User prompt
I said that place them under the player
User prompt
At the game start the first 44 signals not load from the right side of the screen but already reached the left edge of the screen under the player
User prompt
At the game start the first signals not load from the right side of the screen but already reached the left edge of the screen under the player
User prompt
Wait with the player falling while the first signal reach the left edge of the screen
User prompt
Wait with the player falling while the first signal reach the left side of the screen
User prompt
Load signals and reached the left side of the screen before player start falling
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (player.y > 2732 - 250 && player.intersects(shark)) {' Line Number: 322
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (coin.active && !coin.collected && player.intersects(coin)) {' Line Number: 300
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (signal.active && player.intersects(signal)) {' Line Number: 283
User prompt
Ensure first 44 piece of signals already loaded and reached the left side of the screen while the player start falling
User prompt
Ensure first 30 piece of signals already loaded and reached the left side of the screen
User prompt
Delay player falling while signals reach the left side of the screen
User prompt
Ensure dignals already loaded and reached the left side of the screen while the player is falling
User prompt
Pre-load initial signals during game initialization
User prompt
Fix it
User prompt
Make sure signals arriving earlier the player falling down at the game start
User prompt
Make sure that the signals are already loaded when the game starts, and only then drop the player so that the player doesn't fall right away
User prompt
Make sure that if a signal loads lower than the one in front of it, it can only be red, but if it is higher up, it can be green.
User prompt
Move signals more closer to each other
User prompt
Move signals more closer to each other
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'var spawnInterval = 70 / signals[0].speed * 1000 / gameSpeed;' Line Number: 243
User prompt
Ensure distance between aech signal is 20 units
User prompt
Move all signals closer to each other
User prompt
I mean last task for every green signals...
User prompt
Move signals closer to each other
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Memecoin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('memecoin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.active = true; self.collected = false; self.update = function () { if (!self.active) { return; } self.x -= self.speed; // Rotate coin coinGraphics.rotation += 0.03; // Remove when off screen if (self.x < -100) { self.active = false; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.gravity = 0.5; self.jumpPower = -15; self.isJumping = false; self.isDead = false; self.jump = function () { if (!self.isJumping && !self.isDead) { self.vy = self.jumpPower; self.isJumping = true; LK.getSound('jump').play(); } }; self.update = function () { if (self.isDead) { return; } // Apply gravity self.vy += self.gravity; // Apply movement self.y += self.vy; // Ground collision detection if (self.y > 2732 - 250) { // Shark zone self.y = 2732 - 250; self.vy = 0; self.isJumping = false; } }; return self; }); var Shark = Container.expand(function () { var self = Container.call(this); var sharkGraphics = self.attachAsset('shark', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.direction = 1; self.amplitude = 100; self.centerY = 2732 - 100; self.startX = 400; self.time = 0; self.update = function () { self.time += 0.02; // Shark moves in a wavy pattern along the bottom self.x = self.startX + Math.sin(self.time) * self.amplitude; self.y = self.centerY + Math.sin(self.time * 2) * 20; // Flip shark based on direction if (Math.sin(self.time) > 0 && self.direction === -1) { self.direction = 1; sharkGraphics.scale.x = 1; } else if (Math.sin(self.time) < 0 && self.direction === 1) { self.direction = -1; sharkGraphics.scale.x = -1; } }; return self; }); var Signal = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'green'; var assetId = self.type === 'green' ? 