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Use lazy loading for assets
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1212
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Reduce just a little the trail
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1209
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Reduce starfield
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'obstacles[i].y += gameSpeed;' Line Number: 1136
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Imrove game performance
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when two small obstacles are in lanes next to each other, attache the assets and move them together
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That di not work, it broke someithng
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I need to find a solution to smallobstacles in different lanes not being exactly aligned when moving
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Particles should tint with the asset color that explodes
Code edit (3 edits merged)
Please save this source code
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make sure small obstacles that spawn simultaneously spawn at the exact same time and upade position at the same time
Code edit (1 edits merged)
Please save this source code
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left and right player should also be shielded when powerup is colected
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1192
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1185
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add a very little starfield in the background
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'trail.x = leftPlayer.x;' Line Number: 1181
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lane lines sould be on the bottom of the z axis
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main menu text should be on top of lane lines in the z axis
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Please fix the bug: 'Cannot read properties of undefined (reading '1')' in or related to this line: 'titleText.x = lanes[1]; // Center the title text over the middle lane' Line Number: 511
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'titleText.x = lanes[1]; // Center the title text over the middle lane' Line Number: 511
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menu text should be over lines in homepage
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on tick, check if small obstacles that are on adjacent land are on the same y position and fix if they are not
/**** * Classes ****/ // Define the SmallObstacle class var BigObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('bigobstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the LaneSeparator class var LaneSeparator = Container.expand(function () { var self = Container.call(this); var separatorGraphics = self.attachAsset('lineobstacle', { anchorX: 0.5, anchorY: 0.0, // Adjust anchor to top width: 20, height: 2732 // Set the height to cover the entire screen height }); separatorGraphics.height = 2732; // Ensure the height covers the entire screen height self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the LeftLaneOutline class var LeftLaneOutline = Container.expand(function () { var self = Container.call(this); var outlineGraphics = self.attachAsset('lineobstacle', { anchorX: 0.5, anchorY: 0.0, width: 20, height: 2732 // Set the height to cover the entire screen height }); outlineGraphics.height = 2732; // Ensure the height covers the entire screen height self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the LeftPlayer class var LeftPlayer = Container.expand(function () { var self = Container.call(this); var leftPlayerGraphics = self.attachAsset('leftplayer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { // Add any specific update logic for LeftPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; if (self && self.x !== undefined) { trail.x = self.x; } else { trail.x = 0; } trail.y = self.y + leftPlayerGraphics.height / 2; game.addChildAt(trail, game.getChildIndex(self)); } }; }); var LineObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('lineobstacle', { anchorX: 0.5, anchorY: 0.5, width: 2048 // Set the width to the full screen width }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 5 + 2; // Random speed for each particle self.direction = Math.random() * Math.PI * 2; // Random direction for each particle self.update = function () { self.x += Math.cos(self.direction) * self.speed; // Move the particle in the direction self.y += Math.sin(self.direction) * self.speed; self.alpha -= 0.01; // Fade out the particle if (self.alpha <= 0) { self.destroy(); } }; }); // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.shield = null; self.transitionToLane = function (targetX) { self.isMoving = true; self.targetX = targetX; if (self.x < self.targetX) { playerGraphics.rotation = Math.PI / 4; // Rotate player 45 degrees to the direction of movement } else { playerGraphics.rotation = -Math.PI / 4; // Rotate player -45 degrees to the direction of movement } }; self.update = function () { if (self.isInvulnerable) { self.invulnerableTimer--; if (!self.shield) { self.shield = self.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set shield transparency })); } if (leftPlayer && !leftPlayer.shield) { leftPlayer.shield = leftPlayer.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set shield transparency })); } if (rightPlayer && !rightPlayer.shield) { rightPlayer.shield = rightPlayer.