User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1146
Code edit (2 edits merged)
Please save this source code
User prompt
make lane lines 10 pixels wider
User prompt
on tick, check if small obstacles that are on adjacent land are on the same y position and fix if they are not
User prompt
menu text should be over lines in homepage
User prompt
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
User prompt
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
User prompt
main menu text should be on top of lane lines in the z axis
User prompt
lane lines sould be on the bottom of the z axis
User prompt
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
User prompt
add a very little starfield in the background
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1185
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1192
User prompt
left and right player should also be shielded when powerup is colected
Code edit (3 edits merged)
Please save this source code
User prompt
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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Particles should tint with the asset color that explodes
User prompt
I need to find a solution to smallobstacles in different lanes not being exactly aligned when moving
User prompt
That di not work, it broke someithng
User prompt
when two small obstacles are in lanes next to each other, attache the assets and move them together
User prompt
Imrove game performance
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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
User prompt
Reduce starfield
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1209
/****
* 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: 10,
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: 10,
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 (leftPlayer && leftPlayer.x !== undefined) {
trail.x = leftPlayer.x;
} else {
trail.x = self.x;
}
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 (self.invulnerableTimer <= 0) {
self.isInvulnerable = false;
if (self.shield) {
self.shield.destroy();
self.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) {
return;
} // Prevent player movement when the home screen is up
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: 10,
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();
}
};
});
// 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.addChild(mainMenu);
// Create title text
var titleText = new Text2('Endless Runner', {
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);
titleText.x = 2048 / 2;
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 = 2048 / 2;
mode1Button.y = 2732 / 2;
mainMenu.addChild(mode1Button);
// 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 = 2048 / 2;
mode2Button.y = 2732 / 2 + 300;
mainMenu.addChild(mode2Button);
// 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: 100
}, {
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: 100
}, {
type: 'ObstacleLine',
interval: 100
}];
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];
// 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.addChild(separator);
}
// 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.addChild(leftLaneOutline);
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.addChild(rightLaneOutline);
// 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: 100
}, {
type: 'ObstacleLine',
interval: 100
}];
// 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
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].color; // 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].color; // 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();
smallObstacleLeft.x = lanes[0]; // Left lane
smallObstacleMiddle.x = lanes[1]; // Middle lane
smallObstacleLeft.y = -smallObstacleLeft.height * 2;
smallObstacleMiddle.y = -smallObstacleMiddle.height * 2;
if (!obstacles) {
obstacles = [];
}
obstacles.push(smallObstacleLeft);
obstacles.push(smallObstacleMiddle);
game.addChild(smallObstacleLeft);
game.addChild(smallObstacleMiddle);
var coinRight = new Coin();
coinRight.x = lanes[2]; // Right lane
coinRight.y = -coinRight.height * 2;
if (!coins) {
coins = [];
}
coins.push(coinRight);
game.addChild(coinRight);
// Ensure both obstacles have the same speed
var obstacleSpeed = gameSpeed;
smallObstacleLeft.speed = obstacleSpeed;
smallObstacleMiddle.speed = obstacleSpeed;
}
// Function to spawn SmallObstacle on right and center lanes, and Coin on left lane
function spawnSmallObstacleRightCenterCoinLeft() {
var smallObstacleRight = new SmallObstacle();
var smallObstacleCenter = new SmallObstacle();
smallObstacleRight.x = lanes[2]; // Right lane
smallObstacleCenter.x = lanes[1]; // Center lane
smallObstacleRight.y = -smallObstacleRight.height * 2;
smallObstacleCenter.y = -smallObstacleCenter.height * 2;
if (!obstacles) {
obstacles = [];
}
obstacles.push(smallObstacleRight);
obstacles.push(smallObstacleCenter);
game.addChild(smallObstacleRight);
game.addChild(smallObstacleCenter);
var coinLeft = new Coin();
coinLeft.x = lanes[0]; // Left lane
coinLeft.y = -coinLeft.height * 2;
if (!coins) {
coins = [];
}
coins.push(coinLeft);
game.addChild(coinLeft);
// Ensure both obstacles have the same speed
var obstacleSpeed = gameSpeed;
smallObstacleRight.speed = obstacleSpeed;
smallObstacleCenter.speed = obstacleSpeed;
}
// 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);
}
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