'greenSignal' : 'redSignal'; var signalGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; // Increased from 8 to 12 for faster movement and closer spacing self.active = true; self.update = function () { if (!self.active) { return; } self.x -= self.speed; // Remove when off screen if (self.x < -200) { self.active = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001F3F }); /**** * Game Code ****/ // Game variables var player; var signals = []; var memecoins = []; var shark; var isGameActive = true; var gameSpeed = 1; var lastSignalTime = 0; var lastCoinTime = 0; var score = 0; var scoreIncrement = 0.1; var distanceTraveled = 0; // UI elements var scoreTxt; var highScoreTxt; // Initialize UI function initUI() { // Score text scoreTxt = new Text2('SCORE: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 50; // High score text var highScore = storage.highScore || 0; highScoreTxt = new Text2('HIGH SCORE: ' + Math.floor(highScore), { size: 50, fill: 0xFFD700 }); highScoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(highScoreTxt); highScoreTxt.y = 130; } // Initialize game world function initGame() { isGameActive = true; score = 0; distanceTraveled = 0; gameSpeed = 1; // Create player at the top of the screen to make them fall player = new Player(); player.x = 400; player.y = 200; // Position player at the top of the screen game.addChild(player); // Create shark shark = new Shark(); shark.y = 2732 - 100; game.addChild(shark); // Clear signals and coins clearEntities(); // Create initial signals for the player to jump on createInitialSignals(); // Start game music LK.playMusic('gameMusic'); } // Clear all entities function clearEntities() { for (var i = signals.length - 1; i >= 0; i--) { signals[i].destroy(); signals.splice(i, 1); } for (var i = memecoins.length - 1; i >= 0; i--) { memecoins[i].destroy(); memecoins.splice(i, 1); } } // Create initial signals for the player to land on when starting function createInitialSignals() { // Create a few green signals that are already visible when the game starts for (var i = 0; i < 5; i++) { var signal = new Signal('green'); // Position signals at decreasing X positions from right to left signal.x = 2048 - i * 180; // Reduced from 250 to 180 for even closer spacing // Create a staggered arrangement going upward signal.y = 1700 - i * 80; // Reduced from 100 to 80 for tighter vertical spacing signals.push(signal); game.addChild(signal); } // Create a few red signals that are also visible for (var i = 0; i < 3; i++) { var signal = new Signal('red'); // Position red signals at different positions signal.x = 1800 - i * 200; // Reduced from 300 to 200 for closer spacing // Place red signals in a descending pattern signal.y = 1600 + i * 120; // Reduced from 150 to 120 for tighter vertical spacing signals.push(signal); game.addChild(signal); } // Set the last signal time to now so we don't immediately spawn more lastSignalTime = Date.now(); } // Spawn signals function spawnSignal() { var currentTime = Date.now(); // Spawn signals at intervals if (currentTime - lastSignalTime > 500 / gameSpeed) { // Reduced from 800 to 500 for much closer spacing var type = Math.random() < 0.6 ? 'green' : 'red'; // 60% green, 40% red var signal = new Signal(type); signal.x = 2048 + 150; // Green signals appear higher, red signals lower if (type === 'green') { signal.y = 1300 + Math.random() * 700; } else { signal.y = 1700 + Math.random() * 500; } signals.push(signal); game.addChild(signal); lastSignalTime = currentTime; } } // Spawn memecoins function spawnMemecoin() { var currentTime = Date.now(); // Spawn coins less frequently than signals if (currentTime - lastCoinTime > 3000 / gameSpeed) { var coin = new Memecoin(); coin.x = 2048 + 150; coin.y = 1000 + Math.random() * 1000; // Random height memecoins.push(coin); game.addChild(coin); lastCoinTime = currentTime; } } // Check collisions between player and signals/coins/shark function checkCollisions() { if (!isGameActive) { return; } // Check signal collisions for (var i = 0; i < signals.length; i++) { var signal = signals[i]; if (signal.active && player.intersects(signal)) { // Land on top of the signal if (player.y < signal.y - 20 && player.vy > 0) { player.y = signal.y - 75; player.vy = 0; player.isJumping = false; // If it's a red signal, make it more slippery (player keeps falling) if (signal.type === 'red') { player.vy = 5; player.isJumping = true; } } } } // Check memecoin collisions for (var i = 0; i < memecoins.length; i++) { var coin = memecoins[i]; if (coin.active && !coin.collected && player.intersects(coin)) { // Collect coin coin.collected = true; // Add points score += 50; scoreTxt.setText('SCORE: ' + Math.floor(score)); // Flash coin and remove LK.effects.flashObject(coin, 0xFFFFFF, 300); LK.getSound('coinCollect').play(); tween(coin, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, onFinish: function onFinish() { coin.active = false; } }); } } // Check shark collision if (player.y > 2732 - 250 && player.intersects(shark)) { // Game over if player touches shark gameOver(); } } // Clean up inactive entities function cleanupEntities() { // Remove inactive signals for (var i = signals.length - 1; i >= 0; i--) { if (!signals[i].active) { signals[i].destroy(); signals.splice(i, 1); } } // Remove inactive coins for (var i = memecoins.length - 1; i >= 0; i--) { if (!memecoins[i].active) { memecoins[i].destroy(); memecoins.splice(i, 1); } } } // Game over function gameOver() { isGameActive = false; player.isDead = true; // Play crash sound