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set shield transparency })); } if (self.invulnerableTimer <= 0) { self.isInvulnerable = false; if (self.shield) { self.shield.destroy(); self.shield = null; } if (leftPlayer && leftPlayer.shield) { leftPlayer.shield.destroy(); leftPlayer.shield = null; } if (rightPlayer && rightPlayer.shield) { rightPlayer.shield.destroy(); rightPlayer.shield = null; } } } if (self.isMoving) { if (Math.abs(self.x - self.targetX) < self.speed) { self.x = self.targetX; self.isMoving = false; } else { self.x += (self.targetX - self.x) * 0.1; // Smooth movement using linear interpolation playerGraphics.rotation = self.x < self.targetX ? Math.PI / 4 : -Math.PI / 4; // Rotate player 45 degrees to the direction of movement } } else { // Smoothly transition player rotation back to its original position if (playerGraphics.rotation > 0) { playerGraphics.rotation -= 0.1; } else if (playerGraphics.rotation < 0) { playerGraphics.rotation += 0.1; } if (Math.abs(playerGraphics.rotation) < 0.1) { playerGraphics.rotation = 0; // Reset rotation when player is not moving } } if (!self.isJumping && self.visible) { if (self.isMoving && LK.ticks % 1 == 0) { var trail = new Trail(); trail.x = self.x; trail.y = self.y + playerGraphics.height / 2; game.addChild(trail); } else if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.x = self.x; trail.y = self.y + playerGraphics.height / 2; game.addChild(trail); } } if (self.isJumping) { if (self.y > self.jumpPeakY && !self.isFalling) { self.y -= self.jumpSpeed; playerGraphics.scale.x += 0.01; // Increase player size when moving up playerGraphics.scale.y += 0.01; if (self.shield) { self.shield.scale.x += 0.01; // Increase shield size when moving up self.shield.scale.y += 0.01; } } else { self.isFalling = true; self.y += self.jumpSpeed; playerGraphics.scale.x -= 0.01; // Decrease player size when falling down playerGraphics.scale.y -= 0.01; if (self.shield) { self.shield.scale.x -= 0.01; // Decrease shield size when falling down self.shield.scale.y -= 0.01; } if (self.y >= self.jumpStartY) { self.y = self.jumpStartY; self.isJumping = false; self.isFalling = false; playerGraphics.scale.x = 1; // Reset player size when not jumping playerGraphics.scale.y = 1; if (self.shield) { self.shield.scale.x = 1; // Reset shield size when not jumping self.shield.scale.y = 1; } // Destroy the player's shadow shadow.destroy(); } } } // Update shadow rotation to match player rotation if (shadow) { shadow.rotation = playerGraphics.rotation; } // Ensure player is always on top if it is a child of the game if (game.children.includes(self)) { game.setChildIndex(self, game.children.length - 1); } }; self.moveLeft = function () { if (!gameStarted) { for (var i = 0; i < starfield.length; i++) { starfield[i].update(); } return; } if (self.lane > 0 && !self.isMoving && !leftPlayer && !rightPlayer) { self.lane--; self.transitionToLane(lanes[self.lane]); } }; self.moveRight = function () { if (!gameStarted) { return; } // Prevent player movement when the home screen is up if (self.lane < 2 && !self.isMoving && !leftPlayer && !rightPlayer) { self.lane++; self.transitionToLane(lanes[self.lane]); } }; self.jump = function () { if (!self.isMoving && !self.isJumping && !leftPlayer && !rightPlayer) { self.isJumping = true; self.jumpStartY = self.y; self.jumpPeakY = self.y - 250; // Increase jump height self.jumpSpeed = 4; // Create the player's shadow shadow = new Shadow(); shadow.x = self.x; shadow.y = self.y; game.addChild(shadow); } }; }); // Define the PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the PowerUpCenterLane class var PowerUpCenterLane = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the RightLaneOutline class var RightLaneOutline = Container.expand(function () { var self = Container.call(this); var outlineGraphics = self.attachAsset('lineobstacle', { anchorX: 0.5, anchorY: 0.0, width: 20, height: 2732 // Set the height to cover the entire screen height }); outlineGraphics.height = 2732; // Ensure the height covers the entire screen height self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the RightPlayer class var RightPlayer = Container.expand(function () { var self = Container.call(this); var rightPlayerGraphics = self.attachAsset('rightplayer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { // Add any specific update logic for RightPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; if (rightPlayer) { trail.x = rightPlayer.x; } else { trail.x = self.x; } trail.y = self.y + rightPlayerGraphics.height / 2; game.addChildAt(trail, game.getChildIndex(self)); } }; }); //<Assets used in the game will automatically appear here> // Define the Shadow class var Shadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000 // Set the color to black }); shadowGraphics.alpha = 0.5; // Dim the shadow self.update = function () { // The shadow's size changes based on the player's y position var scale = 1 - (player.y - self.y) / 1000; self.scale.x = scale; self.scale.y = scale; // Update the shadow's position to match the player's position self.x = player.x; // Rotate the shadow to match the player's rotation if (player.playerGraphics) { shadowGraphics.rotation = player.playerGraphics.rotation; } }; }); // Define the LineObstacle class var SmallObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Define the SmallObstacleCenterCoinSides class var SmallObstacleCenterCoinSides = Container.expand(function () { var self = Container.call(this); var smallObstacle = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; // Random speed for each star self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; self.x = Math.random() * 2048; } }; }); // Function to spawn SmallObstacle in the center and Coins on the