User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'setText')' in or related to this line: 'milesTxt.setText(Math.floor(milesTraveled));' Line Number: 1422
User prompt
remove miles and coins background image ont he top right when game over is up
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'setText')' in or related to this line: 'milesTxt.setText(Math.floor(milesTraveled));' Line Number: 1405
User prompt
destroy miles and coinis counter on the top right when game over screen is up
User prompt
miles and coiins displlye on the top right has to be rendered behind the game over screen when up
User prompt
make sure all speed of obstacles coins and powerups are set to 0 when game over is up, even the accumulated one
User prompt
when game over is up, obsacles coins and powerups should stop moving
User prompt
when game over is up, use a new spawnorder that spawns 0 obstacles
User prompt
if game over is up, empty array for obstacles
User prompt
on tick make sure that game over is on the top layer above anything else on the screen
User prompt
hided playe when game over is up
User prompt
destroye player into particles when game over screen is up
User prompt
game over text should be the same green used in the game tint
User prompt
game over backgorund should be blacck
User prompt
play destroy sound when game over screen appears
User prompt
add more space between game over text and miles and coins and final score
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'some')' in or related to this line: 'if (player && !player.isJumping && player.hitbox.some(function (hitbox) {' Line Number: 1582
User prompt
stop spawning obstacles on game over
User prompt
game overr screen should allways be on top of any element
User prompt
make gamme over screen cover all screen
User prompt
multiply coins by 100 to add to final score
User prompt
game over screen should first show miles, once they are loaded, show coins, and once this two are complete, show final score
User prompt
final score should be a mix of miles and be increased depending on how many coins where colleceted
User prompt
make game over screen last 5 seconds
User prompt
on game over screen, below miles and coins add a final score result.
/**** * 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, tint: 0xa8ed15 // Apply tint #a8ed15 }); 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(); } // Floating effect self.y += Math.sin(LK.ticks / 20) * 0.5; // Size changing effect self.scale.x = 1 + Math.sin(LK.ticks / 20) * 0.05; self.scale.y = 1 + Math.sin(LK.ticks / 20) * 0.05; }; }); // Define the GameOverScreen class var GameOverScreen = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('new_miles_background_id', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 10, scaleY: 10, alpha: 1.0 // Set alpha to 1.0 to ensure background is not transparent }); self.addChild(background); var gameOverText = new Text2('Game Over', { size: 200, fill: "#ff0000", stroke: "#000000", strokeThickness: 10, border: true, borderColor: "#000000", borderWidth: 5 }); gameOverText.anchor.set(0.5, 0.5); gameOverText.x = 2048 / 2; gameOverText.y = 2732 / 2 - 100; self.addChildAt(gameOverText, 1); var milesText = new Text2('Miles: 0', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); milesText.anchor.set(0.5, 0.5); milesText.x = 2048 / 2; milesText.y = 2732 / 2 + 50; self.addChild(milesText); // Animate miles counter from 0 to milesTraveled var currentMiles = 0; var milesInterval = LK.setInterval(function () { if (currentMiles < Math.floor(milesTraveled)) { currentMiles += Math.ceil(Math.floor(milesTraveled) / 30); // Increment quickly if (currentMiles > Math.floor(milesTraveled)) { currentMiles = Math.floor(milesTraveled); } milesText.setText('Miles: ' + currentMiles); } else { LK.clearInterval(milesInterval); } }, 30); // Update every 30ms var coinsText = new Text2('Coins: 0', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); coinsText.anchor.set(0.5, 0.5); coinsText.x = 2048 / 2; coinsText.y = 2732 / 2 + 150; self.addChild(coinsText); // Animate coins counter from 0 to score var currentCoins = 0; var coinsInterval = LK.setInterval(function () { if (currentCoins < score) { currentCoins += Math.ceil(score / 30); // Increment quickly if (currentCoins > score) { currentCoins = score; } coinsText.setText('Coins: ' + currentCoins); } else { LK.clearInterval(coinsInterval); } }, 30); // Update every 30ms var finalScoreText = new Text2('Final Score: 0', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.x = 2048 / 2; finalScoreText.y = 2732 / 2 + 250; self.addChild(finalScoreText); // Animate final score counter from 0 to final score var currentFinalScore = 0; var finalScoreInterval = LK.setInterval(function () { if (currentFinalScore < score) { currentFinalScore += Math.ceil(score / 30); // Increment quickly if (currentFinalScore > score) { currentFinalScore = score; } finalScoreText.setText('Final Score: ' + currentFinalScore); } else { LK.clearInterval(finalScoreInterval); } }, 30); // Update every 30ms }); // 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 && !gameOverScreen) { 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 && self.y !