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
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Delay player falling while signals reach the left side of the screen
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Ensure dignals already loaded and reached the left side of the screen while the player is falling
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Pre-load initial signals during game initialization
User prompt
Fix it
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Make sure signals arriving earlier the player falling down at the game start
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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
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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.
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Move signals more closer to each other
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Move signals more closer to each other
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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
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Ensure distance between aech signal is 20 units
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Move all signals closer to each other
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I mean last task for every green signals...
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Move signals closer to each other
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Move signals closer to each other
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Ensure when the game is starting the player falling from the top of the screen
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Ensure fee signals already arriving under player when the game is starting
Code edit (1 edits merged)
Please save this source code
User prompt
StockSharks: Market Runner
Initial prompt
'Stocksharks' Endless runner game. The player has to jump on the Stock Market charts that load on the far right of the screen and move to the left. If green vertical signals arrive, they are always higher and higher, loaded in a staggered arrangement, while if red vertical signals arrive, they are placed lower and lower. The player jumps on the top of the green signals, and when touch the red signal, then fall to the bottom of the screen. Also load arriving memecoins from the right side and they count bonus point. At the bottom of the screen, a shark swims horizontally hunting the player.
/****
* 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 and if we have more than 44 signals
// Make sure we keep signals visible while player is falling
if (self.x < -200 && (!player || !player.isJumping && player.vy <= 0) && signals.length > 44) {
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;
// Clear signals and coins
clearEntities();
// Preload signals
var _preloadSignals = function preloadSignals() {
// Create 44 signals first
if (signals.length < 44) {
spawnSignal();
// Schedule next signal creation
LK.setTimeout(_preloadSignals, 10);
} else {
// Only create player after signals are preloaded
player = new Player();
player.x = 400;
player.y = 1500;
player.vy = 0; // Ensure player isn't falling at start
game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
game.addChild(shark);
// Start game music
LK.playMusic('gameMusic');
}
};
// Start preloading 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);
}
}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at shorter intervals to make them closer to each other
if (currentTime - lastSignalTime > 280 / gameSpeed || signals.length < 44) {
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 && 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 && 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 or falling and we have enough signals
if (!signals[i].active && (!player || !player.isJumping && player.vy <= 0) && signals.length > 44) {
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.isJumping || player.vy > 0)) {
// Keep signals around longer if player is falling or jumping
return false;
}
return true;
}; ===================================================================
--- original.js
+++ change.js
@@ -283,9 +283,9 @@
}
// Check memecoin collisions
for (var i = 0; i < memecoins.length; i++) {
var coin = memecoins[i];
- if (coin.active && !coin.collected && player.intersects(coin)) {
+ if (coin.active && !coin.collected && player && player.intersects(coin)) {
// Collect coin
coin.collected = true;
// Add points
score += 50;
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