Code edit (1 edits merged)
Please save this source code
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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.
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Core Mechanics: Infinite Paths: Generation: Create path segments of fixed length. Continuously add new segments to the right end of each path as they move off-screen to the left. Remove segments that have completely moved off-screen. Positioning: (No changes needed) Movement: (No changes needed) Ninja Movement: (No changes needed) Obstacle Generation: Randomly spawn triangle-shaped obstacles. Positioning: Calculate the y-coordinate of the top path's top edge. Spawn obstacles with their bottom tips just above this edge. Similarly, calculate the y-coordinate of the bottom path's bottom edge. Spawn obstacles with their top tips just below this edge. Removal: Destroy obstacles that move off-screen to the left. Enemy Generation: Randomly spawn round enemy characters. Positioning: Ensure enemies are spawned on the surface of their respective paths. To do this, get the y-coordinate of the path at the x-coordinate where the enemy is to be spawned. Use this y-coordinate as the enemy's starting position. Removal: Destroy enemies that move off-screen to the left.
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Obstacle Generation: Randomly spawn triangle-shaped obstacles on both paths. Positioning: Obstacles should spawn above the top path and below the bottom path. Ensure there is enough vertical space between the obstacles and the paths for the ninja to jump over them. Obstacles should disappear off-screen when they reach the left edge. Enemy Generation: Randomly spawn round enemy characters on both paths. Positioning: Enemies should spawn on the paths themselves. Make sure enemies are spaced out enough to avoid immediate collisions with the ninja. Enemies should move towards the left, like the obstacles.
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Game Setup: Create a 2D horizontally scrolling game environment. Use a simple, stylized art style (like pixel art) inspired by the image. Set the background to a continuous scrolling landscape. Screen Layout: Divide the screen vertically into three equal sections. Core Mechanics: Infinite Paths: Generate two endless horizontal paths. Positioning: Place the paths in the middle and bottom sections of the screen, leaving the top section empty for the score and UI elements. Movement: Make both paths continuously move towards the left side of the screen at a constant speed. Ninja Movement: The ninja character runs automatically to the right. Initially, position the ninja on the bottom path. Implement controls for jumping: A single button press makes the ninja jump upwards to the other path. Make sure the jump feels responsive and fluid. Obstacle Generation: Randomly spawn triangle-shaped obstacles on both paths. Positioning: Obstacles should spawn within the boundaries of their respective paths. Obstacles should disappear off-screen when they reach the left edge. Enemy Generation: Randomly spawn round enemy characters on both paths. Positioning: Enemies should spawn within the boundaries of their respective paths. Enemies should move towards the left, like the obstacles.
Code edit (1 edits merged)
Please save this source code
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rename the assets also
Code edit (1 edits merged)
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Change the Player class to Ninja
Code edit (1 edits merged)
Please save this source code
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Rename this Bullet Class to NinjaStar
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Player has ability to shoot projectiles infinitely
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Now add a player class
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Remove everything
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Set the game world to bottom
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Ninja Run
===================================================================
--- original.js
+++ change.js
@@ -1,21 +1,7 @@
/****
* Classes
****/
-var Background = Container.expand(function () {
- var self = Container.call(this);
- var backgroundGraphics = self.attachAsset('background', {
- anchorX: 0.5,
- anchorY: 0
- });
- self.speed = 5;
- self.update = function () {
- self.y += self.speed;
- if (self.y >= 2732) {
- self.destroy();
- }
- };
-});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
@@ -44,14 +30,13 @@
game.addChild(newBullet);
}
};
self.down = function () {
- if (self.y === 2732 * 2 / 3) {
- self.y = 2732 / 3;
- } else {
- self.y = 2732 * 2 / 3;
- }
+ self.y = 2732 * 2 / 3;
};
+ self.up = function () {
+ self.y = 2732 / 3;
+ };
});
var NinjaStar = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('ninjaStar', {
@@ -59,9 +44,9 @@
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
- self.x += self.speed;
+ self.y += self.speed;
};
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
@@ -101,20 +86,17 @@
/****
* Game Code
****/
-var background1 = game.addChild(new Background());
-background1.y = 0;
-var background2 = game.addChild(new Background());
-background2.y = -2732;
-var ninja = game.addChild(new Ninja());
-ninja.x = 1024;
-ninja.y = 2732 / 3;
+var path1 = game.addChild(new Path());
+path1.y = 2732 / 3;
+var path2 = game.addChild(new Path());
+path2.y = 2732 * 2 / 3;
game.update = function () {
if (LK.ticks % 60 == 0) {
var newObstacle1 = new Obstacle();
newObstacle1.x = 2048;
- newObstacle1.y = 2732 / 3 - newObstacle1.height;
+ newObstacle1.y = 2732 / 4 - newObstacle1.height;
game.addChildAt(newObstacle1, game.children.length);
var newObstacle2 = new Obstacle();
newObstacle2.x = 2048;
newObstacle2.y = 2732 * 2 / 3 + newObstacle2.height;
@@ -129,13 +111,15 @@
newEnemy2.x = 2048;
newEnemy2.y = 2732 * 2 / 3;
game.addChildAt(newEnemy2, 0);
}
- if (background1.y >= 2732) {
- background1 = game.addChild(new Background());
- background1.y = background2.y - 2732;
+ if (LK.ticks % 30 == 0) {
+ var newPath1 = new Path();
+ newPath1.x = 2048;
+ newPath1.y = 2732 / 3;
+ game.addChild(newPath1);
+ var newPath2 = new Path();
+ newPath2.x = 2048;
+ newPath2.y = 2732 * 2 / 3;
+ game.addChild(newPath2);
}
- if (background2.y >= 2732) {
- background2 = game.addChild(new Background());
- background2.y = background1.y - 2732;
- }
};
\ No newline at end of file
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