User prompt
make obstacles move
User prompt
Please fix the bug: 'TypeError: self.getChildByName is not a function' in or related to this line: 'var speechBubble = self.getChildByName('speechBubble');' Line Number: 34
User prompt
make the obstacles able to move towards the player
User prompt
Please fix the bug: 'ReferenceError: speechBubble is not defined' in or related to this line: 'if (self.intersects(speechBubble)) {' Line Number: 34
User prompt
prevent the player from being able to collide with text
User prompt
make text intangible
User prompt
Allow the player to pass through text
User prompt
Prevent player from colliding with speech bubble text
User prompt
Make obstacle speech bubble text bigger
User prompt
Make the obstacles have speech bubbles above their heads with text inside
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (obstacles[i].x < -100) {' Line Number: 114
User prompt
reset obstacles and player positions when player hits obstacle
User prompt
reset game and score when player hits obstacles
User prompt
Upon obstacle collision, put player back to start
User prompt
Remove the game over screen
Initial prompt
Jumping Jack (Cowboy)
/**** * 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 = 0.5; self.jumpStrength = -15; self.isJumping = false; self.update = function () { if (self.isJumping) { self.speedY += self.gravity; self.y += self.speedY; if (self.y >= 2000) { // Ground level self.y = 2000; self.isJumping = false; self.speedY = 0; } } // Ensure player does not collide with speech bubble text var speechBubble = self.children.find(function (child) { return child.name === 'speechBubble'; }); if (speechBubble && self.intersects(speechBubble)) { self.y -= self.speedY; // Move player back to avoid collision } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.speedY = self.jumpStrength; } }; 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 = -10; // Create and attach speech bubble var speechBubble = new Text2('Hello!', { size: 100, fill: "#ffffff", align: 'center' }); speechBubble.anchor.set(0.5, 1); // Anchor at the bottom center of the text speechBubble.y = -obstacleGraphics.height / 2 - 20; // Position the speech bubble above the obstacle speechBubble.name = 'speechBubble'; self.addChild(speechBubble); speechBubble.interactive = false; // Make speech bubble non-interactive speechBubble.intersects = function () { return false; }; // Override intersects method to always return false self.update = function () { self.x += self.speedX; // Update speech bubble text dynamically speechBubble.setText('Watch out!'); if (self.x < -100) { // Off-screen self.destroy(); } // Ensure speech bubble text is not considered for collision detection if (self.intersects(speechBubble)) { self.x -= self.speedX; // Move obstacle back to avoid collision } }; 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.x = 300; jack.y = 2000; var obstacles = []; var obstacleInterval = 100; // Interval for obstacle generation game.down = function (x, y, obj) { jack.jump(); }; game.update = function () { // Update score score += 1; scoreTxt.setText(score); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (obstacles[i].intersects(jack) && obstacles[i].name !== 'speechBubble') { 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; } // Reset score score = 0; scoreTxt.setText(score); // Reset obstacle generation interval obstacleInterval = 100; // 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) { var newObstacle = new Obstacle(); newObstacle.x = 2048; newObstacle.y = 2000; obstacles.push(newObstacle); game.addChild(newObstacle); } }; // Play background music LK.playMusic('bgmusic', { loop: true });
===================================================================
--- original.js
+++ change.js
@@ -24,9 +24,11 @@
self.speedY = 0;
}
}
// Ensure player does not collide with speech bubble text
- var speechBubble = self.getChildByName('speechBubble');
+ var speechBubble = self.children.find(function (child) {
+ return child.name === 'speechBubble';
+ });
if (speechBubble && self.intersects(speechBubble)) {
self.y -= self.speedY; // Move player back to avoid collision
}
};