User prompt
Ensure player collision with the top of the green signal but not with the red
User prompt
Increase the player jump at click
User prompt
Ensure the player start falling from the left top of the screen at the game start
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
/**** * 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.lastWasIntersecting = 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; // Track if player is jumping or falling self.isJumping = self.vy !== 0; // 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 only if player is not jumping/falling or dead // Make sure we keep signals visible while player is falling if (self.x < -200 && (!player || !player.isDead && !player.isJumping && player.vy <= 0)) { 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; player.isDead = true; // Start with player unable to move game.addChild(player); // Create shark shark = new Shark(); shark.y = 2732 - 100; game.addChild(shark); // Clear signals and coins clearEntities(); // Start game music LK.playMusic('gameMusic'); // Preload 30 signals preloadSignals(); } // 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); } } // Preload signals function function preloadSignals() { var preloadCount = 30; var lastSignalY = 1500; // Default starting Y position var baseX = 2048 + 150; // Starting X position for first signal var horizontalGap = 250; // Space between signals // Create 30 initial signals for (var i = 0; i < preloadCount; i++) { var signal; // 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 = baseX - i * horizontalGap; // Position signals from right to left signal.y = newY; signals.push(signal); game.addChild(signal); lastSignalY = newY; } // Start game after signals are placed LK.setTimeout(function () { if (player) { player.isDead = false; // Now allow player to move } }, 1500); } // 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--) { // Only remove signals if player is not jumping, falling, or in initial dead state if (!signals[i].active && (!player || !player.isDead && !player.isJumping && player.vy <= 0)) { 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(); // Track signal status globally game.onEntityDestroyed = function (entity) { // Keep track of destroyed entities if needed if (entity instanceof Signal && player && (player.isDead || player.isJumping || player.vy > 0)) { // Keep signals around longer if player is falling, jumping, or in initial dead state return false; } return true; };
===================================================================
--- original.js
+++ change.js
@@ -112,11 +112,11 @@
if (!self.active) {
return;
}
self.x -= self.speed;
- // Remove when off screen only if player is not jumping/falling
+ // Remove when off screen only if player is not jumping/falling or dead
// Make sure we keep signals visible while player is falling
- if (self.x < -200 && (!player || !player.isJumping && player.vy <= 0)) {
+ if (self.x < -200 && (!player || !player.isDead && !player.isJumping && player.vy <= 0)) {
self.active = false;
}
};
return self;
@@ -176,8 +176,9 @@
// Create player
player = new Player();
player.x = 400;
player.y = 1500;
+ player.isDead = true; // Start with player unable to move
game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
@@ -185,8 +186,10 @@
// Clear signals and coins
clearEntities();
// Start game music
LK.playMusic('gameMusic');
+ // Preload 30 signals
+ preloadSignals();
}
// Clear all entities
function clearEntities() {
for (var i = signals.length - 1; i >= 0; i--) {
@@ -197,8 +200,46 @@
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
+// Preload signals function
+function preloadSignals() {
+ var preloadCount = 30;
+ var lastSignalY = 1500; // Default starting Y position
+ var baseX = 2048 + 150; // Starting X position for first signal
+ var horizontalGap = 250; // Space between signals
+ // Create 30 initial signals
+ for (var i = 0; i < preloadCount; i++) {
+ var signal;
+ // 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 = baseX - i * horizontalGap; // Position signals from right to left
+ signal.y = newY;
+ signals.push(signal);
+ game.addChild(signal);
+ lastSignalY = newY;
+ }
+ // Start game after signals are placed
+ LK.setTimeout(function () {
+ if (player) {
+ player.isDead = false; // Now allow player to move
+ }
+ }, 1500);
+}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at shorter intervals to make them closer to each other
@@ -301,10 +342,10 @@
// Clean up inactive entities
function cleanupEntities() {
// Remove inactive signals
for (var i = signals.length - 1; i >= 0; i--) {
- // Only remove signals if player is not jumping or falling
- if (!signals[i].active && (!player || !player.isJumping && player.vy <= 0)) {
+ // Only remove signals if player is not jumping, falling, or in initial dead state
+ if (!signals[i].active && (!player || !player.isDead && !player.isJumping && player.vy <= 0)) {
signals[i].destroy();
signals.splice(i, 1);
}
}
@@ -371,10 +412,10 @@
initGame();
// Track signal status globally
game.onEntityDestroyed = function (entity) {
// Keep track of destroyed entities if needed
- if (entity instanceof Signal && player && (player.isJumping || player.vy > 0)) {
- // Keep signals around longer if player is falling or jumping
+ if (entity instanceof Signal && player && (player.isDead || player.isJumping || player.vy > 0)) {
+ // Keep signals around longer if player is falling, jumping, or in initial dead state
return false;
}
return true;
};
\ No newline at end of file
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