User prompt
Move signals closer to each other
User prompt
Ensure when the game is starting the player falling from the top of the screen
User prompt
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.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 = 8;
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 * 250; // Reduced from 400 to 250 for closer spacing
// Create a staggered arrangement going upward
signal.y = 1700 - i * 100;
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 * 300; // Reduced from 450 to 300 for closer spacing
// Place red signals in a descending pattern
signal.y = 1600 + i * 150;
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 > 800 / gameSpeed) {
// Reduced from 1200 to 800 for 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(); ===================================================================
--- original.js
+++ change.js
@@ -102,9 +102,9 @@
var signalGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 6;
+ self.speed = 8;
self.active = true;
self.update = function () {
if (!self.active) {
return;
@@ -201,9 +201,9 @@
// 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 * 400;
+ signal.x = 2048 - i * 250; // Reduced from 400 to 250 for closer spacing
// Create a staggered arrangement going upward
signal.y = 1700 - i * 100;
signals.push(signal);
game.addChild(signal);
@@ -211,9 +211,9 @@
// 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 * 450;
+ signal.x = 1800 - i * 300; // Reduced from 450 to 300 for closer spacing
// Place red signals in a descending pattern
signal.y = 1600 + i * 150;
signals.push(signal);
game.addChild(signal);
@@ -224,9 +224,10 @@
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at intervals
- if (currentTime - lastSignalTime > 1200 / gameSpeed) {
+ if (currentTime - lastSignalTime > 800 / gameSpeed) {
+ // Reduced from 1200 to 800 for 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
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