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 = 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
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();
// Pre-load initial signals
preloadInitialSignals();
// Start game music
LK.playMusic('gameMusic');
}
// Pre-load initial signals to ensure the player has platforms to jump on at game start
function preloadInitialSignals() {
var startY = 1500;
var startX = 600;
// Create 5 initial signals
for (var i = 0; i < 5; i++) {
var signal;
// First signal is always green for easy start
if (i === 0) {
signal = new Signal('green');
signal.x = startX;
signal.y = startY;
} else {
// Determine if signal should be higher or lower than previous
var willBeHigher = Math.random() < 0.6; // 60% chance to go higher for initial signals
// Calculate position based on previous signal
var prevSignal = signals[signals.length - 1];
var prevY = prevSignal.y;
var newX = prevSignal.x + 300; // Space signals horizontally
var newY;
if (willBeHigher) {
// This signal will be higher (ascending)
newY = prevY - (150 + Math.random() * 200);
// Higher signals must be green
signal = new Signal('green');
} else {
// This signal will be lower (descending)
newY = prevY + (150 + Math.random() * 200);
// 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 = newX;
signal.y = newY;
}
signals.push(signal);
game.addChild(signal);
}
// Set lastSignalTime to current time
lastSignalTime = Date.now();
}
// 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
@@ -102,9 +102,9 @@
var signalGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 5; // Increased speed for closer placement
+ self.speed = 3.5;
self.active = true;
self.update = function () {
if (!self.active) {
return;
@@ -179,39 +179,54 @@
shark.y = 2732 - 100;
game.addChild(shark);
// Clear signals and coins
clearEntities();
- // Pre-load initial signals for the player to jump on
- var initialY = 1500;
- // First signal - green, directly under player
- var firstSignal = new Signal('green');
- firstSignal.x = 400;
- firstSignal.y = initialY + 350; // Position below player
- signals.push(firstSignal);
- game.addChild(firstSignal);
- // Create a path of signals
+ // Pre-load initial signals
+ preloadInitialSignals();
+ // Start game music
+ LK.playMusic('gameMusic');
+}
+// Pre-load initial signals to ensure the player has platforms to jump on at game start
+function preloadInitialSignals() {
+ var startY = 1500;
+ var startX = 600;
+ // Create 5 initial signals
for (var i = 0; i < 5; i++) {
- var willBeHigher = Math.random() < 0.7; // 70% chance to go higher for initial path
- var signalType = willBeHigher ? 'green' : 'red';
- var signal = new Signal(signalType);
- // Position horizontally with even spacing
- signal.x = 600 + i * 350;
- // If higher (green), make it higher, if lower (red), make it lower
- if (willBeHigher) {
- initialY -= 100 + Math.random() * 200;
- signal.type = 'green';
+ var signal;
+ // First signal is always green for easy start
+ if (i === 0) {
+ signal = new Signal('green');
+ signal.x = startX;
+ signal.y = startY;
} else {
- initialY += 100 + Math.random() * 200;
- signal.type = 'red';
+ // Determine if signal should be higher or lower than previous
+ var willBeHigher = Math.random() < 0.6; // 60% chance to go higher for initial signals
+ // Calculate position based on previous signal
+ var prevSignal = signals[signals.length - 1];
+ var prevY = prevSignal.y;
+ var newX = prevSignal.x + 300; // Space signals horizontally
+ var newY;
+ if (willBeHigher) {
+ // This signal will be higher (ascending)
+ newY = prevY - (150 + Math.random() * 200);
+ // Higher signals must be green
+ signal = new Signal('green');
+ } else {
+ // This signal will be lower (descending)
+ newY = prevY + (150 + Math.random() * 200);
+ // 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 = newX;
+ signal.y = newY;
}
- // Ensure signal stays within playable area
- initialY = Math.max(800, Math.min(2200, initialY));
- signal.y = initialY;
signals.push(signal);
game.addChild(signal);
}
- // Start game music
- LK.playMusic('gameMusic');
+ // Set lastSignalTime to current time
+ lastSignalTime = Date.now();
}
// Clear all entities
function clearEntities() {
for (var i = signals.length - 1; i >= 0; i--) {
@@ -226,9 +241,9 @@
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at shorter intervals to make them closer to each other
- if (currentTime - lastSignalTime > 350 / gameSpeed) {
+ 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) {
@@ -236,15 +251,9 @@
lastSignalY = lastSignal.y;
}
// Calculate a new Y position
var newY;
- var lastSignalType = 'green'; // Default type if no signals exist
- // Get type of the last signal
- if (signals.length > 0) {
- lastSignalType = signals[signals.length - 1].type;
- }
- // Alternate between green and red with proper elevation changes
- var willBeHigher = lastSignalType === 'red' || Math.random() < 0.6; // Higher chance for green ascending signals
+ 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
@@ -295,12 +304,8 @@
if (signal.type === 'red') {
player.vy = 5;
player.isJumping = true;
}
- } else if (signal.type === 'red' && player.vy <= 0) {
- // Player hits red signal from below or side - fall down
- player.vy = 5;
- player.isJumping = true;
}
}
}
// Check memecoin collisions
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