sides var TextObstacle = Container.expand(function (customText) { var self = Container.call(this); var textGraphics = new Text2(customText || 'Sample Text', { size: 120, fill: "#ffffff", align: "center", stroke: "#000000", strokeThickness: 10, border: true, borderColor: "#000000", borderWidth: 5 }); textGraphics.anchor.set(0.5, 0.5); self.addChild(textGraphics); self.speed = gameSpeed; self.update = function () { self.y += self.speed; self.hitbox = null; // Ensure TextObstacle does not collide with player if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); // Function to spawn SmallObstacle // Define the Trail class var Trail = Container.expand(function () { var self = Container.call(this); var trailGraphics = self.attachAsset('trail', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; self.alpha -= 0.01; // Fade out the trail self.scale.x -= 0.01; // Shrink the trail self.scale.y -= 0.01; // Shrink the trail if (self.y > 2732 || self.alpha <= 0 || self.scale.x <= 0 || self.scale.y <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x303030 //Init game with darker grey background }); /**** * Game Code ****/ // Function to spawn PowerUp in the center lane function spawnPowerUpCenterLane() { var powerUpCenterLane = new PowerUpCenterLane(); powerUpCenterLane.x = lanes[1]; // Center lane powerUpCenterLane.y = -powerUpCenterLane.height * 2; if (!powerups) { powerups = []; } powerups.push(powerUpCenterLane); game.addChild(powerUpCenterLane); } // Create main menu container var mainMenu = new Container(); game.addChildAt(mainMenu, game.children.length); // Create title text var titleText = new Text2('Endless TRIP', { size: 200, fill: "#ffffff", stroke: "#000000", strokeThickness: 10, // Increase stroke thickness to make font thicker border: true, borderColor: "#000000", borderWidth: 5 }); titleText.anchor.set(0.5, 0.5); // Ensure lanes array is properly initialized before accessing its elements if (!lanes || lanes.length < 3) { console.error("Lanes array is not properly initialized."); lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array } titleText.x = lanes[1]; // Center the title text over the middle lane titleText.y = 2732 / 4; mainMenu.addChild(titleText); // Create mode 1 button var mode1Button = new Container(); var mode1ButtonText = new Text2('->Training!', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 10, // Increase stroke thickness to make font thicker border: true, borderColor: "#000000", borderWidth: 5 }); mode1ButtonText.anchor.set(0.5, 0.5); mode1Button.addChild(mode1ButtonText); mode1Button.x = lanes[1]; // Center the mode 1 button text over the middle lane mode1Button.y = 2732 / 2; mainMenu.addChildAt(mode1Button, mainMenu.children.length); // Create mode 2 button var mode2Button = new Container(); var mode2ButtonText = new Text2('->I am Ready!', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 10, // Increase stroke thickness to make font thicker border: true, borderColor: "#000000", borderWidth: 5 }); mode2ButtonText.anchor.set(0.5, 0.5); mode2Button.addChild(mode2ButtonText); mode2Button.x = lanes[1]; // Center the mode 2 button text over the middle lane mode2Button.y = 2732 / 2 + 300; mainMenu.addChildAt(mode2Button, mainMenu.children.length); // Add event listeners for buttons mode1Button.down = function () { startGame('mode1'); }; mode2Button.down = function () { startGame('mode2'); }; // Function to start the game function startGame(mode) { mainMenu.visible = false; scoreTxt.visible = true; // Show score when game starts // Initialize game elements based on selected mode if (mode === 'mode1') { // Initialize mode 1 specific elements obstacleSpawnOrder = [{ type: 'TextObstacle', interval: 100, text: 'Swipe LEFT or RIGHT!' }, { type: 'SmallObstacle', interval: 100 }, { type: 'SmallObstacleLeftMiddleCoinRight', interval: 100 }, { type: 'SmallObstacleRightCenterCoinLeft', interval: 100 }, { type: 'TextObstacle', interval: 100, text: 'Swipe UP to JUMP!' }, { type: 'LineObstacle', interval: 100 }, { type: 'SmallObstaclesSidesCoinMiddle', interval: 100 }, { type: 'TextObstacle', interval: 100, text: 'Swipe DOWN to SPLIT!' }, { type: 'BigObstacle', interval: 150 }, { type: 'SmallObstaclesSidesCoinMiddle', interval: 100 }, { type: 'TextObstacle', interval: 100, text: 'Collect SHIELD to become INVINCIBLE!' }, { type: 'PowerUpCenterLane', interval: 100 }, { type: 'ObstacleLine', interval: 50 }, { type: 'ObstacleLine', interval: 50 }, { type: 'ObstacleLine', interval: 50 }, { type: 'TextObstacle', interval: 100, text: 'You are READY!' }]; } else if (mode === 'mode2') { // Initialize mode 2 specific elements obstacleSpawnOrder = [{ type: 'SmallObstacle', interval: 100 }, { type: 'SmallObstacleLeftMiddleCoinRight', interval: 100 }, { type: 'SmallObstacleRightCenterCoinLeft', interval: 100 }, { type: 'LineObstacle', interval: 100 }, { type: 'SmallObstacleCenterCoinLeftPowerUpRight', interval: 100 }, { type: 'SmallObstaclesSidesCoinMiddle', interval: 100 }, { type: 'SmallObstacleCenterCoinSides', interval: 100 }, { type: 'BigObstacle', interval: 150 }]; obstacleSpawnOrder = obstacleSpawnOrder.sort(function () { return Math.random() - 0.5; }); } // Start the game var timeout = LK.setTimeout(function () { gameStarted = true; }, 500); } // Function to spawn TextObstacle function spawnTextObstacle(customText) { var textObstacle = new TextObstacle(customText); textObstacle.x = 2048 / 2; // Center the TextObstacle textObstacle.y = -textObstacle.height * 2; if (!obstacles) { obstacles = []; } obstacles.push(textObstacle); game.addChild(textObstacle); } // Function to spawn powerups function spawnPowerUp(lane) { var powerup = new PowerUp(); powerup.lane = lane; powerup.x = lanes[powerup.lane]; powerup.y = -powerup.height * 2; powerups.push(powerup); game.addChild(powerup); } // Initialize gameStarted flag var gameStarted = false; // Initialize array for powerups var powerups = []; // Initialize shadow var shadow; // Initialize lanes var lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Ensure lanes array is properly initialized before accessing its elements if (!lanes || lanes.length < 3) { console.error("Lanes array is not properly initialized."); lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array } // Ensure lanes array is properly initialized before accessing its elements if (!lanes || lanes.length < 3) { console.error("Lanes array is not properly initialized."); lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array } // Initialize starfield // Initialize lane separators var laneSeparators = []; for (var i = 1; i < lanes.length; i++) { var separator = new LaneSeparator(); separator.x = (lanes[i - 1] + lanes[i]) / 2; // Position separator between lanes separator.y = 0; laneSeparators.push(separator); game.addChildAt(separator, 0); // Add lane separators at the bottom of the z axis } // Initialize lane outlines var leftLaneOutline = new LeftLaneOutline(); leftLaneOutline.x = lanes[0] - (lanes[1] - lanes[0]) / 2; // Position left outline to the left of the first lane leftLaneOutline.y = 0; game.addChildAt(leftLaneOutline, 0); // Add left lane outline at the bottom of the z axis var rightLaneOutline = new RightLaneOutline(); rightLaneOutline.x = lanes[2] + (lanes[2] - lanes[1]) / 2; // Position right outline to the right of the last lane rightLaneOutline.y = 0; game.addChildAt(rightLaneOutline, 0); // Add right lane outline at the bottom of the z axis // Initialize player var player = game.addChild(new Player()); player.hitbox = [player]; player.lane = 1; // Start in the middle lane player.x = lanes[player.lane]; player.y = 2732 - 200 - 350; // Initialize left and right players var leftPlayer = null; var rightPlayer = null; // Initialize arrays for obstacles and coins var obstacles = []; var coins = []; // Initialize split duration timer var splitDuration = 120; // Duration in frames (2 seconds at 60 FPS) var splitTimer = 0; // Initialize score var score = 0; // Initialize game speed var gameSpeed = 5; // Initialize global spawn interval var globalSpawnInterval = 120; // Default interval in frames (2 seconds at 60 FPS) var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 10, // Increase stroke thickness to make font thicker border: true, borderColor: "#000000", borderWidth: 5 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; // Hide score on main menu LK.gui.top.addChild(scoreTxt); // Configuration for defining the order in which obstacles will spawn var obstacleSpawnOrder = [{ type: 'TextObstacle', // New TextObstacle type interval: 100, text: 'Swipe LEFT or RIGHT!' // Custom text for TextObstacle }, { type: 'SmallObstacle', interval: 100 }, { type: 'SmallObstacleLeftMiddleCoinRight', interval: 100 }, { type: 'SmallObstacleRightCenterCoinLeft', interval: 100 }, { type: 'TextObstacle', // New TextObstacle type interval: 100, text: 'Swipe UP to JUMP!' // Custom text for TextObstacle }, { type: 'LineObstacle', interval: 100 }, { type: 'SmallObstacleCenterCoinLeftPowerUpRight', interval: 100 }, { type: 'SmallObstaclesSidesCoinMiddle', interval: 100 }, { type: 'TextObstacle', // New TextObstacle type interval: 100, text: 'Swipe DOWN to SPLIT!' // Custom text for TextObstacle }, { type: 'BigObstacle', interval: 100 }, { type: 'SmallObstaclesSidesCoinMiddle', interval: 100 }, { type: 'LineObstacle', interval: 100 }, { type: 'SmallObstacleRightCenterCoinLeft', interval: 100 }, { type: 'TextObstacle', // New TextObstacle type interval: 100, text: 'Avoid the Obstacles!' // Custom text for TextObstacle }]; var currentObstacleIndex = 0; var obstacleSpawnTimer = 0; var obstacleSpawnOrderRandom = [{ type: 'SmallObstacle', interval: 100 }, { type: 'SmallObstacleLeftMiddleCoinRight', interval: 100 }, { type: 'SmallObstacleRightCenterCoinLeft', interval: 100 }, { type: 'LineObstacle', interval: 100 }, { type: 'SmallObstacleCenterCoinLeftPowerUpRight', interval: 100 }, { type: 'SmallObstaclesSidesCoinMiddle', interval: 100 }, { type: 'SmallObstacleCenterCoinSides', interval: 100 }, { type: 'BigObstacle', interval: 150 }]; // Initialize queue for predicting next obstacle var obstacleQueue = []; // Function to spawn obstacles function spawnObstacle(lane) { var obstacle; if (lane === undefined) { obstacle = new LineObstacle(); obstacle.x = 2048 / 2; // Center the LineObstacle } else { obstacle = new Obstacle(); obstacle.lane = lane; obstacle.x = lanes[obstacle.lane]; } obstacle.y = -obstacle.height * 2; obstacle.speed = gameSpeed; // Ensure constant speed if (!obstacles) { obstacles = []; } obstacles.push(obstacle); game.addChild(obstacle); } // Function to spawn BigObstacle with specific rules function spawnBigObstacle() { var bigObstacle = new BigObstacle(); bigObstacle.x = 2048 / 2; // Center the BigObstacle bigObstacle.y = -bigObstacle.height / 4; if (!obstacles) { obstacles = []; } obstacles.push(bigObstacle); game.addChild(bigObstacle); } // Function to spawn coins function spawnCoin(lane) { var coin = new Coin(); coin.lane = lane; coin.x = lanes[coin.lane]; coin.y = -coin.height * 2; coins.push(coin); game.addChild(coin); } // Function to spawn powerups // Handle swipe events for player movement var touchStartX = 0; var touchStartY = 0; game.down = function (x, y, obj) { if (!gameStarted) { return; } // Prevent player movement when the home screen is up touchStartX = x; touchStartY = y; }; game.up = function (x, y, obj) { if (!gameStarted) { return; } // Prevent player movement when the home screen is up if (Math.abs(y - touchStartY) > Math.abs(x - touchStartX)) { if (y < touchStartY && !leftPlayer && !rightPlayer) { player.jump(); } else if (y > touchStartY && !leftPlayer && !rightPlayer && !player.isJumping && player.lane === 1) { // Animate leftPlayer and rightPlayer to move to the sides var leftTargetX = player.x - 650; var rightTargetX = player.x + 550; var animationDuration = 20; // Duration in frames (0.33 seconds at 60 FPS) leftPlayer = new LeftPlayer(); rightPlayer = new RightPlayer(); leftPlayer.x = player.x; leftPlayer.y = player.y; rightPlayer.x = player.x; rightPlayer.y = player.y; game.addChild(leftPlayer); game.addChild(rightPlayer); player.visible = false; // Hide the original player player.hitbox = [leftPlayer, rightPlayer]; // Move player hitbox to left and right players // Initialize update functions after adding to game if (leftPlayer) { leftPlayer.update = function () { if (animationDuration > 0) { leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration; animationDuration--; } // Add any specific update logic for LeftPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; if (leftPlayer && leftPlayer.x !== undefined) { trail.x = leftPlayer.x; } else { trail.x = this.x; // Ensure trail uses self's x-coordinate } trail.y = this.y + (leftPlayerGraphics ? leftPlayerGraphics.height / 2 : 0); game.addChildAt(trail, game.getChildIndex(this)); } }; } else { leftPlayer = new LeftPlayer(); leftPlayer.x = player.x; leftPlayer.y = player.y; game.addChild(leftPlayer); } if (rightPlayer) { rightPlayer.update = function () { if (animationDuration > 0) { rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration; animationDuration--; } // Add any specific update logic for RightPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; if (rightPlayer && rightPlayer.x !== undefined) { trail.x = rightPlayer.x; } else { trail.x = this.x; // Ensure trail uses self's x-coordinate } trail.y = this.y + (rightPlayerGraphics ? rightPlayerGraphics.height / 2 : 0); game.addChildAt(trail, game.getChildIndex(this)); } }; } // Initialize update functions after adding to game leftPlayer.update = function () { if (animationDuration > 0) { leftPlayer.x += (leftTargetX - leftPlayer.x) * 0.1; // Smooth movement using linear interpolation animationDuration--; } // Add any specific update logic for LeftPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = leftPlayer.x; trail.y = leftPlayer.y + leftPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(leftPlayer)); } }; rightPlayer.update = function () { if (animationDuration > 0) { rightPlayer.x += (rightTargetX - rightPlayer.x) * 0.1; // Smooth movement using linear interpolation animationDuration--; } // Add any specific update logic for RightPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = rightPlayer.x; trail.y = rightPlayer.y + rightPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(rightPlayer)); } }; // Initialize update functions after adding to game leftPlayer.update = function () { if (animationDuration > 0) { leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration; animationDuration--; } // Add any specific update logic for LeftPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = leftPlayer.x; trail.y = leftPlayer.y + leftPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(leftPlayer)); } }; rightPlayer.update = function () { if (animationDuration > 0) { rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration; animationDuration--; } // Add any specific update logic for RightPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = rightPlayer.x; trail.y = rightPlayer.y + rightPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(rightPlayer)); } }; // Initialize update functions after adding to game leftPlayer.update = function () { if (animationDuration > 0) { leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration; animationDuration--; } // Add any specific update logic for LeftPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = leftPlayer.x; trail.y = leftPlayer.y + leftPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(leftPlayer)); } }; rightPlayer.update = function () { if (animationDuration > 0) { rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration; animationDuration--; } // Add any specific update logic for RightPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = rightPlayer.x; trail.y = rightPlayer.y + rightPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(rightPlayer)); } }; } // Start split timer splitTimer = splitDuration; } else { if (x < touchStartX) { player.moveLeft(); } else { player.moveRight(); } } }; // Update game logic game.update = function () { if (!gameStarted) { // Update starfield return; } // Update lane separators for (var i = 0; i < laneSeparators.length; i++) { laneSeparators[i].update(); laneSeparators[i].children[0].height = 2732; // Ensure the height covers the entire screen height } // Update player player.update(); // Increase game speed and decrease global spawn interval over time if (LK.ticks % 600 == 0) { // Increase speed every 10 seconds gameSpeed *= 1.03; // Increase speed by 3% // Decrease global spawn interval to make spawns more frequent globalSpawnInterval = Math.max(30, globalSpawnInterval - 10); // Ensure interval doesn't go below 30 frames (0.5 seconds) } // Update obstacles, coins, and powerups for (var i = powerups.length - 1; i >= 0; i--) { powerups[i].y += gameSpeed; powerups[i].update(); if (player && !player.isJumping && player.hitbox.some(function (hitbox) { return hitbox.intersects(powerups[i]); })) { player.isInvulnerable = true; player.invulnerableTimer = 600; // 10 seconds at 60 FPS if (leftPlayer) { leftPlayer.isInvulnerable = true; leftPlayer.invulnerableTimer = 600; } if (rightPlayer) { rightPlayer.isInvulnerable = true; rightPlayer.invulnerableTimer = 600; } powerups[i].destroy(); powerups.splice(i, 1); } } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].y += gameSpeed; obstacles[i].update(); if (!player.isJumping && player.hitbox && player.hitbox.some(function (hitbox) { return hitbox.intersects(obstacles[i]) && obstacles[i].hitbox !