== undefined ? self.y + (leftPlayerGraphics ? leftPlayerGraphics.height / 2 : 0) : 0; game.addChildAt(trail, game.getChildIndex(self)); } }; }); var LineObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacleline', { anchorX: 0.5, anchorY: 0.5, tint: 0xa8ed15 // Apply tint #a8ed15 }); 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, tint: 0xa8ed15 // Apply tint #a8ed15 }); 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 })); // Add countdown text over the shield self.shieldCountdown = new Text2('10', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); self.shieldCountdown.anchor.set(0.5, 0.5); self.shieldCountdown.x = 0; self.shieldCountdown.y = 0; self.shield.addChild(self.shieldCountdown); // Play powerup sound when shield is activated LK.getSound('powerup').play(); } if (leftPlayer && !leftPlayer.shield) { leftPlayer.shield = leftPlayer.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set shield transparency })); // Play powerup sound when left player's shield is activated LK.getSound('powerup').play(); } if (rightPlayer && !rightPlayer.shield) { rightPlayer.shield = rightPlayer.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set shield transparency })); // Play powerup sound when right player's shield is activated LK.getSound('powerup').play(); } 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; } } else { // Update countdown text if (self.shieldCountdown) { self.shieldCountdown.setText(Math.ceil(self.invulnerableTimer / 120)); } } } 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 && !gameOverScreen) { 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]); LK.getSound('swipe').play(); LK.getSound('swipe').play(); } }; 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]); LK.getSound('swipe').play(); } }; 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); // Play jump sound when player jumps LK.getSound('jump').play(); } }; }); // 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 && !gameOverScreen) { 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 && self.y !== undefined ? self.y + (rightPlayerGraphics ? rightPlayerGraphics.height / 2 : 0) : 0; 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, tint: 0xa8ed15 // Apply tint #a8ed15 }); 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, tint: 0xa8ed15 // Apply tint #a8ed15 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); var SmallObstacleMiddlePowerUpLeftCoinRight = Container.expand(function () { var self = Container.call(this); var smallObstacleMiddle = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, tint: 0xa8ed15 // Apply tint #a8ed15 }); 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.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0 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 -= 0.02; // Fade out the trail faster self.scale.x -= 0.02; // Shrink the trail faster self.scale.y -= 0.02; // Shrink the trail faster 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 ****/ var gameOverScreen = null; function spawnSmallObstacleMiddlePowerUpLeftCoinRight() { var smallObstacleMiddle = new SmallObstacleMiddlePowerUpLeftCoinRight(); smallObstacleMiddle.x = lanes[1]; // Middle lane smallObstacleMiddle.y = -smallObstacleMiddle.height * 2; smallObstacleMiddle.speed = gameSpeed; // Ensure constant speed if (!obstacles) { obstacles = []; } obstacles.push(smallObstacleMiddle); game.addChild(smallObstacleMiddle); var powerUpLeft = new PowerUp(); powerUpLeft.x = lanes[0]; // Left lane powerUpLeft.y = -powerUpLeft.height * 2; powerUpLeft.speed = gameSpeed; // Ensure constant speed if (!powerups) { powerups = []; } powerups.push(powerUpLeft); game.addChild(powerUpLeft); var coinRight = new Coin(); coinRight.x = lanes[2]; // Right lane coinRight.y = -coinRight.height * 2; coinRight.speed = gameSpeed; // Ensure constant speed if (!coins) { coins = []; } coins.push(coinRight); game.addChild(coinRight); } // New asset for obstacle line function checkBoundingBoxCollision(obj1, obj2) { var obj1Bounds = obj1.getBounds(); var obj2Bounds = obj2.getBounds(); var forgivenessX = obj1Bounds.width * 0.1; var forgivenessY = obj1Bounds.height * 0.1; return obj1Bounds.x < obj2Bounds.x + obj2Bounds.width - forgivenessX && obj1Bounds.x + obj1Bounds.width > obj2Bounds.x + forgivenessX && obj1Bounds.y < obj2Bounds.y + obj2Bounds.height - forgivenessY && obj1Bounds.y + obj1Bounds.height > obj2Bounds.y + forgivenessY; } // 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); // Play background music on main menu LK.playMusic('backgroundmusic'); // Create title text with background button var titleButton = new Container(); titleButton.update = function () { if (LK.ticks % 120 < 60) { titleButton.scale.x += 0.0001; titleButton.scale.y += 0.0001; } else { titleButton.scale.x -= 0.0001; titleButton.scale.y -= 0.0001; } }; // Removed titleBackground box var titleImage = LK.getAsset('homeTitle', { anchorX: 0.5, anchorY: 0.5 }); titleButton.addChild(titleImage); // 