LK.getSound('crash').play(); // Flash screen red LK.effects.flashScreen(0xFF0000, 500); // Update high score var highScore = storage.highScore || 0; if (score > highScore) { storage.highScore = score; highScoreTxt.setText('HIGH SCORE: ' + Math.floor(score)); } // Show game over after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 800); } // Input handling game.down = function (x, y, obj) { // Jump when tapping/clicking player.jump(); }; // Main game update loop game.update = function () { if (!isGameActive) { return; } // Update score based on distance distanceTraveled += gameSpeed; score += scoreIncrement * gameSpeed; // Update score display occasionally to avoid text updates every frame if (Math.floor(score) % 5 === 0) { scoreTxt.setText('SCORE: ' + Math.floor(score)); } // Increase game speed gradually gameSpeed = 1 + distanceTraveled / 10000; // Spawn entities spawnSignal(); spawnMemecoin(); // Check collisions checkCollisions(); // Remove inactive entities cleanupEntities(); // Check if player fell off screen if (player.y > 2732 + 200) { gameOver(); } }; // Initialize UI and game initUI(); initGame();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Memecoin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('memecoin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.active = true;
self.collected = false;
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Rotate coin
coinGraphics.rotation += 0.03;
// Remove when off screen
if (self.x < -100) {
self.active = false;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.gravity = 0.5;
self.jumpPower = -15;
self.isJumping = false;
self.isDead = false;
self.jump = function () {
if (!self.isJumping && !self.isDead) {
self.vy = self.jumpPower;
self.isJumping = true;
LK.getSound('jump').play();
}
};
self.update = function () {
if (self.isDead) {
return;
}
// Apply gravity
self.vy += self.gravity;
// Apply movement
self.y += self.vy;
// Ground collision detection
if (self.y > 2732 - 250) {
// Shark zone
self.y = 2732 - 250;
self.vy = 0;
self.isJumping = false;
}
};
return self;
});
var Shark = Container.expand(function () {
var self = Container.call(this);
var sharkGraphics = self.attachAsset('shark', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.direction = 1;
self.amplitude = 100;
self.centerY = 2732 - 100;
self.startX = 400;
self.time = 0;
self.update = function () {
self.time += 0.02;
// Shark moves in a wavy pattern along the bottom
self.x = self.startX + Math.sin(self.time) * self.amplitude;
self.y = self.centerY + Math.sin(self.time * 2) * 20;
// Flip shark based on direction
if (Math.sin(self.time) > 0 && self.direction === -1) {
self.direction = 1;
sharkGraphics.scale.x = 1;
} else if (Math.sin(self.time) < 0 && self.direction === 1) {
self.direction = -1;
sharkGraphics.scale.x = -1;
}
};
return self;
});
var Signal = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'green';
var assetId = self.type === 'green' ? 'greenSignal' : 'redSignal';
var signalGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12; // Increased from 8 to 12 for faster movement and closer spacing
self.active = true;
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Remove when off screen
if (self.x < -200) {
self.active = false;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001F3F
});
/****
* Game Code
****/
// Game variables
var player;
var signals = [];
var memecoins = [];
var shark;
var isGameActive = true;
var gameSpeed = 1;
var lastSignalTime = 0;
var lastCoinTime = 0;
var score = 0;
var scoreIncrement = 0.1;
var distanceTraveled = 0;
// UI elements
var scoreTxt;
var highScoreTxt;
// Initialize UI
function initUI() {
// Score text
scoreTxt = new Text2('SCORE: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 50;
// High score text
var highScore = storage.highScore || 0;
highScoreTxt = new Text2('HIGH SCORE: ' + Math.floor(highScore), {
size: 50,
fill: 0xFFD700
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.y = 130;
}
// Initialize game world
function initGame() {
isGameActive = true;
score = 0;
distanceTraveled = 0;
gameSpeed = 1;
// Create player at the top of the screen to make them fall
player = new Player();
player.x = 400;
player.y = 200; // Position player at the top of the screen
game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
game.addChild(shark);
// Clear signals and coins
clearEntities();
// Create initial signals for the player to jump on
createInitialSignals();
// Start game music
LK.playMusic('gameMusic');
}
// Clear all entities
function clearEntities() {
for (var i = signals.length - 1; i >= 0; i--) {
signals[i].destroy();
signals.splice(i, 1);
}
for (var i = memecoins.length - 1; i >= 0; i--) {
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
// Create initial signals for the player to land on when starting
function createInitialSignals() {
// Create a few green signals that are already visible when the game starts
