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;
self.y += Math.sin(LK.ticks / 20) * 5; // Add vertical movement for a more dynamic effect
// 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();
obstacles[i].x -= 5; // Move obstacles towards the player
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
@@ -63,8 +63,9 @@
return false;
}; // Override intersects method to always return false
self.update = function () {
self.x += self.speedX;
+ self.y += Math.sin(LK.ticks / 20) * 5; // Add vertical movement for a more dynamic effect
// Update speech bubble text dynamically
speechBubble.setText('Watch out!');
if (self.x < -100) {
// Off-screen
@@ -109,8 +110,9 @@
scoreTxt.setText(score);
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
+ obstacles[i].x -= 5; // Move obstacles towards the player
if (obstacles[i].intersects(jack) && obstacles[i].name !== 'speechBubble') {
LK.effects.flashScreen(0xff0000, 1000);
// Reset player position to start
jack.x = 300;