User prompt
Add background to the map
User prompt
Please fix the bug: 'Timeout.tick error: Platform is not defined' in or related to this line: 'var platform = new Platform();' Line Number: 222
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Add garage1 to the game
User prompt
Please fix the bug: 'ReferenceError: platforms is not defined' in or related to this line: 'for (var j = platforms.length - 1; j >= 0; j--) {' Line Number: 114
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Remove platform from the game
User prompt
Please fix the bug: 'Timeout.tick error: Platform is not defined' in or related to this line: 'var platform = new Platform();' Line Number: 223
User prompt
Rename platform to garage1
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Add house1 asset to the game and the map
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Move up the background by 1000 units
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Move down the background by 1000 units
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Increase distance between platforms by 30 units
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Increase platforms distance by 20 units
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Reduce platform number to the half
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Move down the platform by 25 units
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Reduce obstacles number to the half
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Move every platform bottom to the top of the floor.
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Reduce obstacles number to the half
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Move obstacles bottom to the maps bottom
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Move obstacles bottom to the maps bottom.
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Move obstacles to the floor
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Condition: obstacles always touching the floor at the bottom!
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You can only load the obstacles by touching the floor at the bottom!
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Add a background to the game
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Reduce obstacles number to the half
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Reduce obstacle to the galf
/**** * Classes ****/ var Floor = Container.expand(function () { var self = Container.call(this); self.floorGraphics = self.attachAsset('floor', { anchorX: 0.5, anchorY: 0.5 }); }); // Define the Garage1 class var Garage1 = Container.expand(function () { var self = Container.call(this); var garage1Graphics = self.attachAsset('garage1', { anchorX: 0.5, anchorY: 0.0 }); self.speed = sharedSpeed; self.update = function () { self.x -= self.speed; if (self.x < -garage1Graphics.width / 2) { self.destroy(); } }; }); var JumpParticle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 5 + 2; self.direction = Math.random() * Math.PI * 2; self.lifetime = 30; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lifetime--; if (self.lifetime <= 0) { self.destroy(); } }; }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.speed = sharedSpeed * 0.625; // Half the speed of the original obstacle speed self.update = function () { self.x -= self.speed * (1 + elapsedTime / 60); // Increase speed over time if (self.x < 0) { self.destroy(); } }; }); // Define the Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('garage1', { anchorX: 0.5, anchorY: 0.0 }); self.speed = sharedSpeed; self.update = function () { self.x -= self.speed; if (self.x < -platformGraphics.width / 2) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.gravity = 2.5; self.velocity = 0; self.isJumping = false; self.speed = 10; self.update = function () { // Apply gravity self.velocity += self.gravity; self.y += self.velocity; // Check for collision with the floor if (self.y + playerGraphics.height / 2 >= floor.y - floor.floorGraphics.height / 2) { self.y = floor.y - floor.floorGraphics.height / 2 - playerGraphics.height / 2; if (self.isJumping && self.velocity > 10) { for (var i = 0; i < 10; i++) { var particle = new JumpParticle(); particle.x = self.x; particle.y = self.y + playerGraphics.height / 2; game.addChild(particle); } LK.getSound('land').play(); // Play landing sound effect } if (self.isJumping) { for (var i = 0; i < 10; i++) { var particle = new JumpParticle(); particle.x = self.x; particle.y = self.y + playerGraphics.height / 2; game.addChild(particle); } } self.isJumping = false; self.rotation = 0; // Reset rotation when on the platform } else { var onPlatform = false; for (var j = platforms.length - 1; j >= 0; j--) { if (self.intersects(platforms[j])) { if (self.velocity > 0) { self.y = platforms[j].y - playerGraphics.height / 2; self.isJumping = false; self.rotation = 0; // Reset rotation when on the platform if (self.velocity > 3) { LK.getSound('land').play(); // Play landing sound effect } self.velocity = 0; } onPlatform = true; break; } } if (!onPlatform) { self.isJumping = true; self.rotation += 0.1; // Rotate the player while in the air } } }; self.moveLeft = function () { self.x -= self.speed; }; self.moveRight = function () { self.x += self.speed; }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocity = -62.5; LK.getSound('jump').play(); // Play jump sound effect for (var i = 0; i < 10; i++) { var particle = new JumpParticle(); particle.x = self.x; particle.y = self.y + playerGraphics.height / 2; game.addChild(particle); } } }; }); var Point = Container.expand(function () { var self = Container.call(this); var pointGraphics = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); self.speed = sharedSpeed; self.update = function () { self.x -= self.speed; // Move points to the left at the same speed as platforms if (self.x < -pointGraphics.width / 2) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); var house1 = game.attachAsset('house1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Define a globally shared speed variable var sharedSpeed = 10; // Initialize elapsed time var elapsedTime = 0; // Create and display the score text at the top center of the screen var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally LK.gui.top.addChild(scoreTxt); // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 8; player.y = 2732 - 200; // Initialize floor var floor = game.addChild(new Floor()); floor.x = 2048 / 2; floor.y = 2732 - 25; // Initialize obstacles array var obstacles = []; // Initialize platforms array var platforms = []; // Initialize points array var points = []; // Initialize points array var points = []; ; // Function to spawn platforms function spawnPlatform() { var platform = new Platform(); platform.x = 2048 + platform.width / 2; platform.y = floor.y - floor.floorGraphics.height / 2 - platform.height + 25; // Position platform at the top of the floor platforms.push(platform); game.addChild(platform); if (Math.random() < 0.5) { var point = new Point(); point.x = platform.x; point.y = platform.y - 100; // Adjust the y position of the point relative to the platform points.push(point); game.addChild(point); } } // Set interval to spawn platforms var platformInterval = LK.setInterval(spawnPlatform, 2000); // Function to spawn obstacles function spawnObstacle() { var obstacle = new Obstacle(); obstacle.x = 2048 + 50; obstacle.y = 2732 - obstacle.height / 2; // Set obstacle's y position to be just above the floor obstacles.push(obstacle); game.addChild(obstacle); } // Set interval to spawn obstacles var obstacleInterval = LK.setInterval(spawnObstacle, 4000); // Handle touch events for player movement game.down = function (x, y, obj) { player.jump(); }; // Update game logic game.update = function () { // Update elapsed time elapsedTime += 1 / 60; // Assuming 60 FPS for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (player.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } for (var j = points.length - 1; j >= 0; j--) { if (player.intersects(points[j])) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('pointPickup').play(); // Play point pickup sound effect points[j].destroy(); points.splice(j, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -180,9 +180,11 @@
var background = game.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
- y: 2732 / 2
+ y: 2732 / 2,
+ width: 2048,
+ height: 2732
});
var house1 = game.attachAsset('house1', {
anchorX: 0.5,
anchorY: 0.5,