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.obstaclesPassThrough = false;
	self.invincibilityHitsLeft = 0;
	self.invincibilityDuration = 5000; // Duration of invincibility in milliseconds
	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
			jack.obstaclesPassThrough = true; // Enable obstacles passing through player
			LK.setTimeout(function () {
				jack.isInvincible = false;
				jack.obstaclesPassThrough = false; // Disable obstacles passing through player
			}, jack.invincibilityDuration);
		} 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;
					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
				}
				// 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 % 50 == 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
}); ===================================================================
--- original.js
+++ change.js
@@ -13,8 +13,10 @@
 	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.obstaclesPassThrough = false;
 	self.invincibilityHitsLeft = 0;
 	self.invincibilityDuration = 5000; // Duration of invincibility in milliseconds
 	self.isScoreMultiplier = false;