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over a time of 0.01 sec change the sprites in loop 1 - 5.
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fix the code of spawning a collactable such that, if the obstacle group is spawned on the lower path then spawn the collactible on the upper path, and vise versa, Make sure the spawn rate and speed is same as the obstacles.
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Fix the problem with coin spawning logic
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increase the spawn rate of sprite.
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Destroy the previous sprite before sapwning next sprite.
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Please fix the bug: 'TypeError: ninjaGraphics.setTexture is not a function' in or related to this line: 'ninjaGraphics.setTexture(self.runFrames[self.currentFrame]);' Line Number: 129
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Loop the ninja sprite in order 1 - 5 over 0.1 sec.
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Remove the popup code.
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fix the issue.
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Now i have five sprites for different poses of the ninja for running, make running animation using those assets.
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Add the one more text GUI for testing on the bottom centre of the screen.
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fix the issues.
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when lives are finished pause the game and show the popup message, at the middle of the screen.
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Do not game over .
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Find the cause and fix the issue.
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no popup is shown when lives are finished.
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Now whenever player get's out of lives give a popup showing that you can buy three lives using 5000 coins, and show the number of coins collected by the player. and if the player buys live with coin then continue the game, else if the player doesn't have coin to buy then show 3 sec time on the popup and then game over.
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display the collected coins on the screen.
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Now add an event in coins that checks the intersection of ninja with coin, and whenever ninja intersect with coin ( single coin ) increase the value of coin in player inventory by 1.
Code edit (1 edits merged)
Please save this source code
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increase the space between the coins.
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E Now there are three type of collactibles, add a logic for below specifications: - Coins ( which are spawned in the cluster of more that one coin - cluster size [ 5, 7, 9, 10, 12, 14] ) - Spawn probabilty 95% - Sheild ( Which is spawned single ) - Spawn probability 4 % - Life ( Which is spawned single ) - Spawn Probabiltiy 1 %
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add a code to spawn a collactable such that, if the obstacle group is spawned on the lower path then spawn the collactible on the upper path, and vise versa, Make sure the spawn rate and speed is same as the obstacles.
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add a code to spawn a collactable such that, if the obstacle group is spawned on the lower path then spawn the collactible on the upper path, and vise versa
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Write the code in optimal way.
===================================================================
--- original.js
+++ change.js
@@ -98,20 +98,16 @@
anchorY: 0.5
});
self.runFrames = ['ninja_run1', 'ninja_run2', 'ninja_run3', 'ninja_run4', 'ninja_run5'];
self.currentFrame = 0;
- self.frameInterval = 6; // Change frame every 6 ticks (0.1 seconds at 60 FPS)
+ self.frameInterval = 1; // Change frame every 1 tick (0.01 seconds)
self.ticks = 0;
self.speed = 5;
self.update = function () {
self.ticks++;
if (self.ticks % self.frameInterval === 0) {
self.currentFrame = (self.currentFrame + 1) % self.runFrames.length;
- ninjaGraphics.destroy();
- ninjaGraphics = self.attachAsset(self.runFrames[self.currentFrame], {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ ninjaGraphics.setTexture(self.runFrames[self.currentFrame]);
}
if (self.currentPath === 'lower' && self.y >= path2.y - self.height && !self.dashActive) {
var dash = new Dash();
dash.x = self.x - self.width / 2;
@@ -493,41 +489,38 @@
}
};
game.update = function () {
var lastPath = 0;
- if (LK.ticks % 30 == 0) {
+ if (LK.ticks % 50 == 0) {
// Determine collectible type based on probabilities
var collectibleType;
var randomValue = Math.random() * 100;
- if (randomValue < 80) {
+ if (randomValue < 95) {
collectibleType = 'coin';
- } else if (randomValue < 90) {
+ } else if (randomValue < 99) {
collectibleType = 'shield';
} else {
collectibleType = 'life';
}
// Spawn collectible on the opposite path of the last obstacle
var collectiblePath = lastSpawnedPath === 1 ? 0 : 1;
if (collectibleType === 'coin') {
- var clusterSizes = [3, 5, 7];
+ var clusterSizes = [5, 7, 9, 10];
var clusterSize = clusterSizes[Math.floor(Math.random() * clusterSizes.length)];
for (var i = 0; i < clusterSize; i++) {
var newCoin = new Coin();
- newCoin.x = 2048 + i * (newCoin.width + 50); // Increase spacing between coins
- newCoin.speed = 30; // Match speed with obstacles
+ newCoin.x = 2048 + i * (newCoin.width + 30); // Increase spacing between coins
newCoin.y = collectiblePath === 1 ? 2732 / 3 + 80 : 2732 * 2 / 3 - 80;
game.addChild(newCoin);
}
} else if (collectibleType === 'shield') {
var newShield = new Shield();
newShield.x = 2048;
- newShield.speed = 30; // Match speed with obstacles
newShield.y = collectiblePath === 1 ? 2732 / 3 + 80 : 2732 * 2 / 3 - 80;
game.addChild(newShield);
} else if (collectibleType === 'life') {
var newLife = new Life();
newLife.x = 2048;
- newLife.speed = 30; // Match speed with obstacles
newLife.y = collectiblePath === 1 ? 2732 / 3 + 80 : 2732 * 2 / 3 - 80;
game.addChild(newLife);
}
var randomPath = Math.random() > 0.5 ? 1 : 2;
@@ -548,9 +541,9 @@
game.addChildAt(newObstacle, game.children.length);
}
lastPath = randomPath;
}
- if (LK.ticks % 10 == 0) {
+ if (LK.ticks % 20 == 0) {
var newPath1 = new Path();
newPath1.x = 2048 + 100; // Increase the x-coordinate by 100 to create a gap
newPath1.y = 2732 / 3;
game.addChild(newPath1);
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