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 } titleButton.x = lanes[1]; // Center the title button over the middle lane titleButton.y = 2732 / 4; mainMenu.addChild(titleButton); // Create mode 1 button with background var mode1Button = new Container(); mode1Button.update = function () { if (LK.ticks % 120 < 60) { mode1Button.scale.x += 0.0001; mode1Button.scale.y += 0.0001; } else { mode1Button.scale.x -= 0.0001; mode1Button.scale.y -= 0.0001; } }; // Removed mode1ButtonBackground box var mode1ButtonImage = LK.getAsset('menu1', { anchorX: 0.5, anchorY: 0.5 }); mode1Button.addChild(mode1ButtonImage); mode1Button.x = lanes[1]; // Center the mode 1 button over the middle lane mode1Button.y = 2732 / 2; mainMenu.addChildAt(mode1Button, mainMenu.children.length); // Create mode 2 button with background var mode2Button = new Container(); mode2Button.update = function () { if (LK.ticks % 120 < 60) { mode2Button.scale.x += 0.0001; mode2Button.scale.y += 0.0001; } else { mode2Button.scale.x -= 0.0001; mode2Button.scale.y -= 0.0001; } }; // Removed mode2ButtonBackground box var mode2ButtonImage = LK.getAsset('menu2', { anchorX: 0.5, anchorY: 0.5 }); mode2Button.addChild(mode2ButtonImage); mode2Button.x = lanes[1]; // Center the mode 2 button over the middle lane mode2Button.y = 2732 / 2 + 400; mainMenu.addChildAt(mode2Button, mainMenu.children.length); // Add event listeners for buttons mode1Button.down = function () { LK.getSound('select').play(); startGame('mode1'); }; mode2Button.down = function () { LK.getSound('select').play(); startGame('mode2'); }; // Function to start the game function startGame(mode) { mainMenu.visible = false; scoreTxt.visible = true; // Show score when game starts scoreBackground.visible = true; // Show score background when game starts milesTxt.visible = true; // Show miles when game starts milesBackground.visible = true; // Show miles background when game starts // Background music is already playing from the main menu // 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!' }, { 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: 'SmallObstacleMiddlePowerUpLeftCoinRight', 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; // Declare left and right players var leftPlayer; var rightPlayer; // 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: 50, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); var scoreBackground = LK.getAsset('scoreBackground', { anchorX: 0.5, anchorY: 0.5, x: scoreTxt.x + 550, y: scoreTxt.y + scoreTxt.height / 2 + 200 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x += 600; scoreTxt.y += 200; scoreTxt.visible = false; // Hide score on main menu scoreBackground.visible = false; // Hide score background on main menu LK.gui.top.addChild(scoreBackground); 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) if (!leftPlayer) { leftPlayer = new LeftPlayer(); leftPlayer.x = player.x; leftPlayer.y = player.y; game.addChild(leftPlayer); } if (!rightPlayer) { rightPlayer = new RightPlayer(); rightPlayer.x = player.x; rightPlayer.y = player.y; game.addChild(rightPlayer); } // Play swipe sound when player splits LK.getSound('swipe').play(); 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 = new LeftPlayer(); leftPlayer.x = player.x; leftPlayer.y = player.y; game.addChild(leftPlayer); leftPlayer.update = function () { if (animationDuration > 0) { leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration; animationDuration--; } 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 = 0; } trail.y = this.y + (leftPlayer.height ? leftPlayer.height / 2 : 0); game.addChildAt(trail, game.getChildIndex(this)); } }; } if (!rightPlayer) { rightPlayer = new RightPlayer(); rightPlayer.x = player.x; rightPlayer.y = player.y; game.addChild(rightPlayer); if (!rightPlayer) { rightPlayer = new RightPlayer(); rightPlayer.x = player.x; rightPlayer.y = player.y; game.addChild(rightPlayer); rightPlayer.update = function () { if (animationDuration > 0) { rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration; animationDuration--; } 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 = 0; } trail.y = this.y + (rightPlayer.height ? rightPlayer.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--; titleButton.update = function () { if (LK.ticks % 60 < 30) { titleButton.y += 1; } else { titleButton.y -= 1; } }; if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = leftPlayer ? leftPlayer.x : 0; trail.y = leftPlayer && leftPlayer.height ? leftPlayer.y + leftPlayer.height / 2 : 0; 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--; } mode1Button.update = function () { if (LK.ticks % 60 < 30) { mode1Button.y += 1; } else { mode1Button.y -= 1; } }; if (LK.ticks % 4 == 0) { var trail = new Trail(); trail.scale.x = 0.5; trail.scale.y = 0.5; trail.x = rightPlayer ? rightPlayer.x : 0; trail.y = rightPlayer && rightPlayer.height ? rightPlayer.y + rightPlayer.height / 2 : 0; 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--; } mode2Button.update = function () { if (LK.ticks % 60 < 30) { mode2Button.y += 1; } else { mode2Button.y -= 1; } }; 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 && leftPlayer.y !