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hide the ninjaRun as soon as the ninja stops walk on the stick
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set ninjaRun visble when moving
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in Ninja class, add a 2nd ninjaGraphics named ninjaRun
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Please fix the bug: 'ReferenceError: platforms is not defined' in or related to this line: 'var platformMinX = platforms[currentPlatformIndex + 1].x.x - platforms[currentPlatformIndex + 1].x.width / 2;' Line Number: 211
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remove the finishline notion
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for platforms remplace the use of an array by the use of 3 variables : platformCurrent platformTarget platformNext
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add the offsets to stick.x = platforms[currentPlatformIndex].x + platforms[currentPlatformIndex].width / 2; // Set stick to the right edge of the current platform stick.y = platforms[currentPlatformIndex].y - platforms[currentPlatformIndex].height; // Adjusted y-coordinate to ensure stick is on the platform too
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add an offset of -30 to the stick x position
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add an offset of 20 to the stick y position
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add an offset of 20 to the ninja y position
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move the code of foreground and midground from game.update to 'handleBackgroundMovement'
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create and empty function 'handleBackgroundMovement'
Code edit (1 edits merged)
Please save this source code
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remove the latest midground creations
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Please fix the bug: 'TypeError: midground1 is undefined' in or related to this line: 'midground1.x -= 7;' Line Number: 169
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remove the redundant instanciation of midground
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instanciate the midground before the platforms
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remove the midground y adjustement
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Please fix the bug: 'ReferenceError: midground1 is not defined' in or related to this line: 'midground1.x -= 7;' Line Number: 184
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add a midground asset before the foreground
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make th foregrounds move faster for the parralax effect
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mirror the foreground2 horizontally using scaleX = -1
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mirror the foreground2 horizontally
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Please fix the bug: 'ReferenceError: foreground1 is not defined' in or related to this line: 'foreground1.x -= 5;' Line Number: 163
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create another foreground to make an infinite horizontal foreground
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Ninja class var Ninja = Container.expand(function () { var self = Container.call(this); var ninjaGraphics = self.attachAsset('ninja', { anchorX: 0.5, anchorY: 1.0 }); self.update = function () { // Ninja update logic }; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 1.0 }); platformGraphics.width = platformGraphics.width / 2; // Reduce the width of the platform self.update = function () { // Platform update logic }; }); // Stick class var Stick = Container.expand(function () { var self = Container.call(this); var stickGraphics = self.attachAsset('stick', { anchorX: 0.5, anchorY: 1.0 }); self.length = 0; self.update = function () { // Stick update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Initialize game variables var ninja; var stick; var platforms = []; var currentPlatformIndex = 0; var isStickGrowing = false; var isStickFalling = false; var isNinjaMoving = false; var score = 0; var finishLine; var foreground1; var foreground2; var midground1; var midground2; // Create initial platforms function createInitialPlatforms() { var platform1 = new Platform(); platform1.x = 300; platform1.y = 2732; // Adjusted y-coordinate to touch the ground game.addChild(platform1); platforms.push(platform1); var platform2 = new Platform(); var minDistance = 200; var maxDistance = 1400; var distance = Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance; platform2.x = platform1.x + platform1.width / 2 + distance; platform2.y = 2732; // Adjusted y-coordinate to touch the ground game.addChild(platform2); platforms.push(platform2); var platform3 = new Platform(); platform3.x = 2500; // Position the third platform outside the screen platform3.y = 2732; // Adjusted y-coordinate to touch the ground game.addChild(platform3); platforms.push(platform3); } // Start the game function startGame() { game.addChildAt(background, 0); // Ensure background is behind all other game elements // Add midground images to create an infinite horizontal midground midground1 = LK.getAsset('midground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); game.addChild(midground1); midground2 = LK.getAsset('midground', { anchorX: 0.5, anchorY: 1.0, x: 2048 + 2048 / 2, y: 2732, scaleX: -1 }); game.addChild(midground2); createInitialPlatforms(); ninja = new Ninja(); if (platforms[0]) { ninja.x = platforms[0].x; ninja.y = platforms[0].y - platforms[0].height + 20; // Adjusted y-coordinate to ensure ninja is visible on the first hill with an offset of 20 } else { console.error("platforms[0] is not defined"); } game.addChild(ninja); stick = new Stick(); stick.length = 0; // Set initial stick length to zero stick.height = stick.length; stick.x = platforms[0].x + platforms[0].width / 2; // Set stick to the right edge of the platform stick.y = platforms[0].y - platforms[0].height; // Adjusted y-coordinate to ensure stick is on the platform game.addChild(stick); // Add foreground images to create an infinite horizontal foreground foreground1 = LK.getAsset('foreground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); game.addChild(foreground1); foreground2 = LK.getAsset('foreground', { anchorX: 0.5, anchorY: 1.0, x: 2048 + 2048 / 2, y: 2732, scaleX: -1 }); game.addChild(foreground2); } // Handle touch down event game.down = function (x, y, obj) { if (!isStickGrowing && !isStickFalling && !isNinjaMoving) { isStickGrowing = true; } }; // Handle touch up event game.up = function (x, y, obj) { if (isStickGrowing && !isNinjaMoving) { isStickGrowing = false; isStickFalling = true; } }; // Update game logic game.update = function () { if (isStickGrowing) { stick.length += 10; stick.height = stick.length; } if (isStickFalling && !isNinjaMoving) { stick.rotation += 0.1; if (stick.rotation >= Math.PI / 2) { stick.rotation = Math.PI / 2; isStickFalling = false; isNinjaMoving = true; } } if (isNinjaMoving) { handleBackgroundMovement(); // Shift platforms, ninja, and stick to the left if (!isStickGrowing && !isStickFalling) { for (var i = 0; i < platforms.length; i++) { platforms[i].x -= 5; if (platforms[i].x + platforms[i].width / 2 < 0) { platforms[i].x = 2048 + platforms[i].width / 2; } } } ninja.x -= 5; stick.x -= 5; // Make the ninja walk on the stick if (ninja.x < stick.x + stick.length) { ninja.x += 10; } else { // If the ninja has walked to the end of the stick if (platforms[currentPlatformIndex + 1]) { var ninjaMinX = ninja.x - ninja.width / 2; var ninjaMaxX = ninja.x + ninja.width / 2; var platformMinX = platforms[currentPlatformIndex + 1].x.x - platforms[currentPlatformIndex + 1].x.width / 2; var platformMaxX = platforms[currentPlatformIndex + 1].x + platforms[currentPlatformIndex + 1].width / 2; var ninjaMinX = ninja.x - ninja.width / 2; var ninjaMaxX = ninja.x + ninja.width / 2; var platformMinX = platforms[currentPlatformIndex + 1].x - platforms[currentPlatformIndex + 1].width / 2; var platformMaxX = platforms[currentPlatformIndex + 1].x + platforms[currentPlatformIndex + 1].width / 2; if (ninjaMaxX < platformMinX || ninjaMinX > platformMaxX) { // If the stick does not reach the next platform or exceeds it, make the ninja fall ninja.y += 20; if (ninja.y > 2732) { // If ninja falls off the screen LK.showGameOver(); } } else { // If the stick reaches the next platform, stop the ninja and reset the stick if (platforms[currentPlatformIndex + 1].x - platforms[currentPlatformIndex + 1].width / 2 <= 300) { isNinjaMoving = false; // Remove the first platform from the game and the platforms array game.removeChild(platforms[0]); platforms.shift(); score++; stick.length = 0; stick.height = 0; stick.rotation = 0; stick.x = platforms[currentPlatformIndex].x + platforms[currentPlatformIndex].width / 2; // Set stick to the right edge of the current platform stick.y = platforms[currentPlatformIndex].y - platforms[currentPlatformIndex].height; // Adjusted y-coordinate to ensure stick is on the platform // Create a new platform to the right of the screen only if there are less than two platforms if (platforms.length < 2) { var newPlatform = new Platform(); var minDistance = 200; var maxDistance = 1400; var distance = Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance; newPlatform.x = platforms[currentPlatformIndex].x + platforms[currentPlatformIndex].width / 2 + distance; newPlatform.y = 2732; // Adjusted y-coordinate to touch the ground game.addChild(newPlatform); platforms.push(newPlatform); // Add a finish line on the fifth platform if (score == 4 && !finishLine) { finishLine = LK.getAsset('finishLine', { anchorX: 0.5, anchorY: 1.0, x: newPlatform.x, y: newPlatform.y - newPlatform.height }); game.addChild(finishLine); } // Remove the finish line once the player reaches it if (finishLine && ninja.x <= finishLine.x) { game.removeChild(finishLine); finishLine = null; } } } } } } } }; // Start the game startGame(); function handleBackgroundMovement() { // Move midground images to the left midground1.x -= 7; midground2.x -= 7; // Move foreground images to the left foreground1.x -= 10; foreground2.x -= 10; // Reset midground position to create an infinite scrolling effect if (midground1.x + 2048 / 2 < 0) { midground1.x = midground2.x + 2048; } if (midground2.x + 2048 / 2 < 0) { midground2.x = midground1.x + 2048; } // Reset foreground position to create an infinite scrolling effect if (foreground1.x + 2048 / 2 < 0) { foreground1.x = foreground2.x + 2048; } if (foreground2.x + 2048 / 2 < 0) { foreground2.x = foreground1.x + 2048; } }
===================================================================
--- original.js
+++ change.js
@@ -113,9 +113,9 @@
createInitialPlatforms();
ninja = new Ninja();
if (platforms[0]) {
ninja.x = platforms[0].x;
- ninja.y = platforms[0].y - platforms[0].height; // Adjusted y-coordinate to ensure ninja is visible on the first hill
+ ninja.y = platforms[0].y - platforms[0].height + 20; // Adjusted y-coordinate to ensure ninja is visible on the first hill with an offset of 20
} else {
console.error("platforms[0] is not defined");
}
game.addChild(ninja);