== null; })) { if (player.isInvulnerable) { // Spawn particles for (var j = 0; j < 10; j++) { var particle = new Particle(); particle.x = obstacles[i].x; particle.y = obstacles[i].y; particle.tint = obstacles[i].children[0].tint; // Inherit color from the obstacle game.addChild(particle); } obstacles[i].destroy(); obstacles.splice(i, 1); } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } // Handle obstacle spawning based on configuration obstacleSpawnTimer++; if (obstacleSpawnTimer >= obstacleSpawnOrder[currentObstacleIndex].interval) { var obstacleType = obstacleSpawnOrder[currentObstacleIndex].type; if (obstacleType === 'BigObstacle') { spawnBigObstacle(); } else if (obstacleType === 'LineObstacle') { spawnObstacle(); } else if (obstacleType === 'Obstacle') { spawnObstacle(); } else if (obstacleType === 'SmallObstacle') { spawnSmallObstacle(); } else if (obstacleType === 'SmallObstacleLeftMiddleCoinRight') { spawnSmallObstacleLeftMiddleCoinRight(); } else if (obstacleType === 'SmallObstacleRightCenterCoinLeft') { spawnSmallObstacleRightCenterCoinLeft(); } else if (obstacleType === 'SmallObstacleCenterCoinLeftPowerUpRight') { spawnSmallObstacleCenterCoinLeftPowerUpRight(); } else if (obstacleType === 'TextObstacle') { var customText = obstacleSpawnOrder[currentObstacleIndex].text || 'Default Text'; spawnTextObstacle(customText); } else if (obstacleType === 'ObstacleLine') { spawnObstacleLine(); } else if (obstacleType === 'SmallObstaclesSidesCoinMiddle') { spawnSmallObstaclesSidesCoinMiddle(); } else if (obstacleType === 'SmallObstacleCenterCoinSides') { spawnSmallObstacleCenterCoinSides(); } else if (obstacleType === 'PowerUpCenterLane') { spawnPowerUpCenterLane(); } currentObstacleIndex++; if (currentObstacleIndex >= obstacleSpawnOrder.length) { currentObstacleIndex = 0; if (obstacleSpawnOrder === obstacleSpawnOrderRandom) { obstacleSpawnOrder = obstacleSpawnOrderRandom.sort(function () { return Math.random() - 0.5; }); } else { obstacleSpawnOrder = obstacleSpawnOrderRandom; } } obstacleSpawnTimer = 0; } // Handle split duration and animate back to center if (splitTimer > 0) { splitTimer--; if (splitTimer === 0) { // Animate leftPlayer and rightPlayer back to the center var centerX = player.x; var animationDuration = 20; // Duration in frames (0.33 seconds at 60 FPS) // Initialize update functions after adding to game leftPlayer.update = function () { if (animationDuration > 0) { leftPlayer.x += (centerX - leftPlayer.x) * 0.1; // Smooth movement using linear interpolation animationDuration--; } else { leftPlayer.destroy(); leftPlayer = null; player.visible = true; player.hitbox = [player]; // Reset player hitbox to original player } // Add any specific update logic for LeftPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = leftPlayer.x; trail.y = leftPlayer.y + leftPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(leftPlayer)); } }; rightPlayer.update = function () { if (animationDuration > 0) { rightPlayer.x += (centerX - rightPlayer.x) * 0.1; // Smooth movement using linear interpolation animationDuration--; } else { rightPlayer.destroy(); rightPlayer = null; player.visible = true; player.hitbox = [player]; // Reset player hitbox to original player } // Add any specific update logic for RightPlayer here if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = rightPlayer.x; trail.y = rightPlayer.y + rightPlayer.height / 2; game.addChildAt(trail, game.getChildIndex(rightPlayer)); } }; } } for (var i = coins.length - 1; i >= 0; i--) { coins[i].y += gameSpeed; coins[i].update(); if (player && !player.isJumping && player.hitbox.some(function (hitbox) { return hitbox.intersects(coins[i]); })) { score += 1; scoreTxt.setText(score); // Spawn particles for (var j = 0; j < 10; j++) { var particle = new Particle(); particle.x = coins[i].x; particle.y = coins[i].y; particle.tint = coins[i].children[0].tint; // Inherit color from the coin game.addChild(particle); } coins[i].destroy(); coins.splice(i, 1); } } for (var i = powerups.length - 1; i >= 0; i--) { powerups[i].y += gameSpeed; powerups[i].update(); if (player && !player.isJumping && player.hitbox.some(function (hitbox) { return hitbox.intersects(powerups[i]); })) { player.isInvulnerable = true; player.invulnerableTimer = 600; // 10 seconds at 60 FPS powerups[i].destroy(); powerups.splice(i, 1); } } // Automatic spawning of obstacles, coins, and powerups has been removed }; // Function to spawn SmallObstacle function spawnSmallObstacle() { var smallObstacle = new SmallObstacle(); smallObstacle.x = 2048 / 2; // Center the SmallObstacle smallObstacle.y = -smallObstacle.height * 2; smallObstacle.speed = gameSpeed; // Ensure constant speed if (!obstacles) { obstacles = []; } obstacles.push(smallObstacle); game.addChild(smallObstacle); } // Function to spawn SmallObstacle on left and middle lanes, and Coin on right lane function spawnSmallObstacleLeftMiddleCoinRight() { var smallObstacleLeft = new SmallObstacle(); var smallObstacleMiddle = new SmallObstacle(); var coinRight = new Coin(); smallObstacleLeft.x = lanes[0]; // Left lane smallObstacleMiddle.x = lanes[1]; // Middle lane coinRight.x = lanes[2]; // Right lane smallObstacleLeft.y = smallObstacleMiddle.y = coinRight.y = -smallObstacleLeft.height * 2; if (!obstacles) { obstacles = []; } if (!coins) { coins = []; } obstacles.push(smallObstacleLeft); obstacles.push(smallObstacleMiddle); coins.push(coinRight); game.addChild(smallObstacleLeft); game.addChild(smallObstacleMiddle); game.addChild(coinRight); // Ensure both obstacles and coin have the same speed var obstacleSpeed = gameSpeed; smallObstacleLeft.speed = smallObstacleMiddle.speed = coinRight.speed = obstacleSpeed; // Attach the obstacles together smallObstacleLeft.update = function () { this.y += this.speed; smallObstacleMiddle.y = this.y; // Move middle obstacle with left obstacle if (this.y > 2732 + this.height / 2) { this.destroy(); smallObstacleMiddle.destroy(); } }; smallObstacleMiddle.update = function () { // Empty update function to prevent individual movement }; } // Function to spawn SmallObstacle on right and center lanes, and Coin on left lane function spawnSmallObstacleRightCenterCoinLeft() { var smallObstacleRight = new SmallObstacle(); var smallObstacleCenter = new SmallObstacle(); var coinLeft = new Coin(); smallObstacleRight.x = lanes[2]; // Right lane smallObstacleCenter.x = lanes[1]; // Center lane coinLeft.x = lanes[0]; // Left lane smallObstacleRight.y = smallObstacleCenter.y = coinLeft.y = -smallObstacleRight.height * 2; if (!obstacles) { obstacles = []; } if (!coins) { coins = []; } obstacles.push(smallObstacleRight); obstacles.push(smallObstacleCenter); coins.push(coinLeft); game.addChild(smallObstacleRight); game.addChild(smallObstacleCenter); game.addChild(coinLeft); // Ensure both obstacles and coin have the same speed var obstacleSpeed = gameSpeed; smallObstacleRight.speed = smallObstacleCenter.speed = coinLeft.speed = obstacleSpeed; // Attach the obstacles together smallObstacleRight.update = function () { this.y += this.speed; smallObstacleCenter.y = this.y; // Move center obstacle with right obstacle if (this.y > 2732 + this.height / 2) { this.destroy(); smallObstacleCenter.destroy(); } }; smallObstacleCenter.update = function () { // Empty update function to prevent individual movement }; } // Function to spawn a line of obstacles function spawnObstacleLine() { for (var i = 0; i < lanes.length; i++) { var obstacle = new Obstacle(); obstacle.x = lanes[i]; obstacle.y = -obstacle.height * 2; if (!obstacles) { obstacles = []; } obstacles.push(obstacle); game.addChild(obstacle); } } function spawnSmallObstacleCenterCoinLeftPowerUpRight() { var smallObstacleCenter = new SmallObstacle(); smallObstacleCenter.x = lanes[1]; // Center lane smallObstacleCenter.y = -smallObstacleCenter.height * 2; smallObstacleCenter.speed = gameSpeed; // Ensure constant speed if (!obstacles) { obstacles = []; } obstacles.push(smallObstacleCenter); game.addChild(smallObstacleCenter); var coinLeft = new Coin(); coinLeft.x = lanes[0]; // Left lane coinLeft.y = -coinLeft.height * 2; coinLeft.speed = gameSpeed; // Ensure constant speed if (!coins) { coins = []; } coins.push(coinLeft); game.addChild(coinLeft); var powerUpRight = new PowerUp(); powerUpRight.x = lanes[2]; // Right lane powerUpRight.y = -powerUpRight.height * 2; powerUpRight.speed = gameSpeed; // Ensure constant speed if (!powerups) { powerups = []; } powerups.push(powerUpRight); game.addChild(powerUpRight); } // Function to spawn SmallObstacles on the sides and a Coin in the middle function spawnSmallObstaclesSidesCoinMiddle() { var smallObstacleLeft = new SmallObstacle(); smallObstacleLeft.x = lanes[0]; // Left lane smallObstacleLeft.y = -smallObstacleLeft.height * 2; smallObstacleLeft.speed = gameSpeed; // Ensure constant speed if (!obstacles) { obstacles = []; } obstacles.push(smallObstacleLeft); game.addChild(smallObstacleLeft); var smallObstacleRight = new SmallObstacle(); smallObstacleRight.x = lanes[2]; // Right lane smallObstacleRight.y = -smallObstacleRight.height * 2; smallObstacleRight.speed = gameSpeed; // Ensure constant speed obstacles.push(smallObstacleRight); game.addChild(smallObstacleRight); var coinMiddle = new Coin(); coinMiddle.x = lanes[1]; // Middle lane coinMiddle.y = -coinMiddle.height * 2; coinMiddle.speed = gameSpeed; // Ensure constant speed if (!coins) { coins = []; } coins.push(coinMiddle); game.addChild(coinMiddle); } // Function to spawn SmallObstacle in the center and Coins on the sides function spawnSmallObstacleCenterCoinSides() { var smallObstacleCenter = new SmallObstacleCenterCoinSides(); smallObstacleCenter.x = lanes[1]; // Center lane smallObstacleCenter.y = -smallObstacleCenter.height * 2; smallObstacleCenter.speed = gameSpeed; // Ensure constant speed if (!obstacles) { obstacles = []; } obstacles.push(smallObstacleCenter); game.addChild(smallObstacleCenter); var coinLeft = new Coin(); coinLeft.x = lanes[0]; // Left lane coinLeft.y = -coinLeft.height * 2; coinLeft.speed = gameSpeed; // Ensure constant speed if (!coins) { coins = []; } coins.push(coinLeft); game.addChild(coinLeft); var coinRight = new Coin(); coinRight.x = lanes[2]; // Right lane coinRight.y = -coinRight.height * 2; coinRight.speed = gameSpeed; // Ensure constant speed coins.push(coinRight); game.addChild(coinRight); } var starfield = []; for (var i = 0; i < 50; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; starfield.push(star); game.addChildAt(star, 0); // Add stars at the bottom of the z axis }
===================================================================
--- original.js
+++ change.js
@@ -1111,12 +1111,10 @@
powerups.splice(i, 1);
}
}
for (var i = obstacles.length - 1; i >= 0; i--) {
- if (obstacles[i]) {
