User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 62
User prompt
slightly decrease obstacle frequency
User prompt
make platforms temporarily suspend player asset
User prompt
make player jump height increase more drastic
User prompt
make player fall off platforms if player avoids touching them
User prompt
make player fall if platform not touching player
User prompt
make player fall down when not touching platform
User prompt
make black platforms solid
User prompt
Make platforms scroll across from right to left
User prompt
add black rectangle platforms above player that can be landed on
User prompt
increase player jump height and player jump speed and player fall speed at every 100 score milestone
User prompt
increase player jump height at every 100 score milestone
User prompt
Increase player fall speed at every 100 score milestone.
User prompt
Increase player jump height at every 100 score milestone.
User prompt
DELETE UPGRADE DOTS
User prompt
TEMPORARILYAPPLY INVINCIBILITY PROPERTY TO JACK WHEN UPGRADE DOTS ARE COLLECTED
User prompt
increase player jump speed and fall speed
User prompt
Make jack asset temporary pass through obstacles after hitting upgrade dot
User prompt
MAKE JACK ASSET TEMPORARY INVINCIBLE WHEN JACK HITS UPGRADE DOTS
User prompt
Make player temporarily invincible upon upgrade dot acquisition
User prompt
Make upgrade dots add temporary invincibility to player
User prompt
Make obstacles temporarily pass through player when upgrade dots are collected
User prompt
make upgrade dots add temporary invincibility to player
User prompt
Increase upgrade dot frequency
User prompt
Count down how many hits player has left when upgrade dot adds invincibility
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Class for the main character (Jumping Jack) var JumpingJack = Container.expand(function () { var self = Container.call(this); var jackGraphics = self.attachAsset('jack', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 1.0; self.jumpStrength = -30; self.isJumping = false; self.isInvincible = false; self.invincibilityHitsLeft = 0; self.invincibilityDuration = 5000; // Duration of invincibility in milliseconds self.isScoreMultiplier = false; self.invincibilityStartTime = 0; // Track when invincibility starts self.obstaclesPassThrough = false; // Track if obstacles should pass through player self.update = function () { if (self.isJumping) { self.speedY += self.gravity * 1.5; // Increase fall speed self.y += self.speedY; if (self.y >= 2000) { // Ground level self.y = 2000; self.isJumping = false; self.speedY = 0; } else { // Check for platform collisions var onPlatform = false; for (var i = platforms.length - 1; i >= 0; i--) { if (platforms[i] && self.intersects(platforms[i])) { if (self.speedY > 0) { // Only land on platform if falling self.y = platforms[i].y - self.height / 2; self.isJumping = false; self.speedY = 0; onPlatform = true; } else if (self.speedY === 0) { // Temporarily suspend player on platform self.y = platforms[i].y - self.height / 2; onPlatform = true; } } } if (!onPlatform) { self.isJumping = true; self.speedY += self.gravity * 1.5; // Ensure player falls if not touching platform } else { self.isJumping = false; // Ensure player stops falling if touching platform self.speedY = 0; LK.setTimeout(function () { self.isJumping = true; }, 1000); // Delay before falling off platform } } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.speedY = self.jumpStrength * 2.0; // Increase jump speed more drastically } }; return self; }); // Class for obstacles var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -5; self.update = function () { self.x += self.speedX; self.y = 2000; // Ensure obstacles stay at ground level self.y = 2000; // Ensure obstacles stay at ground level self.y = 2000; // Ensure obstacles stay at ground level // Ensure obstacles stay on the ground level if (self.x < -100) { // Off-screen self.destroy(); } }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= 5; // Move platform from right to left if (self.x < -self.width) { self.destroy(); // Destroy platform if it goes off-screen } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var jack = game.addChild(new JumpingJack()); jack.jumpStrength = -30; // Initialize player jump height jack.speedY = 0; // Initialize player jump speed jack.gravity = 1.0; // Initialize player