Code edit (16 edits merged)
Please save this source code
User prompt
for ninja run anim, use the following sequence : 1,2,1,3,4,3
Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
User prompt
accelerate the run animation
Code edit (3 edits merged)
Please save this source code
User prompt
use ninjaRun, ninjaRun2 and ninjaRun3 to animate ninja running
User prompt
add ninjaRun2 and ninjaRun3 in Ninja class
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: clouds is not defined' in or related to this line: 'clouds.children.forEach(function (cloud) {' Line Number: 475
User prompt
add the paralax movement to the clouds too
Code edit (1 edits merged)
Please save this source code
User prompt
make clouds move slowly to the left the re-appear from the right
Code edit (3 edits merged)
Please save this source code
User prompt
add clouds at init time
User prompt
add a class clouds to the game
Code edit (4 edits merged)
Please save this source code
User prompt
extract the code of update when isReturningToBase to a separate method
Code edit (1 edits merged)
Please save this source code
User prompt
midground1 and foreground2 should only move when platforms move
User prompt
use NINJA_MOVEMENT_SPEED in handleBackgroundMovement
Code edit (2 edits merged)
Please save this source code
User prompt
when ninja runs, apply the same ratios to foreground and midground movement as when returning to base
Code edit (2 edits merged)
Please save this source code
User prompt
Loop: true doesn’t work. Use lk.setinterval with value 500
/****
* 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.runSoundPlaying = false; // Flag to track if run sound is playing
self.update = function () {
if (isNinjaMoving && !isStickFalling && ninja.x + ninja.width / 2 < stick.x + stick.length) {
self.ninjaStand.visible = false;
self.ninjaRun.visible = true;
if (!self.runSoundPlaying) {
self.runSoundInterval = LK.setInterval(function () {
LK.getSound('runSound').play();
}, 500);
self.runSoundPlaying = true;
}
} else {
if (self.runSoundPlaying) {
LK.clearInterval(self.runSoundInterval);
self.runSoundPlaying = false;
}
self.ninjaStand.visible = true;
self.ninjaRun.visible = false;
self.runSoundPlaying = 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
};
});
var StartButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics2 = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 20,
y: 20,
tint: 0x333333,
alpha: 0.75
});
var buttonGraphics = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5
});
});
// 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
****/
// Initialize game variables
var platformMinWidth = 100;
var level = 1; // Initialize the level variable
var platformMaxWidth = 400;
var groundOffset = 2732 + 25;
var ninja;
var stick;
var platformCurrent;
var platformTarget;
var platformNext;
var isStickGrowing = false;
var isReturningToBase = false;
var isStickFalling = false;
var isNinjaMoving = false;
var isGameStarted = false; // Flag to indicate the start of the game
var legsOffset = 50;
var score = 0;
var foreground1;
var foreground2;
var midground1;
var midground2;
var fallSoundPlayed = false; // Flag to ensure fall sound is played only once
var background;
var startButton;
var scoreTxt;
var basePlatformX = 300;
var NINJA_MOVEMENT_SPEED = -5;
function gameInitialize() {
// Initialize game variables
groundOffset = 2732 + 25;
ninja = null;
stick = null;
platformCurrent = null;
platformTarget = null;
platformNext = null;
isStickGrowing = false;
isReturningToBase = false;
isStickFalling = false;
isNinjaMoving = false;
isGameStarted = false; // Flag to indicate the start of the game
legsOffset = 50;
score = 0;
foreground1 = null;
foreground2 = null;
midground1 = null;
midground2 = null;
fallSoundPlayed = false; // Flag to ensure fall sound is played only once
// Add background image
background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
startButton = new StartButton();
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
game.addChild(startButton);
// Create and display the score text at the top of the screen with drop shadow
scoreTxt = new Text2(LK.getScore(), {
size: 300,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 10,
dropShadow: true,
dropShadowColor: "#000000",
dropShadowBlur: 4,
dropShadowDistance: 6,
weight: 1000
});
scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally, anchor point set at the middle of its top edge.
