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 = 3.5;
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 = Date.now(); // Initialize with current time to delay first spawn
var lastCoinTime = Date.now(); // Initialize with current time to delay first spawn
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
player = new Player();
player.x = 400;
player.y = 1500;
game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
game.addChild(shark);
// Clear signals and coins
clearEntities();
// Create initial platforms for the player to land on
var initialSignal = new Signal('green');
initialSignal.x = 400; // Place directly under the player
initialSignal.y = 1650; // Place slightly below the player
signals.push(initialSignal);
game.addChild(initialSignal);
// Add a few more initial signals to create a path
for (var i = 0; i < 4; i++) {
var nextSignal = new Signal(Math.random() < 0.5 ? 'green' : 'red');
nextSignal.x = 600 + i * 400; // Space them out horizontally
// Vary the height based on the previous signal type
var prevSignal = i === 0 ? initialSignal : signals[signals.length - 1];
var heightChange = prevSignal.type === 'green' ? -200 : 200;
nextSignal.y = prevSignal.y + heightChange;
// Ensure the type matches the height change (green for up, red for down)
nextSignal.type = heightChange < 0 ? 'green' : 'red';
// Replace the asset based on the new type
nextSignal.removeChild(nextSignal.children[0]);
var assetId = nextSignal.type === 'green' ? 'greenSignal' : 'redSignal';
var signalGraphics = nextSignal.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Keep within bounds
nextSignal.y = Math.max(800, Math.min(2200, nextSignal.y));
signals.push(nextSignal);
game.addChild(nextSignal);
}
// 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);
}
}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at shorter intervals to make them closer to each other
if (currentTime - lastSignalTime > 450 / gameSpeed) {
var signal;
var lastSignalY = 1500; // Default Y position if no signals exist
// Get the Y position of the last signal to compare with
if (signals.length > 0) {
var lastSignal = signals[signals.length - 1];
lastSignalY = lastSignal.y;
}
// Calculate a new Y position
var newY;
var willBeHigher = Math.random() < 0.5; // 50% chance to go higher
if (willBeHigher) {
// This signal will be higher (ascending)
newY = lastSignalY - (200 + Math.random() * 300);
// Higher signals must be green
signal = new Signal('green');
} else {
// This signal will be lower (descending)
newY = lastSignalY + (200 + Math.random() * 300);
// Lower signals must be red
signal = new Signal('red');
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
signal.x = 2048 + 150;
signal.y = newY;
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(); ===================================================================
--- original.js
+++ change.js
@@ -134,10 +134,10 @@
var memecoins = [];
var shark;
var isGameActive = true;
var gameSpeed = 1;
-var lastSignalTime = 0;
-var lastCoinTime = 0;
+var lastSignalTime = Date.now(); // Initialize with current time to delay first spawn
+var lastCoinTime = Date.now(); // Initialize with current time to delay first spawn
var score = 0;
var scoreIncrement = 0.1;
var distanceTraveled = 0;
// UI elements
@@ -168,28 +168,49 @@
isGameActive = true;
score = 0;
distanceTraveled = 0;
gameSpeed = 1;
+ // Create player
+ player = new Player();
+ player.x = 400;
+ player.y = 1500;
+ game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
game.addChild(shark);
// Clear signals and coins
clearEntities();
- // Preload signals before player starts
- preloadSignals();
- // Create player with zero gravity initially
- player = new Player();
- player.x = 400;
- player.y = 1500;
- player.gravity = 0; // Player won't fall initially
- game.addChild(player);
+ // Create initial platforms for the player to land on
+ var initialSignal = new Signal('green');
+ initialSignal.x = 400; // Place directly under the player
+ initialSignal.y = 1650; // Place slightly below the player
+ signals.push(initialSignal);
+ game.addChild(initialSignal);
+ // Add a few more initial signals to create a path
+ for (var i = 0; i < 4; i++) {
+ var nextSignal = new Signal(Math.random() < 0.5 ? 'green' : 'red');
+ nextSignal.x = 600 + i * 400; // Space them out horizontally
+ // Vary the height based on the previous signal type
+ var prevSignal = i === 0 ? initialSignal : signals[signals.length - 1];
+ var heightChange = prevSignal.type === 'green' ? -200 : 200;
+ nextSignal.y = prevSignal.y + heightChange;
+ // Ensure the type matches the height change (green for up, red for down)
+ nextSignal.type = heightChange < 0 ? 'green' : 'red';
+ // Replace the asset based on the new type
+ nextSignal.removeChild(nextSignal.children[0]);
+ var assetId = nextSignal.type === 'green' ? 'greenSignal' : 'redSignal';
+ var signalGraphics = nextSignal.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Keep within bounds
+ nextSignal.y = Math.max(800, Math.min(2200, nextSignal.y));
+ signals.push(nextSignal);
+ game.addChild(nextSignal);
+ }
// Start game music
LK.playMusic('gameMusic');
- // Enable player gravity after a delay
- LK.setTimeout(function () {
- player.gravity = 0.5; // Resume normal gravity
- }, 1500);
}
// Clear all entities
function clearEntities() {
for (var i = signals.length - 1; i >= 0; i--) {
@@ -200,45 +221,8 @@
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
-// Preload initial signals
-function preloadSignals() {
- // Create initial platform under player
- var initialSignal = new Signal('green');
- initialSignal.x = 400;
- initialSignal.y = 1650; // Positioned below player starting position
- signals.push(initialSignal);
- game.addChild(initialSignal);
- // Create additional signals leading forward
- var lastSignalY = initialSignal.y;
- var lastSignalX = initialSignal.x;
- // Create 5 initial signals in a path ahead
- for (var i = 0; i < 5; i++) {
- var signal;
- var newY;
- var willBeHigher = Math.random() < 0.5;
- if (willBeHigher) {
- newY = lastSignalY - (150 + Math.random() * 150);
- signal = new Signal('green');
- } else {
- newY = lastSignalY + (150 + Math.random() * 150);
- signal = new Signal('red');
- }
- // Ensure signal stays within playable area
- newY = Math.max(800, Math.min(2200, newY));
- // Position signal ahead of previous one
- var signalX = lastSignalX + 300 + Math.random() * 200;
- signal.x = signalX;
- signal.y = newY;
- signals.push(signal);
- game.addChild(signal);
- lastSignalY = newY;
- lastSignalX = signalX;
- }
- // Set last signal time to current time
- lastSignalTime = Date.now();
-}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at shorter intervals to make them closer to each other
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