User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 62
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slightly decrease obstacle frequency
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make platforms temporarily suspend player asset
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make player jump height increase more drastic
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make player fall off platforms if player avoids touching them
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make player fall if platform not touching player
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make player fall down when not touching platform
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make black platforms solid
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Make platforms scroll across from right to left
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add black rectangle platforms above player that can be landed on
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increase player jump height and player jump speed and player fall speed at every 100 score milestone
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increase player jump height at every 100 score milestone
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Increase player fall speed at every 100 score milestone.
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Increase player jump height at every 100 score milestone.
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DELETE UPGRADE DOTS
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TEMPORARILYAPPLY INVINCIBILITY PROPERTY TO JACK WHEN UPGRADE DOTS ARE COLLECTED
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increase player jump speed and fall speed
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Make jack asset temporary pass through obstacles after hitting upgrade dot
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MAKE JACK ASSET TEMPORARY INVINCIBLE WHEN JACK HITS UPGRADE DOTS
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Make player temporarily invincible upon upgrade dot acquisition
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Make upgrade dots add temporary invincibility to player
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Make obstacles temporarily pass through player when upgrade dots are collected
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make upgrade dots add temporary invincibility to player
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Increase upgrade dot frequency
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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.isScoreMultiplier = 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; } } }; 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 = -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; }); // Class for upgrade dots var UpgradeDot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('upgradeDot', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -3; self.update = function () { self.x += self.speedX; if (self.x < -50) { self.destroy(); } }; self.collect = function (jack) { self.destroy(); if (Math.random() < 0.5) { jack.isInvincible = true; jack.invincibilityHitsLeft = 3; // Set the number of hits left LK.setTimeout(function () { jack.isInvincible = false; }, 5000); } else { jack.isScoreMultiplier = true; LK.setTimeout(function () { jack.isScoreMultiplier = false; }, 5000); } }; 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 upgradeDots = []; var obstacleInterval = Math.floor(Math.random() * 100) + 50; // Random interval between 50 and 150 for obstacle generation game.down = function (x, y, obj) { jack.jump(); }; game.update = function () { // Update score if (jack.isScoreMultiplier) { score += 3; // Triple score } else { score += 1; } 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.invincibilityHitsLeft--; if (jack.invincibilityHitsLeft <= 0) { jack.isInvincible = false; } } else { 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 } // Reset score score = 0; scoreTxt.setText(score); // Reset obstacle generation interval to a random value obstacleInterval = Math.floor(Math.random() * 100) + 50; // Reset obstacles for (var j = obstacles.length - 1; j >= 0; j--) { obstacles[j].destroy(); obstacles.splice(j, 1); } // Reset upgrade dots for (var j = upgradeDots.length - 1; j >= 0; j--) { upgradeDots[j].destroy(); upgradeDots.splice(j, 1); } } } if (obstacles[i] && obstacles[i].x < -100) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Update upgrade dots for (var i = upgradeDots.length - 1; i >= 0; i--) { if (upgradeDots[i]) { upgradeDots[i].update(); } if (upgradeDots[i] && upgradeDots[i].intersects(jack)) { upgradeDots[i].collect(jack); upgradeDots.splice(i, 1); } } // Generate new upgrade dots if (LK.ticks % 200 == 0) { // Adjust the interval as needed var newUpgradeDot = new UpgradeDot(); newUpgradeDot.x = 2048; // Start at the right edge of the screen newUpgradeDot.y = 1900; // Slightly above player height upgradeDots.push(newUpgradeDot); game.addChild(newUpgradeDot); } // Generate new obstacles if (LK.ticks % obstacleInterval == 0) { obstacleInterval = Math.floor(Math.random() * 100) + 50; // 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); } }; // Play background music LK.playMusic('bgmusic', { loop: true });
/****
* 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.isScoreMultiplier = 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;
}
}
};
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 = -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;
});
// Class for upgrade dots
var UpgradeDot = Container.expand(function () {
var self = Container.call(this);
var dotGraphics = self.attachAsset('upgradeDot', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -3;
self.update = function () {
self.x += self.speedX;
if (self.x < -50) {
self.destroy();
}
};
self.collect = function (jack) {
self.destroy();
if (Math.random() < 0.5) {
jack.isInvincible = true;
jack.invincibilityHitsLeft = 3; // Set the number of hits left
LK.setTimeout(function () {
jack.isInvincible = false;
}, 5000);
} else {
jack.isScoreMultiplier = true;
LK.setTimeout(function () {
jack.isScoreMultiplier = false;
}, 5000);
}
};
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 upgradeDots = [];
var obstacleInterval = Math.floor(Math.random() * 100) + 50; // Random interval between 50 and 150 for obstacle generation
game.down = function (x, y, obj) {
jack.jump();
};
game.update = function () {
// Update score
if (jack.isScoreMultiplier) {
score += 3; // Triple score
} else {
score += 1;
}
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.invincibilityHitsLeft--;
if (jack.invincibilityHitsLeft <= 0) {
jack.isInvincible = false;
}
} else {
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
}
// Reset score
score = 0;
scoreTxt.setText(score);
// Reset obstacle generation interval to a random value
obstacleInterval = Math.floor(Math.random() * 100) + 50;
// Reset obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
obstacles[j].destroy();
obstacles.splice(j, 1);
}
// Reset upgrade dots
for (var j = upgradeDots.length - 1; j >= 0; j--) {
upgradeDots[j].destroy();
upgradeDots.splice(j, 1);
}
}
}
if (obstacles[i] && obstacles[i].x < -100) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Update upgrade dots
for (var i = upgradeDots.length - 1; i >= 0; i--) {
if (upgradeDots[i]) {
upgradeDots[i].update();
}
if (upgradeDots[i] && upgradeDots[i].intersects(jack)) {
upgradeDots[i].collect(jack);
upgradeDots.splice(i, 1);
}
}
// Generate new upgrade dots
if (LK.ticks % 200 == 0) {
// Adjust the interval as needed
var newUpgradeDot = new UpgradeDot();
newUpgradeDot.x = 2048; // Start at the right edge of the screen
newUpgradeDot.y = 1900; // Slightly above player height
upgradeDots.push(newUpgradeDot);
game.addChild(newUpgradeDot);
}
// Generate new obstacles
if (LK.ticks % obstacleInterval == 0) {
obstacleInterval = Math.floor(Math.random() * 100) + 50; // 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);
}
};
// Play background music
LK.playMusic('bgmusic', {
loop: true
});