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in handleNinjaAfterStick separate code in dedicated functions
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in handleNinjaAfterStick, don't create a new platform, just move the old one
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in handleNinjaAfterStick, don't use game.removeChild()
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Please fix the bug: 'TypeError: ninja is undefined' in or related to this line: 'ninja.update();' Line Number: 318
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dans game.down, si isGameStarted est faux, passe le à vrai et appel startgame
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place le isGameStarted seulement apres un click
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ajoute un boolen en tant que flag pour le demarrage du jeu
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Joue le BG Music une première fois au start.
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joue la bg musique toutes les 10 secondes
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joue la bg musique toutes les 10 secondes
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répete toujours la musique bg
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always play the bgMusic
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'runSoundPlaying')' in or related to this line: 'ninja.runSoundPlaying = false; // Reset the run sound flag when the game starts' Line Number: 241
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Arrête le son de la course quand le ninja tombe.
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Joue le son run quand le ninja court.
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ne joue le son qu'une seule fois.
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Je joue le son un peu plus tôt.
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Joue le son l'heure de la chute
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fix : there's a platform that moves 2 times not like the other elments
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separate the states logic before and after the ninja passes the stick
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fix the bug : a platform moves before the ninjapasses the stick
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Ninja class
var Ninja = Container.expand(function () {
var self = Container.call(this);
self.ninjaStand = self.attachAsset('ninja', {
anchorX: 0.5,
anchorY: 1.0
});
self.ninjaRun = self.attachAsset('ninjaRun', {
anchorX: 0.5,
anchorY: 1.0
});
self.ninjaRun.visible = false; // Initially hide the running ninja graphic
self.update = function () {
if (isNinjaMoving && !isStickFalling && ninja.x + ninja.width / 2 < stick.x + stick.length) {
self.ninjaStand.visible = false;
self.ninjaRun.visible = true;
} else {
self.ninjaStand.visible = true;
self.ninjaRun.visible = false;
}
};
});
// 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
****/
function moveNinja() {
console.log("Moving...", "ninja.x= " + ninja.x, "stick.x= " + (stick.x + stick.length));
handleBackgroundMovement();
// Shift platforms, ninja, and stick to the left
if (!isStickGrowing && !isStickFalling && isNinjaMoving) {
platformCurrent.x -= 5;
platformTarget.x -= 5;
platformNext.x -= 5;
if (platformCurrent.x + platformCurrent.width / 2 < 0) {
platformCurrent.x = 2048 + platformCurrent.width / 2;
}
if (platformTarget.x + platformTarget.width / 2 < 0 && !isNinjaMoving && ninja.x >= stick.x + stick.length) {
platformTarget.x = 2048 + platformTarget.width / 2;
}
if (platformNext.x + platformNext.width / 2 < 0 && !isNinjaMoving && ninja.x >= stick.x + stick.length) {
platformNext.x = 2048 + platformNext.width / 2;
}
}
if (isNinjaMoving) {
ninja.x -= 5;
stick.x -= 5;
}
// Make the ninja walk on the stick
if (ninja.x < stick.x + stick.length) {
ninja.x += 10;
} else {
console.log("Passed the stick", "Run= " + ninja.ninjaRun.visible, "Stand= " + ninja.ninjaStand.visible);
// If the ninja has walked to the end of the stick
if (platformTarget) {
var ninjaMinX = ninja.x - ninja.width / 2 + legsOffset;
var ninjaMaxX = ninja.x + ninja.width / 2 - legsOffset;
var platformMinX = platformTarget.x - platformTarget.width / 2;
var platformMaxX = platformTarget.x + platformTarget.width / 2;
var platformMinX = platformTarget.x - platformTarget.width / 2;
var platformMaxX = platformTarget.x + platformTarget.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;
ninja.ninjaStand.rotation = Math.PI; // Rotate the ninja by 180 degrees
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 (platformTarget.x - platformTarget.width / 2 <= 300) {
isNinjaMoving = false;
// Remove the first platform from the game and the platforms array
game.removeChild(platformCurrent);
platformCurrent = platformTarget;
platformTarget = platformNext;
score++;
stick.length = 0;
stick.height = 0;
stick.rotation = 0;
stick.x = platformCurrent.x + platformCurrent.width / 2 - 30; // Set stick to the right edge of the current platform with an offset of -30
stick.y = platformCurrent.y - platformCurrent.height + 20; // Adjusted y-coordinate to ensure stick is on the platform with an offset of 20
// Create a new platform to the right of the screen only if there are less than two platforms
if (!platformNext) {
var newPlatform = new Platform();
var minDistance = 200;
var maxDistance = 1400;
var distance = Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance;
newPlatform.x = platformCurrent.x + platformCurrent.width / 2 + distance;
newPlatform.y = 2732; // Adjusted y-coordinate to touch the ground
newPlatform.width = Math.floor(Math.random() * (400 - 100 + 1)) + 100; // Randomize width between 100 and 400
game.addChild(newPlatform);
platformNext = newPlatform;
}
}
}
}
}
}
function fallStick() {
stick.rotation += 0.1;
if (stick.rotation >= Math.PI / 2) {
stick.rotation = Math.PI / 2;
isStickFalling = false;
isNinjaMoving = true;
}
}
function growStick() {
stick.length += 10;
stick.height = stick.length;
}
// 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 groundOffset = 2732 + 25;
var ninja;
var stick;
var platformCurrent;
var platformTarget;
var platformNext;
var isStickGrowing = false;
var isStickFalling = false;
var isNinjaMoving = false;
var legsOffset = 50;
var score = 0;
var foreground1;
var foreground2;
var midground1;
var midground2;
// Create initial platforms
function createInitialPlatforms() {
var platform1 = new Platform();
platform1.x = 300;
platform1.y = groundOffset; // Adjusted y-coordinate to touch the ground
platform1.width = Math.floor(Math.random() * (400 - 100 + 1)) + 100; // Randomize width between 100 and 400
game.addChild(platform1);
platformCurrent = 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 = groundOffset; // Adjusted y-coordinate to touch the ground
platform2.width = Math.floor(Math.random() * (400 - 100 + 1)) + 100; // Randomize width between 100 and 400
game.addChild(platform2);
platformTarget = platform2;
var platform3 = new Platform();
platform3.x = 2500; // Position the third platform outside the screen
platform3.y = groundOffset; // Adjusted y-coordinate to touch the ground
platform3.width = Math.floor(Math.random() * (400 - 100 + 1)) + 100; // Randomize width between 100 and 400
game.addChild(platform3);
platformNext = 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 (platformCurrent) {
ninja.x = platformCurrent.x;
ninja.y = platformCurrent.y - platformCurrent.height + 20; // Adjusted y-coordinate to ensure ninja is visible on the first hill with an offset of 20
} else {
console.error("platformCurrent is not defined");
}
game.addChild(ninja);
stick = new Stick();
stick.length = 0; // Set initial stick length to zero
stick.height = stick.length;
stick.x = platformCurrent.x + platformCurrent.width / 2 - 30; // Set stick to the right edge of the platform with an offset of -30
stick.y = platformCurrent.y - platformCurrent.height + 20; // Adjusted y-coordinate to ensure stick is on the platform with an offset of 20
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) {
growStick();
}
ninja.update();
if (isStickFalling && !isNinjaMoving) {
fallStick();
}
if (isNinjaMoving) {
moveNinja();
}
};
// 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;
}
}