== undefined ? leftPlayer.y + (leftPlayer.height ? leftPlayer.height / 2 : 0) : 0; 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 ? rightPlayer.x : 0; 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 ? leftPlayer.x : 0; trail.y = leftPlayer && leftPlayer.y !== undefined ? leftPlayer.y + (leftPlayer.height ? leftPlayer.height / 2 : 0) : 0; 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 () { // Update title button if (titleButton.update) { titleButton.update(); } // Update miles traveled milesTraveled += gameSpeed / 30; // Increase the speed at which miles are counted milesTxt.setText(Math.floor(milesTraveled)); // Update mode1 button mode1Button.update(); // Update mode2 button mode2Button.update(); // Update miles traveled milesTraveled += gameSpeed / 30; // Increase the speed at which miles are counted milesTxt.setText(Math.floor(milesTraveled)); 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 *= 1.05; // Increase speed by 5% // 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.update) { leftPlayer.isInvulnerable = true; leftPlayer.invulnerableTimer = 600; } if (rightPlayer && rightPlayer.update) { 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 checkBoundingBoxCollision(hitbox, obstacles[i]) && obstacles[i].hitbox !== null; })) { if (player.isInvulnerable) { // Spawn particles for (var j = 0; j < 20; j++) { // Increase the number of particles to 20 var particle = new Particle(); particle.x = obstacles[i].x; particle.y = obstacles[i].y; particle.scale.set(1.5); // Increase the size of the particles particle.tint = 0x82ee3a; // Set particle color to #82ee3a game.addChild(particle); } // Play destroy sound when an obstacle is destroyed by the player with the shield LK.getSound('destroy').play(); obstacles[i].destroy(); obstacles.splice(i, 1); } else { gameOverScreen = new GameOverScreen(); game.addChild(gameOverScreen); // Disable all hitboxes player.hitbox = null; if (leftPlayer) { leftPlayer.hitbox = null; } if (rightPlayer) { rightPlayer.hitbox = null; } for (var k = 0; k < obstacles.length; k++) { obstacles[k].hitbox = null; } for (var l = 0; l < coins.length; l++) { coins[l].hitbox = null; } for (var m = 0; m < powerups.length; m++) { powerups[m].hitbox = null; } LK.setTimeout(function () { LK.showGameOver(); }, 5000); } } } // 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 === 'SmallObstacleMiddlePowerUpLeftCoinRight') { spawnSmallObstacleMiddlePowerUpLeftCoinRight(); } 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 // Play swipe sound when player merges back together LK.getSound('swipe').play(); } // 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 ? leftPlayer.x : 0; 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 // Play swipe sound when player merges back together LK.getSound('swipe').play(); } // 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 ? rightPlayer.x : 0; 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 checkBoundingBoxCollision(hitbox, coins[i]); })) { score += 1; scoreTxt.setText(score); // Play bling sound LK.getSound('bling').play(); // 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 checkBoundingBoxCollision(hitbox, powerups[i]); })) { player.isInvulnerable = true; player.invulnerableTimer = 600; // 10 seconds at 60 FPS LK.getSound('powerup').play(); // Play powerup sound LK.getSound('powerup').play(); // Play powerup sound 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 < 25; i++) { var star = new Star(); star.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0 star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0 starfield.push(star); game.addChildAt(star, 0); // Add stars at the bottom of the z axis } // Initialize miles traveled var milesTraveled = 0; // Create miles traveled text var milesTxt = new Text2('Miles: 0', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); milesTxt.anchor.set(1, 0); // Anchor to the top-right corner milesTxt.x = 2048; // Position at the top-right corner milesTxt.y = 0; LK.gui.topRight.addChild(milesTxt); // Initialize miles traveled var milesTraveled = 0; // Create miles traveled text var milesTxt = new Text2('0', { size: 50, fill: "#ffffff", stroke: "#000000", strokeThickness: 5, border: true, borderColor: "#000000", borderWidth: 3 }); var milesBackground = LK.getAsset('milesBackground', { anchorX: 0.5, anchorY: 0.5, x: scoreTxt.x - 50, y: scoreTxt.y - 90 }); milesTxt.anchor.set(0.5, 0); milesTxt.x = scoreTxt.x - 10; milesTxt.y = scoreTxt.y - 120; milesTxt.visible = false; // Hide miles on main menu milesBackground.visible = false; // Hide miles background on main menu LK.gui.top.addChild(milesBackground); LK.gui.top.addChild(milesTxt);
===================================================================
--- original.js
+++ change.js
@@ -1429,9 +1429,9 @@
powerups[m].hitbox = null;
}
LK.setTimeout(function () {
LK.showGameOver();
- }, 3000);
+ }, 5000);
}
}
}
// Handle obstacle spawning based on configuration
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