always be on the top in terms of visibility order.
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Please fix the bug: 'ReferenceError: ninja is not defined' in or related to this line: 'newObstacle1.y = ninja.y == 2732 / 3 ? 2732 * 2 / 3 + newObstacle1.height : 2732 / 3 - newObstacle1.height;' Line Number: 107
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Obstacles: Instead of spawning obstacles directly above/below the paths, calculate the y-coordinate for the opposite path. If the ninja is on the top path, spawn the obstacle below the bottom path, and vice-versa. Introduce random spacing between obstacles. Determine a minimum and maximum distance, and randomly choose a value within that range for the space between each obstacle. This ensures the ninja has enough time to react and jump. Enemies: Spawn enemies directly on the paths as before. However, ensure that enemies do not spawn too close to obstacles. Implement a check to see if the spawn location is a certain distance away from any existing obstacles. If not, adjust the spawn location or skip spawning the enemy altogether.
===================================================================
--- original.js
+++ change.js
@@ -91,22 +91,18 @@
path1.y = 2732 / 3;
var path2 = game.addChild(new Path());
path2.y = 2732 * 2 / 3;
game.update = function () {
- if (Math.random() < 0.01) {
- var path = Math.random() < 0.5 ? 1 : 2; // Spawn obstacles randomly on upper and lower path
- if (path === 1) {
- var newObstacle1 = new Obstacle();
- newObstacle1.x = 2048;
- newObstacle1.y = 2732 / 3 + 80;
- newObstacle1.rotation = 0; // No rotation
- game.addChildAt(newObstacle1, game.children.length);
- } else {
- var newObstacle2 = new Obstacle();
- newObstacle2.x = 2048;
- newObstacle2.y = 2732 * 2 / 3 - 80;
- game.addChildAt(newObstacle2, game.children.length);
- }
+ if (LK.ticks % 120 == 0) {
+ var newObstacle1 = new Obstacle();
+ newObstacle1.x = 2048;
+ newObstacle1.y = 2732 / 3 + 80;
+ newObstacle1.rotation = 0; // No rotation
+ game.addChildAt(newObstacle1, game.children.length);
+ var newObstacle2 = new Obstacle();
+ newObstacle2.x = 2048;
+ newObstacle2.y = 2732 * 2 / 3 - 80;
+ game.addChildAt(newObstacle2, game.children.length);
}
if (LK.ticks % 120 == 0) {
var newEnemy1 = new Enemy();
newEnemy1.x = 2048;
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