scoreTxt.x = 2048 / 2; // Center horizontally
scoreTxt.y = 50; // Position near the top
scoreTxt.visible = false;
game.addChild(scoreTxt);
}
// Start the game
function startGame() {
// Background is already added in the initial game setup
fallSoundPlayed = false; // Reset the flag when the game starts
ninja = new Ninja(); // Initialize the ninja object
ninja.runSoundPlaying = false; // Reset the run sound flag when the game starts
// 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();
if (platformCurrent) {
ninja.x = platformCurrent.x;
ninja.y = platformCurrent.y - platformCurrent.height + 15; // 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.addChildAt(ninja, game.children.indexOf(platformCurrent) - 1);
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.addChildAt(stick, game.children.indexOf(platformCurrent) - 1);
// 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);
// Play background music every 10 seconds
LK.getSound('bgMusic').play();
LK.setInterval(function () {
LK.getSound('bgMusic').play();
}, 10000);
}
function handleNinjaReachPlatform() {
console.log("Start of handleNinjaReachPlatform");
console.log("platformCurrent.x:", platformCurrent.x);
console.log("platformTarget.x:", platformTarget.x);
console.log("platformNext.x:", platformNext.x);
isNinjaMoving = false;
isReturningToBase = true;
// Remove the first platform from the game and the platforms array
platformCurrent.visible = false;
var tempPlatform = platformCurrent;
platformCurrent = platformTarget;
platformTarget = platformNext;
platformNext = tempPlatform;
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore()); // Update score text
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
var minDistance = 200;
var maxDistance = 400;
var distance = Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance;
platformNext.x = 2048 + distance; //platformTarget.x + platformTarget.width / 2 + distance;
platformNext.y = 2732; // Adjusted y-coordinate to touch the ground
platformMinWidth = Math.max(50, 300 - level * 10); // Decrease minimum width as level increases, with a minimum of 50
platformNext.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth
level++; // Increment the level after each platform is reached
platformNext.visible = true;
platformNext.speedRatio = 1 + Math.random();
console.log("End of handleNinjaReachPlatform");
console.log("platformCurrent.x:", platformCurrent.x);
console.log("platformTarget.x:", platformTarget.x);
console.log("platformNext.x:", platformNext.x);
}
function handleNinjaFall() {
// If the stick does not reach the next platform or exceeds it, make the ninja fall
ninja.y += 20;
if (ninja.runSoundPlaying) {
LK.clearInterval(ninja.runSoundInterval);
ninja.runSoundPlaying = false;
}
ninja.ninjaStand.rotation = Math.PI; // Rotate the ninja by 180 degrees
if (!fallSoundPlayed) {
LK.getSound('fallSound').play();
fallSoundPlayed = true; // Set the flag to true after playing the sound
if (ninja.runSoundPlaying) {
LK.getSound('runSound').stop();
ninja.runSoundPlaying = false;
}
}
if (ninja.y > 2732 && isNinjaMoving) {
// If ninja falls off the screen
if (ninja.runSoundPlaying) {
LK.clearInterval(ninja.runSoundInterval);
ninja.runSoundPlaying = false;
}
LK.showGameOver();
}
}
function handleNinjaAfterStick() {
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 && isNinjaMoving) {
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;
if (ninjaMaxX < platformMinX || ninjaMinX > platformMaxX) {
handleNinjaFall();
} else {
handleNinjaReachPlatform();
}
}
}
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 (isNinjaMoving) {
platformCurrent.x += NINJA_MOVEMENT_SPEED;
platformTarget.x += NINJA_MOVEMENT_SPEED;
platformNext.x += NINJA_MOVEMENT_SPEED;
ninja.x += NINJA_MOVEMENT_SPEED;
stick.x += NINJA_MOVEMENT_SPEED;
}
// Make the ninja walk on the stick
if (ninja.x < stick.x + stick.length) {
ninja.x += 10;
} else {
