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取消开始游戏时,立刻生成栏杆
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不允许重叠栏杆
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人物与栏杆产生碰撞后,立刻更新分数,并将栏杆销毁
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碰撞后栏杆应该立刻消失
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当分数小于10时,栏杆的出现间隔是最开始的间隔
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碰撞时候分数只能计算一次
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当分数大于等于10时,栏杆出现的间隔是最开始的时间间隔除以log以十为底的分数
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把乘方出现的概率变为原来的1/4
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开始界面上只能出现游戏标题,开始游戏按钮,帮助按钮,其余游戏元素隐藏
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将开始界面设置成可见
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最先显示开始游戏界面
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'moveRight')' in or related to this line: 'player.moveRight();' Line Number: 161
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当点击开始游戏按钮后,才会开始游戏
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Please fix the bug: 'Uncaught TypeError: game.pause is not a function' in or related to this line: 'game.pause();' Line Number: 97
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新增一个开始界面,里面有游戏标题和开始游戏按钮,还有一个帮助按钮
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将显示的分数水平移动到屏幕左侧
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 172
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当分数大于100时,暂停游戏,显示你胜利了,并有重新开始游戏的按钮
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当分数小于等于0,表示游戏结束,当分数大于等于100,表示胜利
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当分数达到100时表示过关
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如果人物碰到栏杆立刻计算分数并更新,不需要等到销毁时更新
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每帧都需要更新分数
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分数需要实时更新
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当开始游戏后,第一组栏杆需要立刻出现
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (obstacles[i].y > 2732) {' Line Number: 159
/**** * Classes ****/ // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Add a random number and operator to each obstacle var operators = ['+', '-', '*', '/', '^']; do { self.number = Math.floor(Math.random() * 10); self.operator = operators[Math.floor(Math.random() * operators.length)]; if (self.operator == '^') { self.number = 2; } if (self.operator == '/') { self.number = 1 + Math.floor(Math.random() * 9); } } while (self.operator == '/' && score % self.number != 0); var numberText = new Text2(self.operator + self.number.toString(), { size: 100, fill: "#ffffff" }); self.addChild(numberText); numberText.anchor.set(0.5, 0.5); numberText.x = 0; numberText.y = 0; self.speed = 5; self.move = function () { self.y += self.speed; }; }); // Assets will be automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.moveLeft = function () { if (self.x > leftRightSpace + railingWidth) { self.x -= railingWidth; } }; self.moveRight = function () { if (self.x < screenWidth - leftRightSpace - railingWidth) { self.x += railingWidth; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 1024; // Center horizontally player.y = 2500; // Position near the bottom var obstacles = []; var score = 10; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Calculate the number of railings that can fit on the screen var railingWidth = 600; // The width of a railing var screenWidth = 2048; // The width of the screen var numRailings = Math.floor(screenWidth / railingWidth); // Calculate the remaining space var remainingSpace = screenWidth - numRailings * railingWidth; // Calculate the space to add on the left and right sides of the screen var leftRightSpace = remainingSpace / 2; // Draw lines at the left and right boundaries var leftLine = LK.getAsset('leftLine', { anchorX: 0.5, anchorY: 0.0, x: leftRightSpace, y: 0 }); game.addChild(leftLine); var rightLine = LK.getAsset('rightLine', { anchorX: 0.5, anchorY: 0.0, x: screenWidth - leftRightSpace, y: 0 }); game.addChild(rightLine); // Create an array to store the possible x positions for the obstacles var obstaclePositions = []; for (var i = 0; i < numRailings; i++) { obstaclePositions.push(leftRightSpace + i * railingWidth + railingWidth / 2); } // Create obstacles at intervals var obstacleTimer = LK.setInterval(function () { // Create an obstacle in each grid simultaneously for (var i = 0; i < obstaclePositions.length; i++) { var obstacle = new Obstacle(); obstacle.x = obstaclePositions[i]; obstacle.y = 0; // Start from the top obstacles.push(obstacle); game.addChild(obstacle); } }, 