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Decrease in the quantity of rocks
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Decrease the quantity of rock
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Increase the quantity of obstacle
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If hero touch side game over
Code edit (2 edits merged)
Please save this source code
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Score=hero claim rock
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Score increase as the hero touch rock
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Score increase when the hero touch rock
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If hero touch rock the rock disappears
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At some rocks
Code edit (1 edits merged)
Please save this source code
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Remove this command
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The dot come at bottom automatically after one touch in left button
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Dot come in button after touching any button
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If the dot touch right button the hero go right side
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Create a right button on right side
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If the dot touch left button the hero go left side
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Hero spawn above the left button
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More above
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'hero.x = leftButton.x;' Line Number: 76
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Hero spawn above the left button
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Little bit up
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Hero spawn at left side
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Dot move as user wants
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Create a dot
/**** * Classes ****/ var Dot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the dot, if needed }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // For example, if you use LK.getAsset('hero'), the engine will automatically create and load an asset with the id 'hero'. // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { // Update logic for the hero, such as movement }; }); var LeftButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('leftButton', { anchorX: 0.5, anchorY: 0.5 }); self.x = 150; self.y = 2732 - 150; self.down = function (x, y, obj) { hero.x -= hero.speed; }; }); // Obstacle class representing obstacles in the game var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); var RightButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('rightButton', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 - 150; self.y = 2732 - 150; self.down = function (x, y, obj) { hero.x += hero.speed; }; }); var Rock = Container.expand(function () { var self = Container.call(this); var rockGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize game variables var leftButton = game.addChild(new LeftButton()); var rightButton = game.addChild(new RightButton()); var hero = game.addChild(new Hero()); hero.x = leftButton.x; hero.y = leftButton.y - 200; // Adjusted to ensure hero spawns above the left button var obstacles = []; var dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 / 2 - 100; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Function to handle game updates game.update = function () { // Update hero hero.update(); // Check if dot intersects with left button if (dot.intersects(leftButton)) { hero.x -= hero.speed; dot.x = leftButton.x; // dot.y = 2732 - 50; // Removed command to prevent dot from moving to the bottom } // Check if dot intersects with right button if (dot.intersects(rightButton)) { hero.x += hero.speed; dot.x = rightButton.x; dot.y = rightButton.y; } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (hero.intersects(obstacles[i])) { if (obstacles[i] instanceof Rock) { obstacles[i].destroy(); obstacles.splice(i, 1); score += 10; // Increase score by 10 when hero touches a rock scoreTxt.setText(score); // Update score text } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } // Spawn new obstacles if (LK.ticks % 30 == 0) { for (var j = 0; j < 2; j++) { // Spawn two obstacles at a time var newObstacle; if (Math.random() > 0.85) { newObstacle = new Obstacle(); } else { newObstacle = new Rock(); } newObstacle.x = Math.random() * 2048; newObstacle.y = 0; obstacles.push(newObstacle); game.addChild(newObstacle); } } // Check if hero touches the left or right edge of the screen if (hero.x <= 0 || hero.x >= 2048) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Update score }; // Handle touch events for hero movement game.down = function (x, y, obj) { dot.x = x; dot.y = y; }; game.move = function (x, y, obj) { dot.x = x; dot.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up };
===================================================================
--- original.js
+++ change.js
@@ -141,9 +141,9 @@
if (LK.ticks % 30 == 0) {
for (var j = 0; j < 2; j++) {
// Spawn two obstacles at a time
var newObstacle;
- if (Math.random() > 0.7) {
+ if (Math.random() > 0.85) {
newObstacle = new Obstacle();
} else {
newObstacle = new Rock();
}
Right button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Road. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Road Car. 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.