- obstacles[i].y += gameSpeed;
- obstacles[i].update();
- }
+ obstacles[i].y += gameSpeed;
+ obstacles[i].update();
if (!player.isJumping && player.hitbox && player.hitbox.some(function (hitbox) {
return hitbox.intersects(obstacles[i]) && obstacles[i].hitbox !== null;
})) {
if (player.isInvulnerable) {
@@ -1283,13 +1281,20 @@
smallObstacleLeft.x = lanes[0]; // Left lane
smallObstacleMiddle.x = lanes[1]; // Middle lane
coinRight.x = lanes[2]; // Right lane
smallObstacleLeft.y = smallObstacleMiddle.y = coinRight.y = -smallObstacleLeft.height * 2;
- obstacles = obstacles || [];
- coins = coins || [];
- obstacles.push(smallObstacleLeft, smallObstacleMiddle);
+ if (!obstacles) {
+ obstacles = [];
+ }
+ if (!coins) {
+ coins = [];
+ }
+ obstacles.push(smallObstacleLeft);
+ obstacles.push(smallObstacleMiddle);
coins.push(coinRight);
- game.addChild(smallObstacleLeft, smallObstacleMiddle, coinRight);
+ game.addChild(smallObstacleLeft);
+ game.addChild(smallObstacleMiddle);
+ game.addChild(coinRight);
// Ensure both obstacles and coin have the same speed
var obstacleSpeed = gameSpeed;
smallObstacleLeft.speed = smallObstacleMiddle.speed = coinRight.speed = obstacleSpeed;
// Attach the obstacles together
@@ -1313,13 +1318,20 @@
smallObstacleRight.x = lanes[2]; // Right lane
smallObstacleCenter.x = lanes[1]; // Center lane
coinLeft.x = lanes[0]; // Left lane
smallObstacleRight.y = smallObstacleCenter.y = coinLeft.y = -smallObstacleRight.height * 2;
- obstacles = obstacles || [];
- coins = coins || [];
- obstacles.push(smallObstacleRight, smallObstacleCenter);
+ if (!obstacles) {
+ obstacles = [];
+ }
+ if (!coins) {
+ coins = [];
+ }
+ obstacles.push(smallObstacleRight);
+ obstacles.push(smallObstacleCenter);
coins.push(coinLeft);
- game.addChild(smallObstacleRight, smallObstacleCenter, coinLeft);
+ game.addChild(smallObstacleRight);
+ game.addChild(smallObstacleCenter);
+ game.addChild(coinLeft);
// Ensure both obstacles and coin have the same speed
var obstacleSpeed = gameSpeed;
smallObstacleRight.speed = smallObstacleCenter.speed = coinLeft.speed = obstacleSpeed;
// Attach the obstacles together
@@ -1352,33 +1364,43 @@
var smallObstacleCenter = new SmallObstacle();
smallObstacleCenter.x = lanes[1]; // Center lane
smallObstacleCenter.y = -smallObstacleCenter.height * 2;
smallObstacleCenter.speed = gameSpeed; // Ensure constant speed
- obstacles = obstacles || [];
- coins = coins || [];
- powerups = powerups || [];
+ if (!obstacles) {
+ obstacles = [];
+ }
obstacles.push(smallObstacleCenter);
+ game.addChild(smallObstacleCenter);
var coinLeft = new Coin();
coinLeft.x = lanes[0]; // Left lane
coinLeft.y = -coinLeft.height * 2;
coinLeft.speed = gameSpeed; // Ensure constant speed
+ if (!coins) {
+ coins = [];
+ }
coins.push(coinLeft);
+ game.addChild(coinLeft);
var powerUpRight = new PowerUp();
powerUpRight.x = lanes[2]; // Right lane
powerUpRight.y = -powerUpRight.height * 2;
powerUpRight.speed = gameSpeed; // Ensure constant speed
+ if (!powerups) {
+ powerups = [];
+ }
powerups.push(powerUpRight);
- game.addChild(smallObstacleCenter, coinLeft, powerUpRight);
+ game.addChild(powerUpRight);
}
// Function to spawn SmallObstacles on the sides and a Coin in the middle
function spawnSmallObstaclesSidesCoinMiddle() {
var smallObstacleLeft = new SmallObstacle();
smallObstacleLeft.x = lanes[0]; // Left lane
smallObstacleLeft.y = -smallObstacleLeft.height * 2;
smallObstacleLeft.speed = gameSpeed; // Ensure constant speed
- obstacles = obstacles || [];
- coins = coins || [];
- obstacles.push(smallObstacleLeft, smallObstacleRight);
+ if (!obstacles) {
+ obstacles = [];
+ }
+ obstacles.push(smallObstacleLeft);
+ game.addChild(smallObstacleLeft);
var smallObstacleRight = new SmallObstacle();
smallObstacleRight.x = lanes[2]; // Right lane
smallObstacleRight.y = -smallObstacleRight.height * 2;
smallObstacleRight.speed = gameSpeed; // Ensure constant speed
@@ -1387,33 +1409,43 @@
var coinMiddle = new Coin();
coinMiddle.x = lanes[1]; // Middle lane
coinMiddle.y = -coinMiddle.height * 2;
coinMiddle.speed = gameSpeed; // Ensure constant speed
+ if (!coins) {
+ coins = [];
+ }
coins.push(coinMiddle);
- game.addChild(smallObstacleLeft, smallObstacleRight, coinMiddle);
+ game.addChild(coinMiddle);
}
// Function to spawn SmallObstacle in the center and Coins on the sides
function spawnSmallObstacleCenterCoinSides() {
var smallObstacleCenter = new SmallObstacleCenterCoinSides();
smallObstacleCenter.x = lanes[1]; // Center lane
smallObstacleCenter.y = -smallObstacleCenter.height * 2;
smallObstacleCenter.speed = gameSpeed; // Ensure constant speed
- obstacles = obstacles || [];
- coins = coins || [];
+ if (!obstacles) {
+ obstacles = [];
+ }
obstacles.push(smallObstacleCenter);
- coins.push(coinLeft, coinRight);
- game.addChild(smallObstacleCenter, coinLeft, coinRight);
+ game.addChild(smallObstacleCenter);
var coinLeft = new Coin();
coinLeft.x = lanes[0]; // Left lane
coinLeft.y = -coinLeft.height * 2;
coinLeft.speed = gameSpeed; // Ensure constant speed
+ if (!coins) {
+ coins = [];
+ }
+ coins.push(coinLeft);
+ game.addChild(coinLeft);
var coinRight = new Coin();
coinRight.x = lanes[2]; // Right lane
coinRight.y = -coinRight.height * 2;
coinRight.speed = gameSpeed; // Ensure constant speed
+ coins.push(coinRight);
+ game.addChild(coinRight);
}
var starfield = [];
-for (var i = 0; i < 100; i++) {
+for (var i = 0; i < 50; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
starfield.push(star);
cartoon white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon light blue circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon white square. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
black rectangle