for (var i = 0; i < 5; i++) {
var signal = new Signal('green');
// Position signals at decreasing X positions from right to left
signal.x = 2048 - i * 180; // Reduced from 250 to 180 for even closer spacing
// Create a staggered arrangement going upward
signal.y = 1700 - i * 80; // Reduced from 100 to 80 for tighter vertical spacing
signals.push(signal);
game.addChild(signal);
}
// Create a few red signals that are also visible
for (var i = 0; i < 3; i++) {
var signal = new Signal('red');
// Position red signals at different positions
signal.x = 1800 - i * 200; // Reduced from 300 to 200 for closer spacing
// Place red signals in a descending pattern
signal.y = 1600 + i * 120; // Reduced from 150 to 120 for tighter vertical spacing
signals.push(signal);
game.addChild(signal);
}
// Set the last signal time to now so we don't immediately spawn more
lastSignalTime = Date.now();
}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at intervals
if (currentTime - lastSignalTime > 500 / gameSpeed) {
// Reduced from 800 to 500 for much closer spacing
var type = Math.random() < 0.6 ? 'green' : 'red'; // 60% green, 40% red
var signal = new Signal(type);
signal.x = 2048 + 150;
// Green signals appear higher, red signals lower
if (type === 'green') {
signal.y = 1300 + Math.random() * 700;
} else {
signal.y = 1700 + Math.random() * 500;
}
signals.push(signal);
game.addChild(signal);
lastSignalTime = currentTime;
}
}
// Spawn memecoins
function spawnMemecoin() {
var currentTime = Date.now();
// Spawn coins less frequently than signals
if (currentTime - lastCoinTime > 3000 / gameSpeed) {
var coin = new Memecoin();
coin.x = 2048 + 150;
coin.y = 1000 + Math.random() * 1000; // Random height
memecoins.push(coin);
game.addChild(coin);
lastCoinTime = currentTime;
}
}
// Check collisions between player and signals/coins/shark
function checkCollisions() {
if (!isGameActive) {
return;
}
// Check signal collisions
for (var i = 0; i < signals.length; i++) {
var signal = signals[i];
if (signal.active && player.intersects(signal)) {
// Land on top of the signal
if (player.y < signal.y - 20 && player.vy > 0) {
player.y = signal.y - 75;
player.vy = 0;
player.isJumping = false;
// If it's a red signal, make it more slippery (player keeps falling)
if (signal.type === 'red') {
player.vy = 5;
player.isJumping = true;
}
}
}
}
// Check memecoin collisions
for (var i = 0; i < memecoins.length; i++) {
var coin = memecoins[i];
if (coin.active && !coin.collected && player.intersects(coin)) {
// Collect coin
coin.collected = true;
// Add points
score += 50;
scoreTxt.setText('SCORE: ' + Math.floor(score));
// Flash coin and remove
LK.effects.flashObject(coin, 0xFFFFFF, 300);
LK.getSound('coinCollect').play();
tween(coin, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
coin.active = false;
}
});
}
}
// Check shark collision
if (player.y > 2732 - 250 && player.intersects(shark)) {
// Game over if player touches shark
gameOver();
}
}
// Clean up inactive entities
function cleanupEntities() {
// Remove inactive signals
for (var i = signals.length - 1; i >= 0; i--) {
if (!signals[i].active) {
signals[i].destroy();
signals.splice(i, 1);
}
}
// Remove inactive coins
for (var i = memecoins.length - 1; i >= 0; i--) {
if (!memecoins[i].active) {
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
}
// Game over
function gameOver() {
isGameActive = false;
player.isDead = true;
// Play crash sound
LK.getSound('crash').play();
// Flash screen red
LK.effects.flashScreen(0xFF0000, 500);
// Update high score
var highScore = storage.highScore || 0;
if (score > highScore) {
storage.highScore = score;
highScoreTxt.setText('HIGH SCORE: ' + Math.floor(score));
}
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 800);
}
// Input handling
game.down = function (x, y, obj) {
// Jump when tapping/clicking
player.jump();
};
// Main game update loop
game.update = function () {
if (!isGameActive) {
return;
}
// Update score based on distance
distanceTraveled += gameSpeed;
score += scoreIncrement * gameSpeed;
// Update score display occasionally to avoid text updates every frame
if (Math.floor(score) % 5 === 0) {
scoreTxt.setText('SCORE: ' + Math.floor(score));
}
// Increase game speed gradually
gameSpeed = 1 + distanceTraveled / 10000;
// Spawn entities
spawnSignal();
spawnMemecoin();
// Check collisions
checkCollisions();
// Remove inactive entities
cleanupEntities();
// Check if player fell off screen
if (player.y > 2732 + 200) {
gameOver();
}
};
// Initialize UI and game
initUI();
initGame();
Grey shark, sideview. In-Game asset. 2d. High contrast. No shadows
Golden Dogecoin
Golden memecoin with sunglasses
shiba inu golden memecoin
Golden memecoin with Pepe
Golden coin with Floki
Golden coin with volt
Golden coin with cute catface
Golden coin with Trump and 'WILL FIX IT' Text
Lightning line. In-Game asset. 2d. High contrast. No shadows