fall speed jack.x = 300; jack.y = 2000; var obstacles = []; var platforms = []; var platformInterval = Math.floor(Math.random() * 200) + 100; // Random interval between 100 and 300 for platform generation var obstacleInterval = Math.floor(Math.random() * 150) + 100; // Random interval between 100 and 250 for obstacle generation game.down = function (x, y, obj) { jack.jump(); }; game.update = function () { // Update score if (jack.isInvincible && Date.now() - jack.invincibilityStartTime > jack.invincibilityDuration) { jack.isInvincible = false; jack.obstaclesPassThrough = false; // Disable obstacles passing through player } if (jack.isScoreMultiplier) { score += 3; // Triple score } else { score += 1; } // Increase jump height, jump speed, and fall speed at every 100 score milestone if (score % 100 === 0 && score !== 0) { jack.jumpStrength -= 5; // Increase jump height jack.speedY -= 1; // Increase jump speed jack.gravity += 0.1; // Increase fall speed } scoreTxt.setText(score); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { if (obstacles[i]) { obstacles[i].update(); } if (obstacles[i]) { obstacles[i].x += obstacles[i].speedX; } // Movement handled in obstacle class if (obstacles[i] && obstacles[i].intersects(jack)) { if (jack.isInvincible || jack.obstaclesPassThrough) { jack.invincibilityHitsLeft--; if (jack.invincibilityHitsLeft <= 0) { jack.isInvincible = false; jack.obstaclesPassThrough = false; // Disable obstacles passing through player } } else if (!jack.obstaclesPassThrough) { LK.effects.flashScreen(0xff0000, 1000); // Reset player position to start jack.x = 300; jack.y = 2000; jack.isJumping = false; jack.speedY = 0; // Reset obstacle positions for (var j = obstacles.length - 1; j >= 0; j--) { obstacles[j].x = 2048; obstacles[j].y = 2000; // Ground level } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { if (platforms[i]) { platforms[i].update(); platforms[i].x -= 5; // Move platform from right to left if (platforms[i].x < -platforms[i].width) { platforms[i].destroy(); platforms.splice(i, 1); } } if (platforms[i] && platforms[i].intersects(jack)) { if (jack.speedY > 0) { // Only land on platform if falling jack.y = platforms[i].y - jack.height / 2; jack.isJumping = false; jack.speedY = 0; } } else { jack.isJumping = true; jack.speedY += jack.gravity * 1.5; // Ensure player falls if not touching platform } if (platforms[i] && platforms[i].x < -100) { platforms[i].destroy(); platforms.splice(i, 1); } } // Reset platform positions for (var k = platforms.length - 1; k >= 0; k--) { platforms[k].destroy(); platforms.splice(k, 1); } // Reset score score = 0; scoreTxt.setText(score); // Reset jump height, jump speed, and fall speed jack.jumpStrength = -30; jack.speedY = 0; jack.gravity = 1.0; // Reset obstacle generation interval to a random value obstacleInterval = Math.floor(Math.random() * 100) + 50; // Reset fall speed jack.gravity = 1.0; // Reset obstacles for (var j = obstacles.length - 1; j >= 0; j--) { obstacles[j].destroy(); obstacles.splice(j, 1); } } } if (obstacles[i] && obstacles[i].x < -100) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Generate new obstacles if (LK.ticks % obstacleInterval == 0) { obstacleInterval = Math.floor(Math.random() * 150) + 100; // Set next interval to a new random value var newObstacle = new Obstacle(); newObstacle.x = 2048; newObstacle.y = 2000; // Ground level newObstacle.y = 2000; // Ground level obstacles.push(newObstacle); game.addChild(newObstacle); } // Generate new platforms if (LK.ticks % platformInterval == 0) { platformInterval = Math.floor(Math.random() * 200) + 100; // Set next interval to a new random value var newPlatform = new Platform(); newPlatform.x = 2048; newPlatform.y = Math.floor(Math.random() * 1500) + 500; // Random height between 500 and 2000 platforms.push(newPlatform); game.addChild(newPlatform); } }; // Play background music LK.playMusic('bgmusic', { loop: true });
===================================================================
--- original.js
+++ change.js
@@ -51,9 +51,9 @@
self.speedY += self.gravity * 1.5; // Ensure player falls if not touching platform
} else {
self.isJumping = false; // Ensure player stops falling if touching platform
self.speedY = 0;
- setTimeout(function () {
+ LK.setTimeout(function () {
self.isJumping = true;
}, 1000); // Delay before falling off platform
}
}