handleNinjaAfterStick();
}
}
function fallStick() {
stick.rotation += 0.1;
if (stick.rotation >= Math.PI / 2) {
LK.getSound('stickTapSound').play();
stick.rotation = Math.PI / 2;
isStickFalling = false;
isNinjaMoving = true;
}
}
function growStick() {
if (stick.length < 2048 - stick.x - 100) {
stick.length += 10;
stick.height = stick.length;
} else {
LK.getSound('stickGrowSound').stop();
}
}
function handleBackgroundMovement() {
// Move midground images to the left
midground1.x -= 5;
midground2.x -= 5;
// Move foreground images to the left
foreground1.x -= 15;
foreground2.x -= 15;
// 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;
}
}
// Create initial platforms
function createInitialPlatforms() {
var platform1 = new Platform();
platform1.x = basePlatformX;
platform1.y = groundOffset; // Adjusted y-coordinate to touch the ground
platformMinWidth = Math.max(50, 300 - level * 10); // Decrease minimum width as level increases, with a minimum of 50
platform1.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth
game.addChild(platform1);
platformCurrent = platform1;
var platform2 = new Platform();
var minDistance = 200;
var maxDistance = 400;
var distance = Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance;
platform2.x = platform1.x + platform1.width + distance;
platform2.y = groundOffset; // Adjusted y-coordinate to touch the ground
platform2.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth
game.addChild(platform2);
platformTarget = platform2;
var platform3 = new Platform();
platform3.x = platform2.x + platform2.width + distance; // Position the third platform outside the screen
platform3.y = groundOffset; // Adjusted y-coordinate to touch the ground
platform3.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth
game.addChild(platform3);
platformNext = platform3;
}
// Handle touch down event
game.down = function (x, y, obj) {
if (!isGameStarted) {
startButton.visible = false;
scoreTxt.visible = true;
isGameStarted = true;
startGame();
} else if (!isStickGrowing && !isStickFalling && !isNinjaMoving) {
isStickGrowing = true;
LK.getSound('stickGrowSound').play();
}
};
// Handle touch up event
game.up = function (x, y, obj) {
if (isStickGrowing && !isNinjaMoving) {
isStickGrowing = false;
isStickFalling = true;
LK.getSound('stickGrowSound').stop();
}
};
// Update game logic
game.update = function () {
if (isStickGrowing) {
growStick();
}
if (ninja) {
ninja.update();
}
if (isStickFalling && !isNinjaMoving) {
fallStick();
}
if (isNinjaMoving) {
moveNinja();
}
if (isReturningToBase) {
var distanceToMove = basePlatformX - platformCurrent.x;
var moveSpeed = 10; // Adjust the speed as needed
if (Math.abs(distanceToMove) <= moveSpeed) {
// If the distance to move is less than or equal to the move speed, snap to position
platformCurrent.x = basePlatformX;
platformTarget.x += distanceToMove;
//platformNext.x += distanceToMove;
ninja.x += distanceToMove;
stick.x += distanceToMove;
foreground1.x += distanceToMove * 1.5;
foreground2.x += distanceToMove * 1.5;
midground1.x += distanceToMove * 0.5;
midground2.x += distanceToMove * 0.5;
isReturningToBase = false; // Stop moving objects
} else {
// Move objects towards the base position
platformCurrent.x += moveSpeed * Math.sign(distanceToMove);
platformTarget.x += moveSpeed * Math.sign(distanceToMove);
platformNext.x += moveSpeed * Math.sign(distanceToMove) * (platformNext.speedRatio || 1);
if (platformNext.x - platformNext.width < 2048) {
platformNext.x = 2048 + platformNext.width;
}
ninja.x += moveSpeed * Math.sign(distanceToMove);
stick.x += moveSpeed * Math.sign(distanceToMove);
foreground1.x += moveSpeed * Math.sign(distanceToMove) * 1.5;
foreground2.x += moveSpeed * Math.sign(distanceToMove) * 1.5;
midground1.x += moveSpeed * Math.sign(distanceToMove) * 0.5;
midground2.x += moveSpeed * Math.sign(distanceToMove) * 0.5;
}
}
};
// Call gameInitialize function
gameInitialize();