8000); // Handle touch events for moving the player game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); if (pos.x < 1024) { player.moveLeft(); } else { player.moveRight(); } }); // Update game state every tick LK.on('tick', function () { for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); // Check for collision with player and calculate score if (obstacles[i].intersects(player)) { switch (obstacles[i].operator) { case '+': score += obstacles[i].number; break; case '-': score -= obstacles[i].number; break; case '*': score *= obstacles[i].number; break; case '/': score /= obstacles[i].number; break; case '^': score = Math.pow(score, obstacles[i].number); break; } obstacles[i].destroy(); obstacles.splice(i, 1); } // Remove off-screen obstacles if (obstacles[i] && obstacles[i].y > 2732) { obstacles[i].destroy(); obstacles.splice(i, 1); scoreTxt.setText(score.toString()); // End the game when the score reaches 0 if (score <= 0) { LK.showGameOver(); } } } });
/****
* Classes
****/
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// Add a random number and operator to each obstacle
var operators = ['+', '-', '*', '/', '^'];
do {
self.number = Math.floor(Math.random() * 10);
self.operator = operators[Math.floor(Math.random() * operators.length)];
if (self.operator == '^') {
self.number = 2;
}
if (self.operator == '/') {
self.number = 1 + Math.floor(Math.random() * 9);
}
} while (self.operator == '/' && score % self.number != 0);
var numberText = new Text2(self.operator + self.number.toString(), {
size: 100,
fill: "#ffffff"
});
self.addChild(numberText);
numberText.anchor.set(0.5, 0.5);
numberText.x = 0;
numberText.y = 0;
self.speed = 5;
self.move = function () {
self.y += self.speed;
};
});
// Assets will be automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.moveLeft = function () {
if (self.x > leftRightSpace + railingWidth) {
self.x -= railingWidth;
}
};
self.moveRight = function () {
if (self.x < screenWidth - leftRightSpace - railingWidth) {
self.x += railingWidth;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var player = game.addChild(new Player());
player.x = 1024; // Center horizontally
player.y = 2500; // Position near the bottom
var obstacles = [];
var score = 10;
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
// Calculate the number of railings that can fit on the screen
var railingWidth = 600; // The width of a railing
var screenWidth = 2048; // The width of the screen
var numRailings = Math.floor(screenWidth / railingWidth);
// Calculate the remaining space
var remainingSpace = screenWidth - numRailings * railingWidth;
// Calculate the space to add on the left and right sides of the screen
var leftRightSpace = remainingSpace / 2;
// Draw lines at the left and right boundaries
var leftLine = LK.getAsset('leftLine', {
anchorX: 0.5,
anchorY: 0.0,
x: leftRightSpace,
y: 0
});
game.addChild(leftLine);
var rightLine = LK.getAsset('rightLine', {
anchorX: 0.5,
anchorY: 0.0,
x: screenWidth - leftRightSpace,
y: 0
});
game.addChild(rightLine);
// Create an array to store the possible x positions for the obstacles
var obstaclePositions = [];
for (var i = 0; i < numRailings; i++) {
obstaclePositions.push(leftRightSpace + i * railingWidth + railingWidth / 2);
}
// Create obstacles at intervals
var obstacleTimer = LK.setInterval(function () {
// Create an obstacle in each grid simultaneously
for (var i = 0; i < obstaclePositions.length; i++) {
var obstacle = new Obstacle();
obstacle.x = obstaclePositions[i];
obstacle.y = 0; // Start from the top
obstacles.push(obstacle);
game.addChild(obstacle);
}
}, 8000);
// Handle touch events for moving the player
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
if (pos.x < 1024) {
player.moveLeft();
} else {
player.moveRight();
}
});
// Update game state every tick
LK.on('tick', function () {
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
// Check for collision with player and calculate score
if (obstacles[i].intersects(player)) {
switch (obstacles[i].operator) {
case '+':
score += obstacles[i].number;
break;
case '-':
score -= obstacles[i].number;
break;
case '*':
score *= obstacles[i].number;
break;
case '/':
score /= obstacles[i].number;
break;
case '^':
score = Math.pow(score, obstacles[i].number);
break;
}
obstacles[i].destroy();
obstacles.splice(i, 1);
}
// Remove off-screen obstacles
if (obstacles[i] && obstacles[i].y > 2732) {
obstacles[i].destroy();
obstacles.splice(i, 1);
scoreTxt.setText(score.toString());
// End the game when the score reaches 0
if (score <= 0) {
LK.showGameOver();
}
}
}
});